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Cirka 20 år efter de händelser som skildras i Deus Ex har världen precis börjat återhämta sig efter en katastrofal, global depression. Under den kaotiska återhämtningsperioden ser flera religiösa och politiska fraktioner en möjlighet att skapa en global regering anpassad efter sina egna motiv.
Utgivningsdatum: 5 Mar 2004
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Köp Deus Ex: Invisible War

Om spelet

Cirka 20 år efter de händelser som skildras i Deus Ex har världen precis börjat återhämta sig efter en katastrofal, global depression. Under den kaotiska återhämtningsperioden ser flera religiösa och politiska fraktioner en möjlighet att skapa en global regering anpassad efter sina egna motiv. De inser att rätt åtgärder nu kan forma mänsklighetens samhälle under de kommande årtiondena eller rent av århundradena. En teknomardröm där du deltar i den mörka kampen för att låta världen resa sig ur sin egen aska.

  • Dynamisk och nyskapande actionäventyr i förstapersonsperspektiv på en realistisk nivå som aldrig tidigare skådats i ett TV-spel.
  • Biotekniska förändringar gör att du kan se genom väggar, hoppa 10 meter upp i luften, läka svåra kroppsskador och göra dig osynlig för radar.
  • Besök olika platser i världen som Seattle, Antarktis och Kairo.
  • Listigt smygspel med mörker och ljud som påverkar fiendens medvetenhet.
  • Det variationsrika spelupplägget öppnar för flera möjliga alternativ att lösa problem och utrymme för olika stilar och tillvägagångssätt.
  • Konfliktlösning utan våld och dödande innebär att du genom dina handlingar kan göra etiska ställningstaganden.
  • Dina framsteg i spelet stöds av en oöverträffad handlingsfrihet genom en dynamisk, icke-linjär berättelse med sammanhangsberoende förvecklingar.

Systemkrav

    Minimikrav:

    • IBM PC eller 100 % kompatibel
    • Microsoft Windows 2000/XP
    • Pentium IV-processor, 1,3 GHz (eller motsvarande AMD Athlon XP-processor)
    • 100 % DirectX 9 32 MB grafikkort med 3D-acceleration och Pixel Shader v1.1-funktioner
    • 256 MB arbetsminne
    • 100 % DirectX 9-kompatibelt ljudkort
    • 2 GB okomprimerat ledigt hårddiskutrymme (ytterligare utrymme kan behövas för sparade spel)
    • 100 % Windows 2000/XP-kompatibel mus och tangentbord
    • Rekommenderas:

      • Pentium IV, 1,5 GHz (eller motsvarande AMD Athlon XP) eller bättre processor
      • 512 MB arbetsminne
      • 100 % DirectX 9 128 MB 3D-grafikkort
      • 2 GB hårddiskutrymme

      Grafikkretsar som kan användas:
      nVidia GeForce 3Ti/4Ti/FX – Obs! GeForce MX-serien KAN INTE ANVÄNDAS. ATI Radeon 8500/9xxx eller bättre.

Hjälpsamma kundrecensioner
71 av 92 personer (77%) fann denna recension hjälpsam
391 produkter på kontot
2 recensioner
17.9 timmar totalt
Deus Ex: Invisible War is easily the worst of the series. However, it is still a very good science fiction title. With a more action oriented approach, IW takes the series further into the future of the timeline. Gone is the ultra gritty setting of the original Deus Ex, filled instead with neon and advanced tech. The gameplay stays mostly the same from the original. Even with more action, the options are still very present. Using stealth or rocket launchers are both viable options. These options are limited compared to the two other entries in the series but are still fun to explore. The story though kicks ♥♥♥ once again. Conspiracy, multiple factions, and heavy choices are all very much a part of the narrative. The endings are incredible. Just play it for what is and try not to compare it too much to the legendary original, as hard as that may seem

Pros:
-Solid Gameplay
-Great Story
-Good Lighting Effects
-Heavy choices and consequences
-Ability to play as a woman
Cons:
-Smaller amount of options compared to other titles of the series
-Mediocre setting
-Strange physics
-Some bugs
Upplagd: 15 December 2013
Var denna recension hjälpsam? Ja Nej
28 av 34 personer (82%) fann denna recension hjälpsam
136 produkter på kontot
4 recensioner
3.0 timmar totalt
Deus Ex: Invisible War is the sequel to Deus Ex, an RPG/shooter hybrid which garnered so much universal praise that you might say its sequel was always destined to be a disappointment. Its followup, released in 2003, received generally positive reviews from publications, although the general consensus was "It falls short of the original." However, the fans overwhelmingly hated it, even refusing to think of it as a true Deus Ex game. Was it a case of inflated expectations or overzealous fanboys?
In my opinion, Invisible War is not as bad as its reputation, but the fans still have a point.

The first problem is it was designed from day one as a console title with mass appeal and simplification in mind. The skills system is gone, every item occupies one space in the inventory and all weapons accept a universal ammo type. That's a big problem because in the final levels, most enemies can be defeated only with heavy weapons, which drain ammo fast, and when you're out, you can't even switch to a standby. Oh, and did I mention there's no way to non-lethally pacify one particular enemy? The weapon mods are no longer a modular increase of stats, but singular installations that have a strategic use like breaking glass silently or dealing EMP damage. The boltcaster replaces the old crossbow, the stun prod makes a return and the baton is also non-lethal and several grenade types are also added to aid the player. The fairly rare noisemaker draws enemies wherever it lands and the flashbomb (you guessed it) blinds enemies for a few seconds. In addition, the gas grenade returns and the LAM (in the form of concussion grenades), the scrambler and the spiderbomb grenade, which spawns an allied spiderbot.

The levels are much smaller compared to the first game, almost claustrophobic and unsettlingly empty, yet they're even more confusing to navigate. Different areas are broken up by frequent, lengthy loading screens that not-so-subtly re-launch the application, which of course breaks the immersion like Hell. Just getting around can also be a pain because of the physics. For example, jumping on a create is a feat in patience and luck because although the physics are mostly sound, the weight of objects is severely flawed; The slightest bump sends even the massive, unliftable crates flying across the room like they were made of styrofoam.

The graphics still... technically hold up today. Being designed for the XBox, the engine utilizes dynamic light and shadow, bloom, ambient occlusion, facial animation and more, but aesthetically it's a different story. The world feels very "Jetsons-ish" for lack of a better word, everything covered in neon blue lights. The NPCs have been upgraded from a graphical standpoint, but still stand and animate like the first game, and some of the facial animation is just... Well, some NPCs look like they're perpetually surprised. Installing the unified texture pack massively improves the visual appeal, adding HD textures to almost everything and even toning down the cosmic horror of the facial animations.

The AI is still dim and will ignore you even in plain sight if you're about 20 feet away. You can pick away at them from behind cover and they may never confront you, watch their friends get blown up in their face and still wander aimlessly and when you're cloaked, they continue walking right into you without attacking. But they can still provide a challenge in numbers, especially the biohazard-spewing greasels and big, dumb, lumbering karkians. On several occasions, my maxed-out see-through-walls aug didn't detect them (yet another flaw) and I waltzed right up to one, getting the **** scared out of me.

The voice acting is, well... The major characters sound alright, but some of the NPCs just sound awful. Some of the sounds (especially the weapons) can be grating, but others are... kind of nice? The music is appropriately futuristic and retains the aesthetic from the first game, but is much less noticable and eargasmic, less memorable themes than ambient background music to put on before bed. That seems to be the way of this game: a mixed bag; some of it a ham sandwich, some of it stale vomit.

The story is the best thing about this game. Despite all its flaws, that's what kept me interested enough to keep pressing on. Without spoiling anything, you'll get wrapped up in many conspiracies (Even the coffee shops are part of one!) and be forced to take sides, which you can still switch even at the final moment of the game. That sounds like freedom, but then you realize that none of the choices you make effect the outcome of the game, beyond the last level or two and a pre-rendered end cutscene. But still, sociopolitics, government, privacy, ethics, enterprise, technology, religion, god itself ...politics, bureaucracy, mismanagement... are all discussed at some point. Two factions have a clear motivation, although others (which aren't revealed until late in the game) really don't give you a reason to carry out their bidding. Invisible War also connects with the original game through returning characters, and is set in a world still reeling from the effects of "The Collapse", a combination of two endgame choices the player could have made. Your role takes you through Seattle, Cairo, Trier, Antarctica, good old Liberty Island and of course, several secret bases in between, unraveling a web of deceit over which the player has the final choice. Invisible War expects the player to have finished the first game, but if you read books, listen to newscasts and talk with NPCs, it's enough to fill you in.

But Deus Ex was all about freedom-of-choice for the player, so does that still hold true? For the most part. You can play through most of the game without killing anyone (unless you side with the wrong faction) and incapacitate enemies from the shadows, or gun down everything in sight, multitool a locked door or coax a code out of NPCs. There are plenty of hacking opportunities and alternate entrances as well. The only thing I hate is being forced to do side missions for extra credits before I can travel to the next level, so take my advice: rescue Ava Johnson in Seattle; she flies you around for free! There are enough side missions to extend the game by a few hours and plenty of rewards for the explorer, such as supplies, weapon mods and rare secret weapons. You can also read plenty of datacubes and books, listen to the news terminals and talk to countless NPCs to learn more about the world you're in. But even if you complete every side mission, explore every area and talk to everyone, it's a pretty short game.

As for the technical flaws I played through the game until one of the final levels, saved and quit and when I returned, my saves were corrupted. But even though I rushed through the second time, I still felt intrigued to learn more about the story. The game crashed regularly and unpredictably as well, every 30 minutes the first playthrough and only twice the second time. And the second time was with mods!

So, is this the worst game ever? Far from it; but it is held back by design flaws and cursed by a poor PC port. Deus Ex had flaws too, but they were easily overlooked. With Invisible War, it's much harder. But does it deserve the "Deus Ex" name? In my opinion, yes. The story follows that familiar thread, full of conspiracies and philosophy and despite a shift toward FPS gameplay, it still manages to create that feeling of being an augmented agent, sneaking, hacking, fighting and completing the game in your own style.
Upplagd: 28 December 2013
Var denna recension hjälpsam? Ja Nej
38 av 59 personer (64%) fann denna recension hjälpsam
212 produkter på kontot
1 recension
1.9 timmar totalt
I have no idea how this game has a metascore of 80. It was a 67 at best when it was brand new; it's aged badly since then. It suffers badly from having been designed for the memory and control constraints of the original X-Box. The levels are cramped and ugly. The field of view is far too tight (and requires using a hex editor to manually edit memory values in the executable to change to something tolerable). The guns are forgettable (with the exception of the gun mod that makes glass windows dissolve instead of shatter, that was mildly amusing) and all draw from the same universal ammo pool. Worst of all the main story is plain old tripe that not only does not hold up well to scrutiny but which commits the sin of trivializing the first game's ending by declaring that all three mutually exclusive endings in Deus Ex 1 happened simultaneously. By watering down and blending three very distinct and different endings they weakened and cheapened the story space for both Deus Ex 1 and Deus Ex: Invisible War.

The three main factions in the game, the Templars (hypocrtical neo-Luddities in power armor), the Illuminati (representing capitalist concerns), and the Dentons (who are trying to properly finish the Helios ending from Deus Ex 1) are all easy to hate. By the middle of the game I was annoyed with all of them. By the end, I decided to actively sabotage everyone, giving me the Omar Trader ending where the world burns in an apocolypse and Russian cyborgs end up ruling the cinders. I was actually happy with that, since the "good" endings required working with characters I had come to despise.

On the up side, the game does have a somewhat interesting side story about a corporate war between two coffee chains. This was in no way a worthy sequel to Deus Ex 1, and would have been a better game if it'd been divorced entirely from that intellectual property.
Upplagd: 21 Februari 2014
Var denna recension hjälpsam? Ja Nej
38 av 59 personer (64%) fann denna recension hjälpsam
57 produkter på kontot
2 recensioner
2.9 timmar totalt
More cramped, and smaller in scope, than the first game.

The plot is also much worse, the characters actually manage to look less realistic than they do in the predecessor (uncanny valley's in full swing here), and it's almost insultingly linear. The gameplay, on the other hand... oh wait, it's also unsatisfying.

The fun stuff? Ragdolls, dynamic lighting (very impressive for the game's age!), and a couple of neat stuff like the Omar faction and the MagRail weapon. Also, does that feeling of skulking around offices and hotel rooms very well.

For 2,80€, I suppose you could do worse, but I'd just buy a copy of the first one instead. Don't play this game unless you really want to - it's definitely not *bad*, it's just not nearly as good as the groundbreaking original - which, admittedly, is a hard goal to reach.
Upplagd: 31 December 2013
Var denna recension hjälpsam? Ja Nej
24 av 36 personer (67%) fann denna recension hjälpsam
174 produkter på kontot
6 recensioner
25.7 timmar totalt
This game is just barely recommended, and only if the first game has been completed. To enjoy DX2:IW it is best to approach with lowered expectations. The game play is decent, but reduced from what one will find in the first game. Where this game shines is the story. The story is excellent and will compel the player to move forward. Some other things that are enjoyable are finding multiple solutions to achieve a goal, and being able to explore the connected levels however you wish.

Having said that, there are plenty of things to complain about here. The maps are smaller. The game is shorter. Even the enemies are dumber and the variety is reduced. I find it silly that Ion Storm created this game from scratch with the Unreal 2 engine; the game engine from the first game could easily do everything that one finds in this installment. Guess they really want to get it onto Xbox. Swimming in water is gone, and I really miss the reflecting floors.

The game is good, but not legendary like the first.
Upplagd: 23 Januari 2014
Var denna recension hjälpsam? Ja Nej