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  Analysis: Natural Universes And Deus Ex: Invisible War
by Lewis Denby
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August 10, 2009
 
Analysis: Natural Universes And  Deus Ex: Invisible War
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[In this Gamasutra opinion piece, writer Lewis Denby replays Deus Ex: Invisible War, and ponders the reasons why something isn't quite right, analyzing possible barriers to immersion and highlighting the importance of sense of place.]

I'm playing through Deus Ex: Invisible War again. It's been far too long since anything of its kind emerged into this crazy electronic world -- the last was probably Bloodlines, way back in 2004 -- but with Deus Ex 3 peeking encouragingly over the distant horizon, now seemed like a good time to return. It's been too long. There are too many memories. I needed something concrete.

See, I remember adoring Invisible War. There were -- and still are -- plenty of dissenters, plenty of people who felt let down by the simplified mechanics and streamlined experience of the highly anticipated sequel. It's understandable.

Invisible War selected a core few aspects of the Deus Ex principle to work with, and eviscerated the rest. It was a smaller, tighter game than its predecessor. It was, in Ion Storm's eyes, more refined. A lot of fans didn't want that.

I always felt I understood the logic behind the alterations. The lack of skills, the single ammo pool and the abundance of air vents were all there for a reason.

The title was a game in which you could play as any character type at any point in the game, restricted only by your creativity, not by the decisions you'd made up until that given point. Almost every mission began with multiple routes immediately obvious.

Do you crawl through that vent there, or do you blast in through the main door? Do you hack that security terminal in the room on the right, or send your Spy Drone in to distract all the mechanical beasts lurking within? Do you pick up that rocket launcher, or the silenced pistol? Nothing's restricted, and nothing's overly punishing. It's just about your choices. It's about doing what you feel like.

This design ingenuity remains as fabulous today as it did six years ago. Returning to it now, however, feels strange. It's not the inexcusably small size of the levels, I'm sure of it. I was fine with that back in the day, so why wouldn't I be now? And it's not the slightly suspect voice acting, either. Deus Ex's was terrible, and I can still lose myself for days in that original title. Indeed, my problem with Invisible War now seems to be something less tangible. It seems to lack a certain spirit, the sort of charisma that overflows from every inch of the first, milestone release.

It pains me to say it, but there's just no atmosphere in Invisible War.

Barred From Entry

I have a real obsession with bars in games.

There's no logical explanation I can think of for this. Perhaps it's because they often feature in those moments of respite from the action -- but then, I can think of plenty that don't. Perhaps it's because of the music -- but then, there are so many different varieties at play that it seems unlikely they'd all resonate so substantially. It seems there's just something about wandering into such an ordinary place during what is often an extraordinary scenario. Goodness knows we journalists spend a lot of time in bars. Perhaps it's just a comfort thing.

Either way, when I think about some of the most atmospheric moments in video games, a number take place in such environments. And, currently at around the mid-point through Invisible War, my time in the grimy, underground Greasel Pit is the only time the game has felt truly alive.

It really is the epitome of seedy. A dark, dank cellar in the futuristic slums of Seattle, it's a dodgy betting shop for vicious fights between pairs of poor Greasels. It's full of thugs and pilots and neon lighting. It's absolutely, positively ultra-cool.

So why isn't the rest of Invisible War up to the same quality? Sure, the missions are often fabulously tense, but what about the city hubs that punctuate them at regular intervals through the game? They're small and terrifically claustrophobic, which certainly doesn't help, but there have been similarly enclosed games that have dripped personality at every turn. What makes this such a different experience?

I think I've narrowed it down to two possibilities.

The Real World

The first is that there's no immediate point of identification with the various regions of Invisible War. One of the most captivating things about the original game was its close-to-real-world setting, shoved just far enough into the future to include the high-tech wizardry that made the game tick.

The sequel fumbles with shiny sci-fi cliches like there's no next millennium, and feels like a less identifiable place as a result. No one ever seems to stop and question why the future will be rendered predominantly in grayscale. Even in the more interesting areas -- Cairo being a reasonably competent example -- it's oddly dull and monotonous.

But System Shock 2 remained largely grey. So did Half-Life. So I don't think it's quite that. I do, however, think it's related.

Consider your favourite example of an atmospheric game. Mine, at present, would be something like BioShock, but I could just as easily pick Half-Life and its sequel, both System Shocks, Silent Hill, Vampire: Bloodlines or a whole host of others. Heck, even something as seemingly innocuous as World of Goo has heaps of the stuff. And the one thing these atmospheric games have in common, always, is a convincingly crafted, tangible, flowing world.

Invisible War lacks this. It's not got anything to do with the size of the hubs, or the minute amount of people populating them -- not as such, anyway. There's just so little pretense of it being part of an actual place. There's a loading screen over every level transition, for a start, so it's never a seamless world. That certainly doesn't help, but it's not a deal-breaker -- a number of the examples above find themselves in a similar position.

More importantly, Invisible War is rendered as a series of disconnected, disorganised game arenas. The layout and functionality of these places simply doesn't work, or make any logical sense. They're boxy, artificial locales that in no way could you imagine people actually working in, relaxing in, living in -- even existing in.

I'm almost certain that's the barrier to my immersion this time around. It's worth pointing out that I still think Invisible War is a masterful game, mechanistically near-perfect, and certainly one of my favourites of the past decade. But its world design is a major stumbling block, one that's plagued too many titles over the years.

Whether you're striving for hardened realism or joyous escapism, the universe in which the game takes place needs to feel natural in its own context. When it doesn't, things start to quickly fall apart, and the reality of it being "only a game" begins to cut through the mix a little too starkly.

[Lewis Denby is general editor of Resolution Magazine and general freelance busybody for anyone that'll have him. Wander over to his website for more information and contact details.]
 
   
 
Comments

Tim Johnston
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I couldnt agree more Lewis. I still consider the original Deus Ex as one of my top 5, maybe 3 FPS games of all time. What was gone for me in the second was atleast the illusion that a choice could potentially close the door to another path of the game, thus making all the decisions feel more critical.

And, you hit the nail on the head. The sequel was environmentally sterile, lifeless, and disjointed. And, there was very little of the world that was not readily visible or detectable once you were inside. The original did a great job of suggesting a larger game environment, and then exposing you to the interactive areas nicely through good level design flow. A world that *feels* infinitely explorable is much more believable, even if in reality it isnt!

I have high hopes for DX3. In my mind, despite the fact that the original had its issues, it set the bar incredibly high.

Alexander Brandon
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While I worked on the project, I would have to agree about your comment concerning atmosphere. The mantra was "Immersive Simulation", which honestly went against my principles of games being things that elevate an experience, not approximate it. DX did this as you say despite it's voice acting. It was much more colorful and the soundtrack had a chance to breathe a bit thematically. There were a lot more in the way of gradient-based single color palette environments in IW, and the soundtrack was specifically subdued. A good idea in some ares, definitely not all.

There were a lot of elements that stood out well, such as the physics system generating all manner of mini-game situations, and overall the sfx were well done (thanks primarily to the great Todd Simmons). Power ups were also a bit more fun.

But there was also less "hook" in the story. Blessing Sheldon Pacotti for his talents as a writer, the game wasn't really written for dialogue, it "spoke" like a novel. In DX1 it appeared that the dialogue got points across as simply as possible, even with the different factions and their motivations, and most of the complex lines were relegated to transmissions rather than in-person conversation. Whereas in IW, giving the player simple choices against thugs sometimes took several minutes of dialogue setup.

I enjoyed working on the title and probably enjoy it more than most, but your points are well made.

Gregory Kinneman
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To me, the most important "flavor text" of the original DX was when I looked at my weapons, and they had years of manufacture and companies in their descriptions. There were few dates mentioned in the game, and this made it hard to gauge the exact timeline. Little touches like this one resulted in a much more lived-in world that still avoided confronting issues such as the exact date. Likewise, even when you were under the ocean or in Area 51, you felt like this was a place that could potentially exist. IW was lots of fun, but I think you found the problem was that the world felt surreal. I enjoyed both games, and DX is still my favorite game of all time, but your writing has helped me understand somewhat of why I didn't like IW nearly as much.

Kevin Reese
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It's tough being a sequel to one of the best PC games of all time. If I never played Deus Ex 1, I would have enjoyed the sequel much more. Deus Ex wrecked me (for a lot of games.)

This article was really good. One important angle I'd like to mention though is the move to consoles brought with Deus Ex 2 -- I don't think this helped much. As you mentioned, the removal of the skill system, ammo system, and the mouse-friendly GUI went a long way to eviscerate some of the core elements of the game. You can't take out these things without replacing them with a better idea -- which didn't happen in either of the 3 things that I mentioned.

As for the setting: Deus Ex 2 felt much to 'sci-fi' for me. Some halls were so antiseptic it was like walking on the Enterprise. Deus Ex 1 had a gritty, great dark cyberpunk thing going on.

Again though, it was because Deus Ex had such great everything: music, level design, core design, writing, interface, that put the above-average game sequel in a paler light.

For any Deus Ex fans out there, I highly recommend The Nameless Mod (a full conversion mod.) It is a impressive and fantastic mod with many hours of gameplay. Strangely, it felt much more 'Deus Ex' than did Invisible War; for myself anyways.

Joshua Sterns
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I loved Invisible Wars. The fps with an rpg twist was a ton of fun, and I must of played through it half a dozen times plus. I often wonder if I would still feel this way after playing the original.

In regards to environment, Invisible Wars started out really strong. Seattle was a multilayered gritty futuristic city. The upper levels felt entirely different from the lower slums, and there were plenty of quests and people to interact with. This created a realistic and vibrant city to play around in.

Unfortunately Seattle was the exception. Other regions had multiple areas but failed to create the same realism of Seattle. In one city it felt like my only choices were between an airport terminal and a village--not very exciting.

I see the same pattern in games today. Towns start out as dynamic, large, and vibrant population centers, but by the end they are smaller, duller, and less exciting. I’m looking at you Fable 2. It’s odd, or sad, that one of the best environments I’ve ever seen is one of the oldest. Each area in Ocarina of Time was chalk full of lively goodness.

Peter Lübeck
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I mostly agree with the article, although I believe Kevin has described perfectly the main reason why I didn't enjoy Invisible War as much as the original. Deus Ex is simply too good. There are few, if any, other games that can live up to its standards, so even if IW is a great game it just can't match its predecessor.

If I were to have played IW without first playing DX1 it would probably have been an almost as memorable experience as playing through DX1 the first time. The main problem I had with IW was that it was, as I felt it, a dumbed down version of DX1, which is something I feel many games suffer from these days.

I guess this is caused by the high costs involved in developing great games require that as many as possible buy the games. This in turn results in developers needing to make their games as accessible as possible, which in my book often means "dumbing it down". This doesn't always have to be a bad thing, and I have had these kind of discussions regarding our own games, often resulting in an agreement to simplify and make it more accessible. I mean, who wouldn't want to have as many people as possible playing their game?

Sam Combs
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@Joshua: I actually felt the opposite: Seattle didn't feel at all like a real city. The 'new' Seattle was a maze of walkways and park areas, with a bar, coffee shop and a single apartment building. It was never really explained why it was necessary to build it in the first place. It lost the solid grounding in the real world that Deus Ex had. It's something that Half-Life 2 was able to do so well - the background of a crumbling Eastern Europe made the sci-fi technology of the Combine believable. Hong Kong in the original Deus Ex did a much better job of blending the upper and lower classes, high and low technology, from the poorest people in the filthy canals to the glistening hallways and labs of VersaLife. They were blended together in a realistic way, as opposed to the separation in IW. I still enjoyed the game, but the atmosphere was not one of its strong points.

Tommy Hanusa
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I haven't actually beaten DX:IW, but from what I remember of seattle it felt really clausterphobic. I also remember getting multiple people talking to me telling me to do stuff and I didn't know who I was supposed to listen to or what I was supposed to do.

Denby, really all I can do is agree with you. However there is only one point I would like to make. the PC controls felt a little floaty. the game really didn't feel right to me and I just couldn't get into it. the main reason why I stopped playing that game was because of the feel.

Wojciech Jurczyk
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At any point in IW, I was having the feeling of being in a kind of experiment, like a rat. I was given these obvious alternatives and had to pick one before I could continue to the next loading screen. It was a very artificial experience, while DX1 was a very emotional one for me.

Kevin Patterson
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I loved this game though some design choices were questionable, as the article already covered.
I have played through this game 4 or 5 times now, and still enjoy playing it from time to time.
If I was going to list a complaint, I would say that the worlds - levels felt much more confined than the original. The graphics were great for it's time though. I loved the look and feel of the game.
Brandon's music was a major reason why i loved this series. Both titles had so much atmosphere due to his soundtrack. I love the music so much I use it as ringtones on my cell phone :).

I just recently discovered Vampire:Bloodlines and absolutely love it. It's very much like the deus ex games.
I had no idea how good it was till I just decided to get it and play it. Im very glad I did.
I was glad to see it mentioned in this article, it deserves praise, and with the community made patches, its a great game.

Jay Kensinger
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The main difference between Deus Ex and DX:IW was that Deus Ex presented so many choices (fight, evade, converse, buy, manipulate, navigate, open, unlock, damage, discover, read) that it seemed to the player that your choices were unlimited; while DX:IW seemed more like a "choose-your-own-adventure" game, where you could pick from only two options (help A, help B).

There were events in Deus Ex of such complexity that I can't think of whether they've ever been equaled: Do you follow orders and kill Lebedev? Or let Agent Navarre do it? Or kill Nararre instead to hear Lebedev out? Each instance leads to a different logical conclusion, with its own dialogue and consequences. And don't get me started on how many different ways the finale with Sandra Renton, her father, and JoJo could play out...


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