Dev_Anj on 23/4/2015 at 16:47
I was reading the RPS retrospective of Deus Ex which was partly critical and appreciative of the game at the same time. In the latest article, I noted something the author had mentioned: post Champs Elysees, Paris, the game loses quite a bit of social interaction, free roaming hubs, reactivity and quest freedom. After the Duclare Chateau, most of the maps are basically in hostile territories, with only bits and pieces of friendly interaction. In fact, the last time you are in a completely safe area and mostly talk with allies is in Morgan Everett's apartment. Well, technically the area in Vandenburg after you merge the AIs counts, but in that case you're in more of a tense situation, as you're informed of the villain upstaging your plans, and are sent to rescue Gary's daughter. Now I did enjoy these missions, and still do. But considering how Deus Ex is often praised for its reactivity through dialogues, quest rewards, interacting with peaceful environments and the like, I thought some people would find it disappointing.
So, what do you think? Was the second half of Deus Ex good or disappointing? Could it have been improved? In my opinion, it's essentially an extended climax, kind of how Thief: Gold got a lot more linear and less stealthy towards the end to wrap up everything in a dramatic plot arc.
heywood on 23/4/2015 at 23:52
I think Vandenberg has some nice level design. And the ocean lab is great. But the silo level is just filler. And Area 51 seems to take a long time to infiltrate. On my first playthrough I remember feeling the tension and anticipation growing the deeper I went, so it didn't get boring. On subsequent playings, A51 can seem to drag on a bit if you want to reach all of the endings.
I agree that the nature of the game changes after Paris. The friendly NPC interactions become scarce. There aren't any more big plot revelations until the very end. And you've already made all the significant choices regarding character development. The focus of the game becomes the tactical gameplay. Which can be good or bad depending on what character you created for yourself and whether you enjoy the gameplay that best suits your character. I liked it, in part because I felt like I had a stronger sense of purpose as the game went on.
Deus Ex is a very long game by modern standards. These days, gamers are pretty used to starting and finishing AAA games in a week or even just a weekend. I don't think you can enjoy Deus Ex as much if you try to binge play it. One of my best Deus Ex games took me a month to finish, as I played a few hours every other night and explored everything, something like 45 hours of game time I think.
Jason Moyer on 24/4/2015 at 02:32
The second half is clearly different, but I personally wouldn't say it gets worse. Then again, I'll never complain when a game gives me compelling cat-and-mouse gameplay against an ok AI system.
Edit: John Walker writing about Deus Ex is hilarious. If they had dug up Kieron or Nathan or Jim for a guest article (or all 3) it probably would have been great, but John? Just...no.
ZylonBane on 24/4/2015 at 03:28
I could have done without the Paris catacombs and the Ocean Lab. They were both fairly linear, uninteresting slogs.
Jason Moyer on 24/4/2015 at 04:39
I guess it's been awhile since I've replayed it but I remember the catacombs having at least one area that was interesting, at least playing pure stealth. That may have been an exception though.
heywood on 24/4/2015 at 10:51
I hardly remember the catacombs, other than that there were greasels and a WiB in charge. So you're probably right about it being uninteresting. The naval shipyard wasn't very memorable either.
ZylonBane on 24/4/2015 at 13:24
At least the naval shipyard was huge, wide-open, and very non-linear, with lots of rewards for exploration.
heywood on 24/4/2015 at 17:03
It sure was non-linear. But it seemed like filler to pad out the return to NYC. I don't remember that it advanced the story in any way. But maybe I just don't remember it very well.
Pyrian on 24/4/2015 at 18:38
I think this thread presents a fascinating example of why Deus Ex was so amazing. People's favorite aspects of it are wildly different. Non-linearity? Story? Responsive NPC interaction? Which levels people like most seems to hinge on which features are most important to them.
That being said... The story literally starts with the ambrosia/grey death plot thread, and the tanker is that plot thread's climax. There may not be a whole lot of story in it, but I would hardly call it filler.
heywood on 24/4/2015 at 20:37
I think I need to play it again. I recall it being a really big sandbox level. They could have closed that plot by having you destroy all the virus in Hong Kong.