Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

I haven't the foggiestThose among you with your ears to the internet will have noticed that a mystery has been unfolding around Deus Ex: Human Revolution. Some people are referring to it as an “ARG”. That’s a pretty serious term and shouldn’t be bandied about lightly, but this does> have all the hallmarks of one. It all started with a code, or “some gibberish” as I call it, and eventually led to the image you see above. Quite how people worked it out is a mystery to my little meat-brain, which is to say I’m convinced they had some form of calculating device embedded in their skulls. Rather amusingly, even that wasn’t enough though because Eidos Montreal had to release extra clues. To be fair, I didn’t even understand those though. The story so far is here. What does it all mean? Were any of you involved in figuring out what’s happened so far? And am I actually quite stupid for not understanding how any of this worked? Arg(h)!

Kotaku

For the most part, the characters in Deus Ex: Human Revolution stick to the middle of the road. There's the tortured, hard-to read protagonist, the brilliant woman with a secret, the sassy British tech guy, and so on. But among them, one character sticks out—Letitia, a street informant that Adam Jensen meets in Detroit.


Letitia speaks in a ridiculously exaggerated dialect that could charitably be termed "Southern Black Caricature." It feels jarring in a game with such generally low-key characters, and it's anachronistic to boot. In the year 2027, would a down-and-out Detroit woman really speak like this?


Over at Time's "Techland" blog, Evan Narcisse wrote a well-assembled analysis in which he calls Letitia the "worst part of a very good game." In Narcisse's words, "Letitia embodies a strain of racist stereotype that renders black people as less than human, as the worst that society has to offer." He continues, breaking down how the character undermines what could have been a powerful interaction:


Look, I get what Letitia's supposed to be. She's an informant in the Huggy Bear mode, the street person whose access to the underworld helps the hero get to the next part of the plot. Is she a have-not? Absolutely. Does she sound like the other have-nots in the game? Absolutely not. From 1:57 to 2:12 of the above video clip, Letitia talks about people losing jobs and homes, going on to say that the city feels likes its going to explode. If things were different, if Letitia was at all recognizably human, you could read those chunks of text as either a reference to the infamous 1967 Detroit Riots or the current discomfort created by the global economic downturn. The potential metaphorical depth that DXHR could hold in that moment gets squandered by the character delivering it.


Letitia talks about people losing employment and real estate, and it makes one ask if she ever had either or even any dignity. Did she make bad choices in life that had her digging in the trash? Or was she born in the gutter and never made it any further? If Letitia is supposed to communicate how broken society is in the DX: HR universe, she doesn't need to look and sound like am homage to Amos 'n' Andy.



Oh, I can imagine some of the responses to my criticism: "You want to censor creativity. You just want everything to be politically correct. It's just a video game; what's the big deal?" Those responses are wrong. To those who'd retort in that way, I ask this: Can you stand by Letitia? Could you sit someone in front of one of the best games of the year, have this sequence come up and not squirm at her every line?


You really do have to see the video in action to get a sense of why it's so offensive; indeed, if I were to sit someone down (particularly a black friend) and watch them play this segment, I'd squirm at every line. Letitia certainly sounds nothing like the other hobos that dot the Detroit map, and her initial greeting ("Well, Sheeeeeit. If it ain't the Cap'n hisself!") is utterly cringe inducing.


In response to the criticism from Techland and several other sites, Human Revolution's developer Eidos Interactive released the following statement:


Deus Ex: Human Revolution is a fictional story which reflects the diversity of the world's future population by featuring characters of various cultural and socioeconomic backgrounds. While these characters are meant to portray people living in the year 2027, it has never been our intention to represent any particular ethnic group in a negative light.


It's nice that the company has responded, but that's not exactly an apology; lack of intent doesn't make a problematic stereotype any less problematic. Generally speaking, lazy racial clichés simply have no place in games (or indeed, in any other media). Granted, we're in something of a murky area here; playing with racial stereotypes can work or even be humorous, depending on the context. But it depends hugely on tone and delivery, and it's much trickier with a crudely animated video game character. The actor's voice has to do most of the work, so if the vocal performance is off, it can hugely affect the scene.


As Narcisse points out, the character of Letitia is in the game mostly for the purpose of offering advice and filling in some of Adam's backstory. Does it add anything to make her sound so casually, anachronistically offensive?


A good chunk of Human Revolution takes place in China, and I enjoyed how detailed and immersive the setting was. The game rarely (maybe never?) felt like it was easing into Asian stereotypes; it was immersive and distinct, and many of the NPCs spoke in un-subtitled Chinese.


In fact, the Chinese levels were so well-done that I get the sense that Letitia was a rare slip-up from a team that was dedicated to creating a convincing sci-fi setting filled with various races and ethnicities. Unfortunately, that doesn't make her character any less offensive.


The Worst Thing About Deus Ex: Human Revolution [Techland]



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.
PC Gamer
Deus Ex Human Revolution secret image
VG247 say that a the mysterious Deus Ex: Human Revolution code is leading to the announcement of new DLC for the critically acclaimed game. Their unnamed source also revealed that the DLC takes place over two days spent on a ship, with no communication or support for the player through the commlink. Players will also choose a new aug configuration, rather than importing a save file, which they speculate might mean you play as another character, maybe even original Deus Ex protagonist JC Denton. How this fits in with the previous hints regarding Ayers Rock in Australia is uncertain.

Haven't played the original game yet? Check out our Deus Ex: Human Revolution review to see just how amazing it is.
Deus Ex: Game of the Year Edition
Deus Ex wallpuncher
MCV are reporting that Deus Ex: Human Revolution was the second best selling game in the UK for August, second only to perennial chart topper Zumba Fitness. This would be impressive enough by itself, but the real twist is that Deus Ex was only on sale for two days during the tracking period. It still managed to outsell almost all the games that were on sale for the entire month.

Deus Ex is currently number one in the UK charts, having finally toppled the long dominant Zumba, if you want to know why, read our review.
Kotaku

Deus Ex: Human Revolution: The Kotaku ReviewI opened the box, and within it discovered a sheaf of love letters.


There I was, hunched in the corner of my attic storage space, the afternoon light taking on a voluminous, golden quality as it cast rays through ten years' worth of dust. The box had been pushed into a back corner, and it looked old, its hinges rusted and green-tinged. As I pried it open, the lock snapped like brittle glass, flakey bits of metal sticking to my skin. I pushed open the lid, and there they were: letters on letters, an era's worth of ink-stained adulation.


Dear Solid Snake,


My name… well, my name's not important. I just wanted to write you because you have been such a huge influence on me over the last several years. The adventures we've undertaken together, the journeys and their terrible destinations. I still remember stealing aboard that military ship, hard rain sheeting onto the deck; the panic of the guards as the militia attacked…


The letter continued like that, detailing the thrill and mechanical satisfaction of the Metal Gear series, how its convoluted story at once beguiled and charmed us, how its sandbox levels let us experiment with so many complex, varied systems. I was struck by the author's enthusiasm and skill for recalling the smallest details—minor characters I had forgotten, techniques and tricks previously relegated to the deepest recesses of Metal Gear fan forums.


Deus Ex: Human Revolution: The Kotaku ReviewI put the letter aside and thumbed through rest of the papers, each one much the same as the last. This person loved the games that I loved, and more than that he understood them; he had lived through them in much the same way that I had. As one recollection stacked on top of the next, I realized that he was dancing about the edges of some sort of looming, universal truth, a recognition of how and why we enjoy certain video games as much as we do. It was there at the margins of his letters, too big to bring into focus but impossible to ignore.


***

"Deus Ex: Human Revolution is a Deus Ex game." It's a simple sentence—pointedly, ironically simple, even. Of course it is a Deus Ex game, you may be thinking. It's right there in the title.


But much like the game to which it is referring, that simple sentence is far more complex than it seems. Within those nine words lies a raft of connotations and promises, shortcomings and hopes that only a specific group of people will understand. Namely, people who played and love Deus Ex.


Human Revolution doesn't make gaming history so much as re-create it note for note.

Released in 2000, Warren Spector and Ion Storm's seminal game created a complicated, singular template that influenced a decade of titles in its wake—a combination of complex first-person exploration like that found in System Shock and Thief, the action-filled gunplay of first-person shooters, and the deep CRPGs of the late 90's. The finished product was at times a lumbering and ugly thing, but also a sublime work of design—each level was a playpen of interweaving paths, immaculately designed and wonderfully responsive.


Eidos Montreal's Deus Ex: Human Revolution is a true sequel, then; but not just to the original Deus Ex, but to that game's various progeny, too. Conversations get a dose of Mass Effect, negotiations take on a touch of Heavy Rain. The stealth mechanics are brushed up with a hint of Crysis and more than a hint of Metal Gear Solid 2, and combat and cover are helped along with a lift from Rainbow Six: Vegas. And yet Human Revolution is also something more than the sum of its storied, well-regarded parts.


***

I spent the next 27 hours reading through every letter, each valediction leaving me more engrossed than the one before it. The unidentified author took great pains to illustrate and recreate the myriad things he loved about every single game, and as I read his words, I began to feel a kinship with him. The ache in my lower back faded, and I fell into a sort of tunnel vision, poring over letter after letter, ignoring my discomfort as I relived the past.



Dear Mr. Fisher,


I hope this letter finds you well. In fact, I hope this letter finds you crouched in a shadowy corner, poised to incapacitate some hapless North Korean soldier! I wanted to write you to say hello, and to introduce myself. But more than that, I wanted to thank you...



Dear Commander Shepard,


I don't think I can put into words what your saga has meant to me…



Dear Mr. Chavez,


Hi there. You don't know me, but I've been following your exploits for a long while, from your time in the Army Rangers to your recent missions in Rainbow Six. I wanted to write because...



Dear Garrett,


Remember the time, with the guard….



Hours bled into one another, and when I looked up, today had become tonight, and then straight on into tomorrow.


***

Deus Ex: Human Revolution: The Kotaku ReviewMidway through my first playthrough of Human Revolution, I found myself awake at 4:00 AM. I had been exploring the rooftops of the sprawling hub level in China's Heng Sha island for the past seven hours, lost in the satisfying *snap* of video-game pieces fitting together. I contemplated forgoing sleep to continue playing: It was only 4, I told myself. I can catch a nap tomorrow afternoon.


It had been a long time since I'd had that particular conversation with myself, and it felt good and bad in equal measure.


Eventually I did go to bed, and upon returning in the morning, realized that I was not so much playing a game as an entire collection of games, bits and pieces reworked into an interlocking pattern that was at once intoxicating and terribly addictive. To play Human Revolution was to indulge in a rich stew of my deepest gaming memories, and for a good long while I couldn't get enough.


Deus Ex: Human Revolution: The Kotaku ReviewI even found myself enjoying the game's flaws—the AI can get a little bit weird, but without occasionally weird AI, it wouldn't feel so much like Rainbow Six. The stealth is overly punitive, but as a result it hits a trial-and-error rhythm that hugely evokes Splinter Cell. The boss battles are out-of-place and odd, but the dread and frustration they inspire recalls Metal Gear Solid 2 to a surprising degree.


Human Revolution's story, ambitious though it may be, eventually replaces its focus on character with a broadly interesting but ultimately vague stew of technobabble and proclamations about evolution and mythology. But more than so many similar games before it, Human Revolution isn't a game about broad narrative scope; it's a game about details. A broken mirror. A gas station sign. A hidden email conversation. An inappropriate ladies' room visit. The clocks you didn't know were ticking, as the game measures your every action… or simply allows you to think it is.


And so to enter the world of Human Revolution is to discover a dusty box filled with letters and love, a collection of correspondence painstakingly addressed to a dozen of the greatest games of all time. It's fitting, then, that the game it channels most of all is its own progenitor Deus Ex, the one that set the rest of them in motion. The strengths and flaws of its design and story become interlocked to the point that they are oddly indistinguishable. Human Revolution doesn't make gaming history so much as re-create it note for note, a transcription so flawless that my appreciation of it is as much about the quality of the recreation as it is about the contents of the work itself.


Ten years of sneaking and hiding, of mastery and progression, of unfolding conspiracies and dark-hued sci-fi have come to fruition. The question of what's next goes unanswered. But for now, it's enough that Deus Ex: Human Revolution is in every way a true Deus Ex game.


What more could we have asked for?



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.

Deus Ex: Human Revolution: The Kotaku Review

To Stab or to Karate-Chop? Deus Ex: Human Revolution Is All About Options

A newcomer-friendly video describing the choices and mission design of DXHR, aseembled to give a sense of what the game is all about.



Deus Ex: Human Revolution: The Kotaku Review

A Few Favorite Things About Deus Ex: Human Revolution

A round-up of five well-designed elements of Deus Ex: Human Revolution, and why they work so well.



Deus Ex: Human Revolution: The Kotaku Review


I've Played Deus Ex. She Hasn't. Now We're Playing It Together

Part one of our retrospective letter series looking back at the first Deus Ex.



Deus Ex: Human Revolution: The Kotaku Review

Sneaking, Soundtracks, and Riker-Porn: The Deus Ex Letters Continue

Our retrospective letter series continues with part two. The first letter can be found here, and an index of all letters can be found here.



Deus Ex: Human Revolution: The Kotaku Review

Choice, Consequence, and Snake-Skins: The Deus Ex Letters Continue

Our retrospective letter series continues with part three.
An index of all letters can be found here.

-



Kotaku

A PC Gamer Dragged Kicking and Screaming Into the Digital AgeIn today's digital-only edition of Speak Up on Kotaku, commenter TaylorEatWorld tries to find a physical copy of a hit PC game, not knowing what a monumental challenge that is these days.


I'm an absolutely furious gamer right now. Not only that, I'm of a dying breed of PC gamer.. one who likes physical copies of games.


I work at Target, so if I ordered Deus Ex: Human Revolutions (the PC augmented edition which they listed on the site,) I would get 15% off. It was a pretty decent deal and to get my physical copy and I thought it would be worth the wait.


I ordered it on the 20th, it still hasn't arrived.


So I attempted to sign into Target.com to find out what the hell was going on, and they had a site re-haul so I had to dig into the depths of my Gmail for the password/name I used in order to change my password.


Lo and behold, they cancelled my order because "we don't carry the PC edition of this :(".. Then why say that you do!?


Okay, I'm mad, but it's cool, I will actually give in and go to GameStop to get my game, I mean, I heard about this OnLive debacle so I knew I could get my physical copy even though it supported the evil game overlords.


After calling 4 stores, I couldn't find a single one that carries Deus Ex: Human Revolution for PC (let alone the augmented edition). One store actually told me he knew of one that did out of state! Jesus Christ I love physical copies but not that much! After explaining the situation to the last guy at GameStop, he asked curiously "do you know what Steam is?"


After that, I checked Best Buys, Wal-Marts, whatever I thought might carry a physical version that I could play within the next few days. No luck at all.


So now I'm being dragged, kicking and screaming mind you, into the digital age. I'm putting my credit card info on Steam as we speak to download it.


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.
Kotaku

Deus Ex: Human Revolution Is This Generation's CrysisFor those unfamiliar with the Deus Ex franchise, it goes back to the year 2000 when highly hyped developer Ion Storm went on to develop a System Shock-inspired action game that combined gameplay elements of first-person shooters and role-playing games.


Deus Ex received immediate notoriety and was highly regarded, selling over 1 million copies worldwide. Given the game's success, the title was later ported to the PS2 and Mac OS platforms. A sequel called Deus Ex: Invisible War was released in 2003, however the second installment was criticized for being a dumbed down version of the original. Regardless of that, over 1 million copies were sold again, making it difficult to deny the franchise's success, which represented one of the few big wins for Ion Storm before the studio was shut down.


Deus Ex: Human Revolution Is This Generation's CrysisAfter many years of waiting the third installment of the Deus Ex series has finally arrived. Deus Ex: Human Revolution, is a prequel to the original game, now developed by Eidos Montreal. Like previous titles, Human Revolution contains elements of first-person shooters and role-playing games, and to gamers' pleasure it appears the game is every bit as good as its predecessors.


In other good news, we could very well have a new game capable of fully utilizing the power and features of today's high-end graphics cards. Such games have become increasingly rare and with the exception of just a select few, most of the games we have run performance tests on this year have been shameful console ports that would struggle to max out a tablet PC.


Games such as Duke Nukem Forever and Crysis 2 were massive letdowns, while the only game that has truly impressed us recently was The Witcher 2: Assassins of Kings and that particular title was exclusive to the PC.


So what does Deus Ex: Human Revolution have to offer hardcore gamers? The game is said to fully implement DirectX 11 as well as other cutting edge features such FXAA, MLAA, HD3D and full support for multi-monitor AMD Eyefinity technology (up to six monitors).


The DX11 support brings about tessellation, which the developer has said was mainly used to enhance character silhouettes. Other DX11 features used includes DirectCompute enhanced Depth of Field, Blurs as well as Shader and Screen-Space Ambient Occlusion.


The developer also claimed to have significantly rewritten the game engine to take advantage of multi-core processors. Eidos went on record saying that a dual-core setup can provide up to a 70% increase in performance. As usual we'll be looking at how the game performs with a range of GPUs and how it deals with dual, quad and hexa-core processors.


2560x1600 - Gaming Performance

Deus Ex: Human Revolution Is This Generation's CrysisAt the extreme single display resolution of 2560x1600 Deus Ex: Human Revolution was too much to handle for a majority of single-GPU configurations. This was made evident by the Radeon HD 6970 which rendered just 49fps, while the GeForce GTX 580 managed 46fps. We still found that both were able to deliver playable performance, though there were brief moments of lag every now and then.


Enabling Crossfire or SLI significantly improved performance as we saw the GeForce GTX 590 delivering 75fps and the Radeon HD 6990 scoring 79fps. The GeForce GTX 580 SLI cards took the victory with a whopping 94fps.


CPU Scaling and Performance

Deus Ex: Human Revolution Is This Generation's CrysisUsing the Windows Task Manager we can see that Deus Ex: Human Revolution heavily utilizes two cores of our Phenom II X6 1100T processor while the other four are working at around 20-40% capacity. Please ignore the 6% CPU usage indicator as it dropped down from around 50% once I hit ALT+TAB out of the game to grab that screenshot.


Deus Ex: Human Revolution Is This Generation's CrysisThe Resource Monitor was used keep an eye on the average CPU usage of Deus Ex: Human Revolution and here it is reporting an average of 45.5% across the six cores. This is going to cause some real issues for dual-core processors.


Deus Ex: Human Revolution Is This Generation's CrysisOverclocking your Core i7 processor is not going to help deliver more performance in Deus Ex: Human Revolution with a single GeForce GTX 580 card. With the Core i7 clocked at 2.0GHz the GTX 580 averaged 73fps. Meanwhile a 90% increase in clock speed for the Core i7 allowed for just a 5% increase in frame rates.


Deus Ex: Human Revolution Is This Generation's Crysis Processors that only support 2-threads do not appear fit to play Deus Ex: Human Revolution as our Phenom II X2 560 delivered just 44fps. This meant that the Phenom II X2 560 is about 43% slower than a similarly clocked Phenom II X4 processor.


The Athlon II processors are also pretty useless without their L3 cache as the quad-core Athlon II X4 645 averaged just 51fps. The new AMD A6-Series and A8-Series processors did quite well delivering 67fps and 71fps respectively.


The older Core i5-750 and Core i7-920 processors performed well with 72 and 73fps a piece. The Phenom II X4 980 was surprisingly fast with an average frame rate of 79fps making it only slightly slower than the Core i5-2500K and Core i7-2600K processors.


Article Index

Testing Notes & Methodology
1680x1050 - Gaming Performance
1920x1200 - Gaming Performance
MLAA vs. FXAA Performance
Final Thoughts


Republished with permission.


Steven Walton is a writer at TechSpot. TechSpot is a computer technology publication serving PC enthusiasts, gamers and IT pros since 1998.


Kotaku

Deus Ex: Human Revolution is all about choice, and that includes the choice to dance. Will you dance, and leave their friends behind? What if they don't dance? Does that disqualify them from being your friend as well? So many questions, one brilliant answer.


While I was busy playing a rousing game of "No Refrigerator for You" in Deus Ex: Human Revolution, YouTube user JoshuaMutter was busy getting his groove on. This is the sort of joy that comes of playing video games far past the point of exhaustion. He's a man after my own heart.


Adam Jensen Does A Safety Dance! [YouTube - Thanks, Smi1ley!]



You can contact Michael Fahey, the author of this post, at fahey@kotaku.com. You can also find him on Twitter, Facebook, and
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

Come on now, you must> have had some time to play DXHR by now? If so, head below and tell us what you thought of it. Let’s assume SPOILERS for this comment thread, shall we?

If you want to know our thoughts, check out The RPS Verdict, John’s thoughts on the game, my own story of lethality versus non-lethality, and Alec’s explanation of why he is not Adam Jensen.

Anyway, how are you getting on with it?>

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.

...