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Deus Ex: Mankind Divided [official site] has received its first patch-me-do, now ready to be added via Steam. It’s not a biggun by any means, but should stop some of the more immediately annoying crashes people have experienced. They’ve also made some suggestions about improving performance by, well, telling you to switch off MSAA altogether.
Alice: Hullo there, old chum! What’s cracking?
Pip: The internet under the strain of all the Deus Ex: Mankind Divided reviews popping out of their embargo wombs, through the various CMS birth canals and into the digital world, I should think. On a related note, I have a question…
Alice: You evidently already know where babies come from, so what can I help you with?
Pip: Alice, I don’t get Deus Ex. Explain to me Deus Ex.
The Statue of Liberty doesn t play a huge role in either Deus Ex or its sequel, but I ve still come to think of it as the symbol of those games. It book-ends the series-as-was, prior to Human Revolution. The first mission of Deus Ex, the last mission of Invisible War. In the first game, it s a symbol of ambition: one of the largest and most intricate game spaces designed up to that point, full of secrets and ways to chart your own path.
In Invisible War, it s more a sign of submission, where the sequel s many concessions to the original Xbox hardware are all on display. The inferior aesthetics that make every location look the same. The map split into chunks because the system can't keep it all in memory. The once natural choices now stated outright, blunt and simplified. Everything that the original map did so well, its return trip fails miserably to match. Such is the risk of following up one of the best games ever made.
Looking back all these years later, the question isn t whether or not Invisible War was a better game than Deus Ex, because the answer is a flat no. It just isn t. Coming second to one of the greatest games of all time would hardly be a shame, though. Now that the disappointment has faded, and a new incarnation of Deus Ex has gotten its own sequel, is it time to re-evaluate Invisible War for what it is, rather than what we hoped for 13 years ago?
It d be great if the answer was yes, but replaying it now, Invisible War has aged about as poorly as a game can. Much of this is, again, the result of having been designed for the original Xbox, though the bland futuristic setting and inferior writing somehow make it feel like both the big budget sequel and cheap straight-to-video knock-off of the first game.
Invisible War raises the stakes by going 20 years further into the future and tries to drive more of the story through characters and relationships, but it never quite manages to land the quantum leap or compensate for the issues those choices introduce. Invisible War s hub areas are poorly conceived locations, tiny and bereft of detail. Easily the worst is the Cairo Arcology, home to the great and good, which feels like it s modeled after an airport departures lounge and features an open recruiting booth for the Knights Templar. It s explained that they re simply advertising where the people they want to recruit are, but its conspicuous placement still feels a world away from Deus Ex s gritty conspiracy theories.
The frustration is that Invisible War isn t a lazy sequel by any stretch. It s desperate to reinvent both itself and the series, and to find the next big leap. It tries so hard from the very first moment, an awesome intro that sees the entirety of Chicago wiped out by a nanite weapon. It goes out of its way to offer more choices on its main path than Deus Ex, with multiple factions to work for at any point instead of a forced transition from government yes-man to rebel agent.
This time, we re not dealing with goodies and baddies, but distinct groups with their own agendas: the World Trade Organisation, religious group The Order, and the awkwardly named ApostleCorp, run by Deus Ex hero JC Denton. The missions only offer slight variants, like killing a scientist or stealing his gun, but it s enough.
Invisible War tries, but its reinvention just doesn't work. It s not all because of the technology, though that certainly doesn t help. The missions are too short due to the tiny map sizes, and the world both too futuristic to resonate and too far beyond the engine s capabilities to properly depict. Seattle, for instance, is a two-tiered city connected by an inclinator , but forget any picturesque views while travelling. It s an interior location that, like much of the game, looks like a succession of slum and warehouses, slightly melted into metallic blue and grey.
Invisible War could be forgiven its technical shortcomings, but they're just the start of its problems. The deeper issues are rooted in its basic design. The faction system, for instance, spends most of the game bouncing between being comical and just plain broken.
Wander into an apartment block, the Emerald Suites, and the head of the WTO a complete stranger at this point phones up to ask if you d mind raiding the Minister of Culture s bedroom. The intro starts with you under attack by the religious faction, nominally to rescued from a fate as a test-subject for the not-particularly-scary Tarsus Academy, only instead the leader of the assault has decided to kill everybody. Yet despite this, the Order can t get it into its head that, just maybe, you might hold something of a grudge. Instead, for the rest of the game, they re constantly in your head as if you directly work for them.
This reaches a head in Cairo. If you choose to ignore the Order and choose to instead kill the plants in a greenhouse on behalf of the WTO, they actively send a couple of agents after you. Kill them, and the Order respond with, more or less Now you see what happens to our enemies. Unrelated, got another assignment for you if you re up for it. Hello? Hello?
This isn t just cherry-picking a couple of silly moments. The whole sweep of Invisible War is basically like this, with none of Deus Ex s focus or sense of danger to pave over the silliness. Even the element of freedom is badly affected by the small levels and minimal payoff for taking different paths and approaches. The story is terrible, most characters completely forgettable despite its best efforts to give them depth. The ridiculous, apocalyptic scale of the endings goes far beyond anything that the game has earned up to that point.
Yet ironically, when Invisible War steps back from the big picture to sweat the small stuff, it s often surprisingly effective. Its subplots are far better than anything in the main story: the mystery of AI helicopter pilot Eva, the way that each faction is represented and given an enthusiastic face by one of your fellow Tarsus students, or the feud between rival coffee shops Pequod s and Queequeg s, which turns out to be a mirror of the real global situation (false competition, with the Illuminati secretly owning and puppet-mastering both the WTO and the Order).
And yes, as everyone who played Invisible War has been waiting for, there s the genius of NG Resonance. This virtual pop-star, knowledge broker and not-very-subtle government informant (played by the singer from the band Kidneythieves, whose music appears throughout) is easily one of the best inventions in the game, being a case where humanity and technology are allowed to combine to create something interesting. Sinister, yet friendly. Futuristic, yet approachable. It s no wonder that when Invisible War is brought up, NG is almost inevitably the first fond memory.
The other futuristic changes proved more controversial. To its credit, Invisible War wasn t afraid to change things up. Its biggest innovation though, universal ammo, really didn t work. The idea is that rather than having dedicated bullet ammo and rocket ammo, you have an ammo pool. A bullet uses up a mere blip. A rocket uses up a ton. The idea was to expand on player freedom by ensuring that all their tools would be available at all times.
In theory, it s a great idea. The catch is that it was so easy to waste your shots, especially not knowing when the next refill would be, that it often left you without any of them. Worse, even if you played carefully, it was impossible to play tactically without any real idea of when the next ammo stash would be. At least with conventional ammo you can be fairly sure that more bullets will be along soon, but it s probably best not to waste a precious rocket.
Some people loved this system. Overall, though, the implementation was judged a failure, and not a model that future games opted to bring back for further exploration. It was, however, the kind of innovation that helped Invisible War s reputation over the years as a game that at least attempted to break new ground and take Deus Ex forwards as a series, instead of just assuming its problems were solved. It certainly wasn t a lazy, coughed-up sequel designed to make a quick buck, or one that lacked for talent behind the scenes.
Instead, it was the victim of technology that wasn t ready, and a team that hadn t quite grasped the spirit of Deus Ex team leader Harvey Smith later confessed to having taken it too far out of the familiar, and relying on the advice of hardcore players and fellow designers about what was wrong with the original game, rather than leaning on players who loved the original to hear what it did right. (Smith would of course later more than make up for this with Dishonored, which despite being overtly mission based rather than offering a continuous Deus Ex style flow in sprawling social hubs, is as close to being a Deus Ex successor as anything that officially bears its name.)
And what of the other argument, that while it fails as a Deus Ex game, Invisible War is still a solid RPG on its own terms? Sadly, going back really doesn t convey that. It s not an awful game, but even if you forgive its technical faults (and it really doesn t run that well even today), it s a stodgy, lifeless, uncharismatic adventure. Invisible War got its reputation as a decent RPG because in 2003 and much of 2004, the demand Well, show me a better Deus Ex style game could only be answered with Well, there isn t one.
This wasn t, however, because there were inferior attempts, but because Deus Ex and Invisible War stood alone.
Today the most obvious comparison is Vampire: The Masquerade: Bloodlines, from less than a year later. It s a game that holds up despite itself most of the time, and not even that at the end. As clunky as it is, Bloodlines setting, its characters, its choices and its general vibe help obscure the kinds of flaws that shine bright in Invisible War.
Much like fellow disappointing sequel Thief III (minus the Cradle and a couple of other good bits), Deus Ex: Invisible War is a game that sits in a bubble as the result of its time s weaknesses rather than strengths. It d be great to think of it as a lost classic, but even at its best, the kindest compliment is: It tried.
In Now Playing articles PC Gamer writers talk about the game currently dominating their spare time. Today Lorna Reid goes to the opera in Hitman: Blood Money.
Throwing myself down an opulent corridor in a hail of bullets, dressed as a painter, was not how I pictured my return to Hitman: Blood Money. As I stumble down a flight of stairs, still holding a bloody hammer, I m forced to concede that picking a lock in plain view of a guard wasn t a good idea. Nor was using the hammer in the undignified kerfuffle that followed.
In light of the new game s release, and with its Paris Showstopper shredding me, I decided to return to arguably the Hitman series crowning glory. And I just had to pick the Paris Opera House, didn t I?
Feet that had been so used to the layout of the grand building suddenly falter in the labyrinth of passages. Where the hell am I? Why is there inadequate signage? In the event of a fire, this place would be an outrageous death trap. The irony.
I m too busy getting worked up about Parisian health and safety standards to pay attention to where I m going, and get stuck in a door that opens inwards rather than outwards. I m turned into a bullet sponge. Again. My time in the Opera House is a three-act farce, more lethal to my self-esteem than I am to my two targets.
As my former prowess with the game fails to materialise I keep going back for more, working towards an ending where my targets, not me, get carted off in body-bags. This time I decide to stay out of trouble hah by engineering an accident, and set off to sabotage the winch for the chandelier, tucked away at the top of the opera house. One little problem... I can t find it. I only have to go up. How hard can that be? Staggeringly, it seems. I yank open doors, alarm guards, barge into the ladies dressing room and retreat amid a shower of screams. I pick locks and swear at staircases that go the wrong way. Fate and a shitty sense of direction conspire against me and I end up accidentally killing someone in a toilet before being gunned down by guards.
Restarting, and this time attempting to be a smart arse, I disguise myself as an actor, complete with a fake World War I pistol. I appear on stage as an executioner, hitting my mark beautifully. Then, in an unforgivable bit of overacting, I accidentally shoot my target a second time. My cover s blown. Shots erupt around me, I stumble off stage, and, in the ensuing chaos, inadvertently discover the door I d previously spent an age searching for. Feeling a Basil Fawltyesque meltdown coming on, I rattle up flights of steps to the roof space of the auditorium and find myself near the bloody winch room. There s no time to whip anything with a Silverballer because, in my frustrated rage, I slip off a gantry and die an ignoble death on the stairwell below.
As an assassin and an actor I ve failed. Worst of all, I died wearing an embarrassing moustache.
Despite the curtains closing on yet another of Agent 47 s lives, I couldn t help but conclude that Blood Money s sense of fun remains. I may have failed multiple times but I enjoyed it. I also learned that you should never send Frank Spencer to do an Agent s job.
By Lorna Reid
Shower scenes seldom Make You Think, unless it’s about what exactly you’re getting for that Premium Netflix subscription, but if anything sticks out for me about the impressive yet oddly unexciting Deus Ex: Mankind Divided [official site], it’s the sight of Adam Jensen washing his hair. Eidos Montreal’s latest presentation begins in Jensen’s new Prague apartment – a casually affluent man-den where you can phone other characters, watch newscasts that track your decisions through the story, answer emails, tinker with crafting resources, and generally get acquainted with the sleek, cadaverous sort-of-human in your charge.
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>
Human Revolution has myriad faults, but they hardly matter to me. Square Enix Montreal’s first crack at replicating Deus Ex is a perfect example of how the right creative decisions can make up for any number of constraints.
Any time a new Hitman [official site] game rolls around, I need to know the answer to one question: can I royally screw basically everything up and get away with it? Not for me the Silent Assassin, but more a series of pratfalls, murders performed inadvertently in plain sight, panicked costume changes and awkward scuffles, inevitably culminating in a desperate sprint to the exit with a chain of armed and extremely angry guards pursuing me. So I am delighted to discover that the new Hitman game supports this kind of rolling disaster.
I even managed to complete a mission which began with me choking a man unconscious in front of roughly 200 people who I somehow hadn’t realised were watching me.
In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Phil's blown away by JC2's best weapon.
I was disappointed with Just Cause 3 for many of the same reasons that Andy outlined our 67% review. It s an incredibly repetitive, grindy experience that turns chaotic action into a chore. Overthrowing evil dictators should only feel like a job if it s your actual job. But worse than the failings of JC3 s progression systems is how unimaginative its tools are.
There are a few exceptions. There s the wingsuit, which is brilliant. There are the tethers, which are ridiculous. There s the opportunity to upgrade your infinite C4 into a rocket-powered physics toy, which is an idea of unparalleled genius. Elsewhere, though, it s all pretty standard. In the context of an absurd action sandbox, the game s many assault rifles feel painfully dull. Putting a stream of bullets into endless waves of people wasn t fun to watch in Rambo IV, and it isn t much fun to do here.
Fortunately, I don t think JC3 is beyond saving. All you need to do is look at its predecessor. Much like its sequel, Just Cause 2 is surprisingly short on ways to push against the outer limits of creativity. The tools that do exist are even more basic and restrictive. You have a single, weak tether, and a finite amount of regular, non-rocket-powered C4. Its structure is more suited to improvisational violence, but you have only a limited set of options with which to create it. Two things expand that sandbox in delightful ways: mods and DLC.
It feels strange to praise Just Cause 2 s DLC, because much of it isn t noteworthy. Rather than large content packs, all of the game s optional extras are small, seemingly insignificant microtransactions. Much of them are pure filler, but one small addition—available as part of the preposterously named Black Market Boom Pack—changed how I interacted with that world.
It s called the Air Propulsion Gun, and, as the name suggest, it shoots air instead of bullets. It s a high-powered short-range burst of force that results in some of the best physics-based mayhem since Half-Life 2 s Gravity Gun. It s not quite on a par—Rico still doesn t have much small-scale agency beyond making things explode—but sending a soldier spiralling into the air with a propulsion blast is funny in a way that doesn t get old.
It provides the best physics-based mayhem since Half-Life 2 s Gravity Gun.
The problem with guns and explosions is they remove things from play. An enemy helicopter is an interesting problem to tackle, but shooting it down simply takes it out of the equation. That s why the more interesting option is to grapple up and hijack it. The problem has been flipped into a solution, thus forcing the enemy to respond.
That s also the genius of the air propulsion gun. It doesn t remove things outright. A soldier is sent flying backwards, but the impact won t necessarily kill him. A vehicle can be flung into a group of soldiers, possibly exploding, but maybe not. It s a weapon in form and function, but one that doesn t do direct damage. By shifting the kill to the moment of impact, you re no longer instantly removing the threat. Even if your enemy only exists for a few extra seconds, those lengthened interactions feel more dynamic, surprising and enjoyable.
It s even better when combined with the community s BOLOPatch trainer—a tool offering invincibility, and infinite ammo and unbreakable tethers. Avalanche has never quite perfected the balance of the Just Cause series, and so I ve always found it better to forego the difficulty for pure, unrestrained action. Military bases are cleared through a constant stream of powerful propulsion. Tens of soldiers dance and flip helplessly through the air in a mass juggling act performed by a petty, unkillable god. It s one of the silliest power fantasies you can play.
I d hoped Just Cause 3 would build on this amazing DLC gun. So much effort has gone into improving its physics and effects but there s precious little that makes use of such enhancements. Like Just Cause 2, the majority of JC3 s weapons are designed simply to remove aspects of play. I find it really frustrating that the game can be so creative in some aspects, and so tediously restrained in so many others.
My hope is, just like with JC2, Avalanche is saving its best tools for DLC. If that s the case, it s a shitty business model, but I d still happily pay a few extra pounds for weapons that manipulated the world in more interesting ways. Just Cause 3 falls short of its reputation as a cartoonish action playground. With some more imaginative weapons, it would be instantly, immeasurably more fun.