Blizzard said:
I just kinda realized that I basically had no desire to get Invisible War (I own and have played part of the original Deus Ex)...but I have no desire because the NeoGAF hivemind is remotely controlling me. And that's when I realized that it was UNDER THREE DOLLARS and decided to get it anyway. :lol
Even if it's horrible, I still thought the original SiN game was kinda fun/silly, so maybe this at least won't be worse than that.
It's not horrible, it's mediocre. XBox 1's memory restrictions caused the levels to be dramatically smaller than the sprawling maps of the first game. Attempts to streamline the game (the removal of the stats system and inventory Tetris as two examples) were seen as "dumbing down" for a console audience. The attempt to consolidate ammunition to be one single resource to manage meant that if you use weapons that quickly consumed ammo you were quickly out of *all* ammo for every gun.
In short, it's Deus Ex plus a bunch of streamlining that didn't work to the game's advantage the way it did for, say, Bioshock. Combine that with the memory limitations of the original XBox and the PC version's need to (for some reason that remains unfathomable to me to this day) kill the entire application and reload *EVERY TIME YOU CHANGE A LEVEL* and you have a game that's seriously flawed but sometimes enjoyable if you dig FPS-RPG hybrids.
Then people hold it up next to Deus Ex and objectivity goes out the window: it's the worst thing that ever was, what sequel, etc.
JudgeN said:
Never played Deus Ex but I keep hearing how good it is, what should my expectation be and are there any graphic mods?
Your expectations should be that it's a phenomenal 2000 action/adventure game that tries to do much but doesn't do any one thing amazingly well. I say this as someone who holds Deus Ex near and dear to his heart, but who also wants to make sure it doesn't go overhyped to people playing a 10 year old game for the first time. Taken on a whole, it's probably one of the best games I've ever played. But don't think it'll grab you right away - the shooting is loose (especially at the beginning when you're not skilled), the stealth is at times frustrating and difficult, and the story can be oddly paced and convoluted. None of the mechanics feel "right" at first, and some never fully do.
But using those crude game mechanics I've crushed people by throwing furniture out of Maggie Chow's windows. I've managed to barely defeat a guard when I had my legs crippled by throwing a LAM at the right moment. I've given a kid a chocolate bar for a code to a secret passage way, then shot him in the back, took back my chocolate bar, then dumped his body in the river. I've also hacked into coworker's e-mail accounts then picked a lock on the janitor's closet and all my boss did was yell at me for going into the lady's restroom. In its
breadth of experience, if not its depth, it remains something that can captivate people's attention and imagination even today. It's of a design philosophy you don't see much of these days - one that doesn't provide players an amazing experience but rather one that gives the player a lot of tools to create amazing experiences for themselves.