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NB.
This is the second part of my analysis of Liberty Island the first level of Deus Ex. This was originally posted on Groping The Elephant, the introductory first post can be found there. Also available is the entire first instalment of this series focusing on the BioShock 2 level Pauper's Drop.
"They'd've
replaced his whole body if it would've improved performance. If that's
how you judge a man -- by performance -- then eventually it's not
about people but upgrades, versions, functionality..."

- Decapitated Liberty? The symbolism in Deus Ex isn't always subtle.
Annotated Walkthrough, 1:
Several
things are apparently from the moment you arrive on Liberty Island. The
headless Statue Of Liberty is the most obvious element, the symbolism
heavy handed but effective. Less obvious but just as unsettling if
noticed is the lack of the twin towers of the World Trade Centre in the
New York skyline. Supposedly destroyed by terrorists some years prior to
the events of Deus Ex, they actually fell victim to a lack of
memory and the skyline texture that included them never made it into the
map. Ominously prescient for a game released in the summer of 2000.
Though maybe not as obvious as some of the more symbolic elements on display is the fact that this is
Liberty Island. It might not be a completely accurate recreation,
however it is close enough to feel like a real place. If you haven't
visited the island itself, or even if you have, the representation is
close enough to convey the essence of the place. This is not a space
station or underwater city, it is a place that looks decided mundane by
comparison, a place that feels like it actually exists. This sensation
of reality, or something close to it, is one that is common to numerous
locations throughout Deus Ex.
"Find
Paul." Locating your brother is your first goal on Liberty Island though
completion of this task requires little effort on your part as once you
move forward from your starting position Paul will head directly for
you and initiate conversation. NPCs that come to find you instead of
standing in one spot waiting are still uncommon in games, though Deus Ex has it's fair share of static NPCs too.
There
is a fair bit of information provided in this first conversation, though
some of it is presented in a much more subtle fashion that a
traditional "Here are your objectives..." information dump. Some of the
key points of narrative information provided by your brother are that JC
is actually your codename, and that UNATCO are technically classified
as a police force. In additional to this contextual information Paul
also provides some clarification on the underlying dynamics of Deus Ex, specifically that non-lethal take-downs are always more silent that lethal take-downs, though this is only one of several differences between the two methods of "eliminating resistance" it is the most immediately useful.

- Both starting weapons remain potentially viable options throughout the entire game.
After
this brief, but surprisingly information heavy, introduction Paul
provides you with a choice of which additional weapon you want. Already
equipped with an Electric Prod and a Pistol the weapons on offer are a
Sniper Rifle, a Mini-Crossbow and a GEP Gun. Of these weapons, the first
two are actually retrievable within the level itself and the last, the
GEP Gun, is actually one of the most powerful weapons in the game, and
if not collected here it will be several hours before you next have the
opportunity to acquire it.
Given
his previous reminder that UNATCO are a law enforcement force, it's
interesting that Paul saves his most severe criticism for the choice of
the Sniper Rifle. Though he never explicitly condemns your weapon
selection he is clearly less happy with your selection of the Sniper
Rifle than even the GEP Gun. Asking for the GEP Gun leads to Paul
providing you with additional information regarding the presence of a
Security Bot outside the statue entrance.
Your
primary objective is to gain access to the NSF command centre at the top
of the statue, though your are reminded "don't forget about Agent
Hermann." The off hand manner in which his fate is discussed give some
clue as to Paul's own attitude regarding UNATCO's bastion of Teutonic
efficiency.

- A
single Primary Objective and two optional Secondary Objectives. Deus Ex
has clarity of intent if not always clarity of motivation.
Complete
with an additional weapon, a map of the island and your objectives it's
now time to get on with the task at hand. I have to wonder what the
motivation was for allowing you to select your additional weapon before
finding out exactly what your objectives are for the mission? You also
have the option to upgrade some of your skills at the start of the game
it is possible to not spend those skill points until a later stage
(there is little feedback to indicate this is a possibility however),
contrarily there is no such option to delay your choice of an additional
weapon. The implication is that skill choices are permanent and should
be deliberated on, while weapon selection takes place on a far more
ad-hoc basis.
Though
Paul begins to walk away at this point it is possible to engage him in
conversation twice more. Of little direct use to your current objectives
the information provided in these subsequent conversations does become
progressively more personal, eventually heavily implying that Paul and
JC are now orphans though the reasons for this are left unspecified.
Looking
around the immediate area is somewhat spartan, which is not surprising
for a game from 2000, however with few exceptions all the objects within
view can be interacted with in some manner. With the exception of
container Crates, objects that are specifically useable will be placed
in your inventory upon use, all other objects appear 'in your hands';
floating transparently in front of you. Simulated physics and AI agents
able to react to sight and sound cues mean that even these apparently
functionless objects can be used as navigation aids or thrown as a means
of distraction. Objects can also be dropped into the water with some
(Garbage Bag) floating while others (Crowbar) will sink. This fidelity
of simulation though fairly rudimentary in absolute terms can lead to
some creative solutions to otherwise challenging problems.
To the
right of your starting position there are two Crates, along with a
Crowbar to open them. A Crowbar is an object with strong affordances
(There is an ingrained understanding that Crowbars are used for prying
something open) making it a sensible object to leave near Crates, it's
placement serves both a functional and narrative purpose. The former
purpose could be fulfilled by any other melee weapon in the game such as
a Combat Knife, though the associations between a Combat Knife and a
Crate are not as strong as those between a Crowbar and a Crate; if it
had been a Cardboard Crate the associations would be reversed somewhat.
Since all that results from using the Crowbar on the Crate is that the
Crate is smashed functionally it could have been any melee weapon placed
near the Crates to allow the player to open them, the Crowbar not only
satisfied this need but also simply looks more appropriate. It serves a
dual function, providing a required tool for the player while also
helping to imply a consistency to the world, somebody put the Crowbar
there to open those Crates.

- There should be no such thing as a trivial object placement.
Inside
these Crates are a set of Bionoculars and a Lockpick, the function of
the latter you will have been taught in the tutorial (If you opted to
play through it), use of former is not explicitly explained but much
like the Crowbar it has a strong affordance.
On the
opposite side of the dock there's access to the water, and a small cage
containing two more Crates. Inside these are a Multitool, again
something whose function has been taught to you previously, and a
Bioelectric Cell. The purpose of these Cells has been referenced in the
tutorial though they have not been seen previously. Since it is
extremely unlikely any will be needed at this stage it can get away with
not been as clear to identify as all the other objects so far have
been. That said I do wonder why it's design wasn't made even closer to
that of a traditional battery?
After
an all but unavoidable conversation with UNATCO Trooper Corporal
Collins, providing a slightly different perspective on the events that
led to Agent Hermann's capture it's time to head into the level proper.
To the
left of the ramp leading onto the island there is a collection of three
Crates each containing a different type of ammunition for a weapon you
either currently have (10mm Ammo, and Prod Charger), along with an
alternate ammunition type for a weapon you may have been given by Paul
(Darts). At this time Alex Jacobsen returns to remind you of UNATCOs
order to "shoot on sight" which is a markedly different approach to that
advised by Paul only moments earlier. Even at this very early stage of
the game the divisions between UNATO's stated policy (As espoused by
Paul Denton) and the practical application of that policy (As shown by
your orders) are beginning to show.

- Not uncommonly for Deus Ex, sometimes the unexpected happens.
Until this point you have been relatively isolated from the rest of the level, relatively because as is the nature of Deus Ex,
occasionally things happen that are potentially unexpected. The
patrolling Security Bot on the South Dock appears to be there just to
reinforce that this dock is safe
territory, however it is possible for one of the roaming NSF Terrorists
on the island to become alerted to activity on the South Dock and
approach, at which point a fight will break out between them and the
Security Bot. There is no strict demarcation of territory or encounters
on Liberty Island and very little to stop you from actively exploiting
that to pull the NSF Terrorists in the first part of the island down
onto the South Dock where they will be dealt with by the Security Bot.
This type of non-scripted behaviour is common in Deus Ex and
exploring Liberty Island you begin to see why that is the case; with few
strict barriers between different encounters it is possible for events
in one to directly influence another. This is an encounter design
philosophy that can cause unpredictable behaviour and as such is one
that is becoming increasingly uncommon in recent games. Consider the
strictly demarcated encounters in Splinter Cell: Conviction where
it is next to impossible for enemies from one location to wander into
another. This makes each encounter an isolated incident that can be
handled on it's own terms, and clearly helps when it comes to the design
and testing of such encounters. Yet this isolation can itself serve to
reinforce the artificiality of such strictly partitioned encounter
spaces.

- The ramp serves as a barrier between the South Dock and Liberty Island, but one that is more conceptual than functional.
It's
time to leave the South Dock and move onto Liberty Island where the
game begins to show it's subtle complexity very quickly.
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You repeatedly say that Deux Ex is from 2000. Deus Ex was Game of the Year for 1999, and No One Lives Forever was GotY for 2000. I see online release dates as June and November of 2000 for the two games, respectively, but there may be some discrepancies with record keeping. In any event, I'm not sure how Deus Ex would have been awarded GotY by many game publications for 1999 if it was not released until June 2000, so it seems more likely that there is an error someplace with respect to original release date.