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Deus Ex: Invisible War

aka: DX2, Deus Ex 2, IW
Moby ID: 11253
Windows Specs
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Description official descriptions

Twenty years have passed after the events described in Deus Ex. The actions of JC Denton have eventually led to a period of economic depression, known as "The Collapse". The world is on the brink of chaos after the dismantling of the mighty biotech corporations, and multiple religious and political groups lust after power.

The city of Chicago is destroyed in a devastating energy blast by unknown terrorists. Two trainees of the Tarsus Academy, Alex D and Billie Adams, are evacuated to another Tarsus-controlled facility in Seattle. Shortly thereafter the facility is attacked by members of a religious organization called the Order. Billie admits that she has been collaborating with them, implying that Tarsus may be involved in a conspiracy. It is now up to Alex to find his or her place in the new world, and ultimately shape its fate.

Deus Ex: Invisible War is a first-person shooter that retains many gameplay elements of its predecessor, such as conversations with characters, inventory management, exploration, and mixing various gameplay styles during missions. As in the original game, the style of play helps shape the game as it progresses, from how characters interact with the protagonist to the types of situations encountered. Each potential conflict can be resolved in a number of ways, through peaceful means or through violence, using stealth or a show of force. Hacking computer terminals and unlocking doors with special tools are prominently featured.

Weapons can be modified in a variety of ways, e.g. increasing their rate of fire, silencing the shots, allowing the weapon to shoot through glass, etc. Characters can once again outfit their bodies with an array of biotech parts, some of which include the ability to see through walls, disappear from radar, regenerate from critical hits, or jump forty feet in the air. Unlike the previous installment, there are no true role-playing elements in the game. The player must search for biotech canisters to install and upgrade biomods; however, no experience points are awarded for either completing missions or dealing with enemies. Inventory management has been simplified as well.

The sequel places more emphasis on decisions and different approaches to missions. From the beginning of the game the player has the freedom of performing missions for organizations and people of his or her choice. Like in the first game, several endings can be reached depending on the player's decisions.

Spellings

  • Ꝁå‡ŗ重囓ļ¼šéšå½¢ęˆ˜äŗ‰ - Simplified Chinese spelling
  • 駭客兄侵 - Traditional Chinese spelling

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Credits (Windows version)

276 People (233 developers, 43 thanks) · View all

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[ full credits ]

Reviews

Critics

Average score: 79% (based on 64 ratings)

Players

Average score: 3.4 out of 5 (based on 152 ratings with 16 reviews)

A classic turned into crap

The Good
Deus Ex (the original) is one of my top five games of all time. It's everything I want in a game: first person view, RPG elements, a great story, great characters, great weapons and large, well designed levels. Deus Ex: Invisible War still has some few good things left, like interesting weapons and a first person view. I liked that. Unfortunately there's not much else left to like about it, as I'll explain in the next paragraph.

The Bad
There's so many dumb decisions and failed motives baked into this game, I hardly know where to start. First of all: there are no RPG elements left in the game. They're all gone. Augmentations turned into biomods that are extremely easy to max out. Most players did it within the second level of the game. The levels are small, cramped, uninteresting and plain ugly. The loading times between levels (and there are a LOT of loading going on) are ridiculously long. The performance of the 3D engine is abysmal. Even a system with 9800 XT and 3000+ Mhz CPU can't make it run smoothly above 800x600.

The AI on the NPC:s is so unbelievably dumb it's not even funny. You can stand 2 feet away from them and throw barrels in their heads and they won't react. Another extremely stupid decision made by Ion Storm was the unified ammo. All weapons in the game uses the same ammo! How's that for strategic planning?

Healer bots now heal you automatically and they're everywhere. You get tons of money but no shops. The biomods are almost all automatic so you don't need to worry about them. The weapon are still modifiable (although you no longer have any skills so you're a master sniper from the start) but only by 2 different weapon mods. Both of which are useless.

The worst thing about this game, though, is that it was clearly made for the Xbox. It runs GREAT on that 733 Mhz Geforce 3 machine, but almost refuses to run on my 2800 Mhz Geforce 4 Ti 4600 PC. Nice optimizations, Ion Storm. Not only that, but most of the settings in the PC version of the game are still Xbox optimized! Even the ingame-UI was accidentally left in Xbox-mode. The dialogue text is optimized for TV-screens. Nowhere in the game do you need a mouse pointer anymore, to make it easy for the Xbox people.

The sad thing is I really wanted to love this game, I tried really hard to at least like it, but it's impossible. It's such a blatant sellout to the big Micro$oft machine I can't even stand to look at it any longer.

The Bottom Line
If you want an extremely simple, short game that can't decide if it wants to be a bad FPS or a bad adventure game, then this is what you want. But you got to love long loading times, stupefied gameplay, awful performance and lots of bugs to be able to enjoy this title fully.

Windows · by Mattias Kreku (413) · 2003

Deus meh

The Good
After the global Collapse, the WTO established safe enclaves for the best and brightest citizens of the world. In these enclaves commercialism flourishes. WTO troops and private sector security forces guard commercial and housing districts, while corporations have free reign to raise and educate their future employees. But all is not well. The Order Church have stepped up their anti-WTO activities. Chicago is decimated by a nanotech bomb, an Arcologist compound in Cairo is under siege, and the Panzerwerks factories are crippled by saboteurs. And lurking in the background is the revitalized Knights Templar, whose neo-luddite rhetoric has taken on religious fervor.

Deus Ex: The Invisible War begins with an Order raid on a Tarsus Academy in Seattle. The playerā€™s character, Alex Dā€”a Tarsus student, finds him- or herself under fire and unable to trust the WTO structure heā€™s been raised in. While the Order is clearly in the wrong, events suggest that Tarsus had ulterior motives regarding his education. Alex finds himself pulled between the WTO and the Order, with both sides recruiting his friends and attempting to sway his opinion. Starting in Upper Seattle, the player is quickly immersed in the gray morality that is the world of Deus Ex.

Invisible War is an action RPG presented from an FPS perspective. The game presents the player with a series of choices in terms of quests and goals. The choices are often conflicting and usually weigh a stack of credits against Alexā€™s code of ethics. The owner of a nightclub will want someone killed but the mark could double your money. Killing a fighting greasel might improve your gambling luck. Small choices lack the larger repercussions found in the original game, but you can cater to the several factions vying for your favor.

While much of the game can be played over the barrel of the gun, stealthy players can complete the game with few, if any, kills. Like its predecessor, Invisible War is customizable. Through the use of legal and black market biomods, players can upgrade their character, concentrating on creating a covert ops hacker or a killing machine. Basic upgrades allow for health regeneration, increased strength, and increased speed. Illegal modifications let players hack ATMs, take control of security turrets, and drain life from unconscious enemies.

Invisible War doesnā€™t have to be combat intensive, but there is a decent amount of weaponry to be found. Ranged weapons include the typical lethal pistols, sniper rifles, and rocket launchers. A poisoned dart boltcaster can knock out opponents from a distance. You can get up close and personal with a combat knife, energy sword, or various baton types. There is also a wide array of explosives for various user needs.

Of note, all projectile weapons draw from the same ammunition pool, but at a different rate. So you might not be able to send any more rockets flying at a Templar in full armor, but you can switch over to the pistol and fire off a few more rounds. Weapons can also be modified, but can only take two upgrades and canā€™t be downgraded if you change your mind.

The world of Deus Ex is still populated with interesting characters, some of whom return from the original game. The world is littered with books and datacubes, coming nowhere near Morrowindā€™s word count, but still filling in the gaps and explaining things like why all guns take the same ammunition. This entry has fewer locations than the original (and smaller levels), but there is still a bit of globetrotting to be done.


The Bad
Invisible War, aside from its weaknesses as a Deus Ex game, is a fun, largely open-ended excursion. Its ten hour playtime doesnā€™t provide enough time to develop characters or explore the storyline and players just coming to the franchise might prefer if characters just shut up rather than droning on about myriad conspiracies and organizations. Still thereā€™s a lot to like here.

Most of what I didnā€™t like involved design choices. The HUD is clunky and crowded. Resembling an iris, good chunks of Alexā€™s peripheral vision are taken up with inventory and biomod information. You still have to enter an inventory screen to manage inventory, so it really isnā€™t time savingā€”especially since you can use the scroll wheel to move through active inventory items.

Levels look similar regardless of where they are geographically. I guess the proliferation of WTO technology is part of the problem, but I was really dying for something organic towards the gameā€™s end.

Finally, aside from a rendered opening and four rendered endings, nothing happens outside of a game levelā€”i.e., taking a helicopter from Cairo to Trier means clicking on a helicopter in Cairo and then magically showing up in Trier. A few transitional scenes would have been nice.

The Bottom Line
Thereā€™s an interesting conspiracy theory that Invisible War is smaller, simpler, and shorter than the original in an effort to make it more console-friendly. Iā€™m not sure I buy it, but you have to wonder: in an age when sequels are bigger and better, why is Invisible War so scaled-down?

Let me step back, when I first played Deus Ex I was singularly unimpressed. As a first-person shooter, it was just average and lacked any sort of robust AI. As a first-person sneaker, I much preferred the Thief series. What I liked on my first play through, was the amount of character customization and the conversation options. And the fact that I had choices to make. Choices that seemed to matter.

The second time I played Deus Ex, I realized how brilliant the game was. Based on the choices your character makes, killing Anna early on or saving Paul, the game feels completely different. Thereā€™s an incredible level of branching, which I missed the first time out.

Back to Invisible War, Iā€™m not sure that anything I did, up until the last half hour of gameplay, had any real effect. Itā€™s that last half hour that determines which of the four endings youā€™ll get. Unfortunately, the previous 9-1/2 hours havenā€™t directed you towards any particular outcome. Are the Illuminati better than the Templars? Is the WTOā€™s vision of utopia more convincing than ApostleCorpsā€™? Does any of it really matter?

Windows · by Terrence Bosky (5397) · 2005

A shorter, prettier, simpler extension of a great game with all the same flaws as the original.

The Good
Ok, let's have it first. The graphics are incredible. This is a complicated statement (Read below) but I managed to get it to work smoothly at 1024 and wow. It's gorgeous. The lighting is good, although they frequently show off their engine. I constantly found myself walking just so that the world would go by slower. The sound likewise is great. I feel the music was better in the first game. That said, there's nothing wrong with this game's sound. The effects are great, though at times a touch odd (e.g. your gun "beeps" when you draw it). The audio is very immersive as well. As always, I recommend playing this game on a set of good headphones. The combined ammo is a nice touch, as is the design of the biomod system. It tends to prevent you creating as powerful character as you could make in the original. The plot is also great, although much shorter than the first. I was expecting 15 hours or so and I got 10. There is great replay to this game, however, since quests are often mutually exclusive and you can re-customize your biomods. The nods to the first game are also a cool feature. It is a slick, engaging, immersive, graphically incredible romp through a conspiracy theorist's dreams.

The Bad
It is marred by the same problems the original had, and one more major new problem. Much as in the original, the AI is stupid. Not only that, but strange events seem to happen sometimes that cause NPC's to switch allegiances. Nothing a re-load won't cure, but it's noisome. Also as in the original, the environments are somewhat drab. I don't hold as negative opinion as PC Gamer or gamespot do, I'd note the antarctica section as a good exception to this. That said, blue and gray tend to dominate the color palette in this game. A MAJOR flaw with this game is performance. Many users with HUGE systems have trouble running this game at 800x600 smoothly with all graphical options off. This is after a patch. I by some strange coincidence managed to get it to run at 1024 with a great framerate, even though my system is a year old or so. Clearly that's not how it's supposed to work.

The Bottom Line
Overall, the weaknesses are offset by the strengths, though not nearly so much as in the first game. This game has all the flaws of the first game as far as graphical listlessness and AI go, but non of great RPG elements that made the first so fun. I would recommend this game, but not with nearly the strength I do the first Deus Ex. It could have been so much better.

Windows · by Marty Bonus (39) · 2004

[ View all 16 player reviews ]

Discussion

Subject By Date
It's not that bad! Unicorn Lynx (181775) Sep 15, 2011
Screenshots Cantillon (77080) Sep 8, 2011
Dynamic Lighting St. Martyne (3648) Nov 15, 2008

Trivia

Basketball

Continuing the Warren Spector tradition, Invisible War features a basketball court. It's right at the beginning of the game and there's no missing it; one of your mandatory objectives will send you through there.

Engine

Ion Storm licensed the Unreal engine and heavily modified it for this game. Its a inhouse engine with a tiny bit of Epic's Unreal code left in. It is said that the engine programmer left mid-development with a largely undocumented code which caused the game's numerous technical problems.

Music

In order to bring popstar NG Resonance's music to life, Eidos licensed a few tracks from the industrial/techno band "Kidney Thieves". Said tracks can be found in their Trickstereprocess album. The original soundtrack for the game on the other hand, can be downloaded for free on Eidos's site.

References

The coffee shops, Pequod's, and QueeQueg's are from Moby Dick. The Pequod, was the name of the ship. QueeQueg is the Indian harpooner.* In the abandoned curio shop over the 9 World Taverns, you can find a book containing text on the care and cleaning of Ohio State Bobbleheads. Chris Carollo, the lead programmer for Invisible War is an Ohio State alumni. * The Tarsus Academy shares a name with the city that was the birthplace of Paul, the apostle. Paul Denton acts as the apostle for J.C. Denton.

Awards

  • 4Players
    • 2004 ā€“ Best Console Story of the Year
  • GameSpy
    • 2003 ā€“ #7 Game of the Year
    • 2003 ā€“ #3 Xbox Game of the Year
    • 2003 ā€“ #5 PC Game of the Year
  • GameStar (Germany)
    • Issue 04/2009 - One of the "10 Most Terrible Sequels" (It is a good game in its own right but it changes everything which made Deus Ex big for the worse, e.g. exciting story, clever level design, RPG elements and freedom of decision.)

Information also contributed by MasterMegid, Scott Monster and Zovni

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Contributors to this Entry

Game added by Jeanne.

Xbox added by Jason Walker.

Additional contributors: xroox, Zovni, Unicorn Lynx, Shoddyan, Paulus18950, Patrick Bregger.

Game added December 6, 2003. Last modified March 19, 2024.