Deus Ex: Invisible War


As a hormonal and tone-deaf teen I went to see Megadeth live. Despite my unfathomable love for speed metal with Sylvester the Cat-style vocals, their support act Pantera stole the show. I could only pity Megadeth for having to follow Pantera's aural sledgehammer of a performance and I feel the exact same kind of pity for Deus Ex: Invisible War - for it had the unfortunate task of following up a game that would come to be seen as a classic at a time when the technology or budget couldn't match the team's vision.


By now you've probably read or heard all about the first Deus Ex countless times in the build up to the release of Human Revolution. How it's a masterpiece, how it changed gaming, how Human Revolution has a massive legacy to live up and how Eidos Montreal's game better not be another Invisible War.


These days it seems that no one has anything good to say about the black sheep of the Deus Ex family. The mention of its name brings back old wounds for those who worked on it. Human Revolution's developers talked of the 2003 sequel as "a cautionary tale", a what-not-to-do lesson for their reboot of the franchise. Every mention of it on discussion forum involves sage nodding of heads and plenty of backslapping chat about just how dreadfully disappointing it was.


And they're right. I'm not going to argue that Invisible War is a better game than Deus Ex. That kind of talk would only end with me being carted off in a straitjacket. But despite its many mistakes, Invisible War is nowhere near as bad as its reputation suggests. In fact, in a few ways it's actually better than the original (and now I think might be the time to install that flame-retardant biomod).


For a start it's a better shooter than Deus Ex. For a series that prides itself on player agency the tricky gun play of the first game nudged people towards creeping around rather than allowing them to choose between being a sneak or acting like RoboCop.


Then there's the universal ammo concept. No more messing around rearranging ammo in your inventory like an obsessive compulsive - just one clip to rule them all.


Sure the execution wasn't spot on as nothing told you how much ammo each weapon would drain, but the basic concept certainly didn't do Mass Effect 2 any harm. There were also some great biomods like the nanobot spy drone that you could use to scout an area before piloting it up a military bot's rear end and letting it dissipate in an EMP blast.


That said, for every decent addition Invisible War screwed up somewhere else. It reduced hacking to waiting for a bar to fill up. Even worse, it then rubbed that in by robbing us of the joy of playing a nosy parker who gets their kicks from reading emails that provide tiny insights into life as a bored office worker from the future. The scale of the areas in the game is another bugbear, each seemingly squashed down to the size of a bedsit to help Invisible War to fit on the Xbox.


But some of the other criticisms levelled at the game are really questions of design preferences, like the controversial decision to remove the mixing and matching of the skills and augmentations that let you mould a JC Denton of your own design in the original. Instead of this freedom, Invisible War gives you a miserly five biomod slots to fill.









After the freedom of Deus Ex it felt as confining as the game's bonsai maps, but this restriction also made each choice more meaningful and important. Do you sacrifice the ability to regenerate your health at will in order to have the spy drone option? Invisible War simply decided you couldn't have your cake and eat it. And that's kind of fitting because Invisible War's morally ambiguous tale is rather bleak.


The opening sets the tone with the destruction of Chicago by a suicide bomber who unleashes a nanotech bomb that turns the windy city and its citizens into grey goo. For a game released at the height of post-9/11 fears about dirty bombs and Islamist terrorism, the topicality can't be missed.


Later down the line - and once you leave Seattle the game really gets into its stride - there are plagues caused by nanotech pollution, exclusive enclaves where the rich enjoy a pampered life while the rest of the population lives in shanty towns, and genetic purists who think nothing of killing children to further their cause.


And then there's the Omar - a sinister group of hive-mind cyborgs that echo the cybermen off Doctor Who. Their creepy, barely human personalities make you almost feel sorry for the arrogant Leo Jankowski when they decide he should join them in their blue frog suit club. Almost but not quite. Hell, even Tracer Tong now regrets his actions in the first Deus Ex.


On top of that you're not even really the hero, but a cipher being played by vying factions who want to impose their vision on the world. As such the endings you can choose are really a choice between the lesser of four evils rather than any world-saving glory moment. Games don't usually do bleak; usually there's a pat on the back for being a winner. Invisible War instead simply makes you question whatever reasoning you use to justify your actions.


Still there's always the secret nightclub finale if that's all too much. Although that involves something about flushing an American flag down the loo, so you'd probably just cause the Tea Party to rise up and who knows what they would be capable of in an age of biomodification.


It's not all bad. There's the amusing tit-for-tat competition between the Pequod's and Queequeg's coffee shops with their nanotech coffees that whiten your teeth as well as wake you up. And who couldn't enjoy the chats with the holographic AI pop star NG Resonance who moonlights as a police informant - guess that's what happens in a future where no one pays for music.


That said Invisible War's overall attempt at creating a truly malleable story didn't really work. It's too easy to shift allegiance at any point, which undermines the meaning of your choices, and you can miss important parts of the story by sticking to one faction too much.


Invisible War is destined to spend its future living in the shadow of the game that came before it and, now, the game that came after it. But there's enough Deus Ex pixie dust within Invisible War for it to deserve a better fate than being remembered for what it is not rather than for what it is.

Kotaku

Ordinarily I scoff at the age-gate trailer, but here, I think it supplies a useful warning and a chance to say THERE IS VIDEO OF AN EYEBALL BEING CUT OPEN at the beginning. So look away for the first 16 seconds if you don't want to see that.


The rest of the video is quite fascinating. Directed and narrated by Rob Spence, the "Eyeborg," he explores real-life cyborgs and body augmentation, the theme of Deus Ex: Human Revolution of course. One guy has a prosthetic eye that transmits visual information to his optic nerve, so it restores his vision, and also supplies "Terminator vision," with a HUD and extra information. Another guy swaps prosthetic hands for a variety of useful purposes and, of course, there's a guy with carbon fiber "blades" for legs, which means he may run quite fast.


The video runs about 12 minutes. Again, take our warning if you're squeamish: EYEBALL BEING CUT, 12 SECONDS IN.


Kotaku

GameStop Apologizes for Deus Ex Coupon Removal With $50 Gift Cards Hoping to assuage customers angry over having their games opened and rifled through prior to purchase, GameStop is offering everyone that purchased the regular edition of Deus Ex: Human Revolution for the PC a $50 gift card and a Buy Two, Get One Free used game purchase, according to a leaked memo. All better now?


Even the most hardcore GameStop devotees found it hard to support the retailer earlier this week, when it was discovered the company had ordered employees open up copies of Deus Ex: Human Revolution for the PC prior to sale, removing the coupon for OnLive, a streaming game service that will soon be in direct competition with GameStop's own streaming service. According to the retailer, publisher Square Enix included the coupons without consulting GameStop, and the company could not suffer promoting the competition through the sale of Human Revolution.


The fallout led to a recall later that same day, with Square Enix agreeing to take back unsold copies of Deus Ex and shouldering some of the blame for the whole sordid affair.


Now GameStop wants to make things right. According to an internal email that has since been verified with retail locations, anyone that purchased a copy of the regular PC edition of Deus Ex: Human Revolution from GameStop is entitled to a $50 gift card, as well as an offer to buy two used games and get one free. Customers that purchased the game via the online store are included, and both they and members of the retailers Power Up Rewards card program will be notified via e-mail of the offer.

Is this enough to placate jaded customers, or has GameStop dug themselves too deep a hole?


GameStop Apologizes for Deus Ex Coupon Removal With $50 Gift Cards


Update: Reader Kate sent us the text from the apology email. Thanks, Kate!


Dear GameStop customer,


Earlier this week, GameStop removed a competitor's coupon from standard edition PC versions of Deus Ex: Human Revolution, a recent release by Square Enix. We were not aware that the product box would contain this competitor's offer. We regret the events surrounding this title release and that our customers were put in the middle of this issue between GameStop and Square Enix, the publisher of this game. And for this, we are truly sorry.


For your inconvenience, we would like to offer you a free $50 GameStop gift card and a Buy 2 Get 1 Free pre-owned purchase. We want to earn back your trust and confidence in the GameStop experience. Please bring in this email and your store receipt or order confirmation from GameStop.com and present it to a Game Advisor.


Sincerely,
Paul Raines
CEO, GameStop



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (RPS)

Deus Ex: Human Revolution is out in the UK today! Jim, Kieron, Alec, and John have assembled to pass judgement on it. They like it. They like it a lot. But not without reservation. Read on to hear about why a wall is a man’s best augment, and why Kieron is feeling all dirty after kissing Geralt.>

SPOILER WARNING: There are minor plot spoilers within. Endings and plot twists are not discussed, but there are a number of narrative elements mentioned as well as a few mechanical spoilers. Just beware. You know. As usual.

(more…)

Kotaku

How Do You Fuel a Marathon Gaming Session?Aside from making us all hungry, commenter FortWaba shares with us the supplies he needs to make it through a video game all-nighter. What food and drink fuels your power-gaming sessions? Bring enough to share in today;s Speak Up on Kotaku.


Some people use strategy guides, some use music, some go it alone...


I just need this to beat a game in one night. Deus Ex, I'm coming, honey.


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Product Update - Valve
This latest patch addresses:
  • A frequent issue for AMD/ATI hardware users that can cause the game to crash on startup.
  • Improvements to loading speed. The speed increase depends on machine spec and settings, but loading time improvements of over 50% have been measured on some machines.
  • Some control fixes:
    • Diagonal movement is no longer faster as intended.
    • Adjustments have been made to mouse sensitivity in response to user feedback.
      • Mouse sensitivity for X and Y axis can still be configured separately, but is now consistent when set to default settings.
      • The range of settings for mouse sensitivity has been adjusted to provide for more accurate adjusting.
      • The default mouse sensitivity has been altered to be somewhat less sensitive.

Kotaku

I like Deus Ex: Human Revolution. I like it a lot, even. I've written about the things I really dig and even made a video detailing some of them.


But the game does have its share of flaws. One in particular stands out: the atrociously long loading screens. Good lord, you guys, these loading screens feel endless. Watch the video above to get a sense of what I'm talking about—they're maybe not all quite as long as the one in the video, but every single one outstays its welcome by at least twenty or thirty seconds. PC, console… it doesn't make a difference.


Given that so much of the game hinges on stealth, there is a fair amount of trial-and-error involved, but what would have been a breezy and fun process becomes cumbersome and halting.


Quicksaving is a great feature on the PC, but using it (for example, quicksaving before trying a particularly tricky stealth section, then loading if you get spotted) is so much more annoying than it would've been had the loading screens been shorter. This is particularly true given the fact that the game's combat is quite difficult—I'd often find myself being forced to reload ten times in one area of the game. It feels punitive and just plain boring. Don't waste my time, game!


DXHR certainly isn't the first game to be hindered by loading screens, and despite their presence, it is a very good game—often, it's great. So it's that much more of a shame that a technical niggle like this hurts the overall experience to the extent that it does.


[Update: It sounds as though turning off V-Sync reduces loading times significantly. Though I play with V-Sync on, so. But if you're having trouble with loading times, it's worth a shot. It also sounds like Eidos will be rolling out a patch to improve loading times, but too late to help with my playthrough.]


[Second Update: Wow, Eidos released a patch just today, and apparently, it significantly reduces load times on PC. Good news! I'm going to take partial credit for making this happen with the power of my displeasure.]



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

The first line of discussion I seem to have had with anyone who has played DXHR (which is a considerable fraction of the people I know) concerns how> we played it. And to talk about how> is to say whether you approached it lethally, or non-lethally. Whether you relied on knockout punches, tranquiliser darts and stunguns, or whether you stabbed people in the dick. Most people I know felt that to be true to the game, and to themselves, they had to defer to a non-lethal route. I… did not feel that way. At least not by the end of the game.

This is my story. (Mild mechanical and narrative spoilers.)

(more…)

Kotaku

GameStop Pulls PC Deus Ex: Human Revolution From Shelves Following OnLive DebacleAfter getting into hot water earlier today for opening new PC copies of Square Enix's Deus Ex: Human Revolution and removing codes for a free OnLive version of the game prior to sale, video game retailer GameStop has pulled the games from its shelves pending recall.


According to an email forwarded to Kotaku from an anonymous source and confirmed via GameStop retail employees, the company instructs employees to remove any retail copies of the PC version of the game to the back room of the store pending recall at a later date. Note that the recall is being performed in agreement with Square Enix, indicating the two companies have been in communication regarding the situation.


While preorder copies of the PC version will still be available, it's likely the code was removed from those, so I'd suggest picking it up somewhere else. I've been a staunch defender of the retailer in the past, but this is a bit much.



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

It's weird that Ubi doesn't just use this for all their games.

Update: This astonishing story on Ars reveals that GameStop – the US’s largest games retailer – is having staff remove the vouchers because it competes with their own online service, Impulse.

Apparently people still sometimes buy games in shops! Imagine that. And if you do that with the US retail version of Deus Ex: Human Revolution, according to VG247 you’ll get a code to play the game via OnLive. That’s the service that lets you stream the game via your internets, so it’ll play on any machine with a decent connection. It’s an interesting inclusion. And makes me wonder – have you tried OnLive, or any similar service yet? What have your experiences been?

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