The_Raven on 14/11/2008 at 17:02
Quote Posted by raph
I'd pay to see that flick
Be careful what you wish for.
Matthew on 14/11/2008 at 17:07
Quote Posted by DDL
If you want a slightly better analogy, it's more like a citizen kane prequel, in which we see rosebud, the 4wes0me neo-renaissance rocket-scooter.
I'd pay to see
that flick.
FF24601 on 17/11/2008 at 00:50
Sorry, I haven't read through the entire thread, but in response to the 'memorable moments' issue everyone is bringing up:
Part of the awesome strength of DX1's plot unfolding, was the many subtle nuances that you may have missed the first time around, the small details in dialogue, in games that had MUCH BIGGER IMPLICATIONS in a real sense than just plot development.
It was kind of like macrocosm...
Think Icarus, the Echelon system, Everett and DeBeers, the engineering of the men in black, the small details about the NSA...
Small details that made you THINK beyond the game for a moment, small things that connected the authoritarian dystopia hidden under the curtain in Deus Ex with the real world.
Sure, some of the Illuminati things were a little over the top... ie tracer tong counting the sides on the bolts etc ( haha, total Adam West detective stylings )
But there was so much depth in the plot's heavy implications that it didn't even really have to have as many crescendos as other games. Things like the powerplay of Simons and Page, and Simon being appointed to FEMA made you start thinking, which took the place of unsubtle, in your face plot twists... It's like the difference between a good movie and a bad one.
Sure, a few plot twists and turns wouldn't go astray... DX1 actually started to become a little linear by the time you left Hong Kong anyway... But I just hope that the developers realize where DX1's strength of plot was, it was in the minor details, always.