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

  • 杀出重围:隐形战争 - Simplified Chinese spelling
  • 駭客入侵 - Traditional Chinese spelling

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Credits (Windows version)

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

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Reviews

Critics

Average score: 79% (based on 64 ratings)

Players

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

This game Rawked

The Good
This game's gritty style and customization drew me in, and it's sidequests and civilians supply many chances for entertainment. Also, I have had many fun experiences with hunting down every last weapon, just cuz I'm a completion nut. The time it took to do that added a good 5+ hours to the game, and because of multiple pathways, Deus Ex: Invisible War has great replay value

The Bad
I found that I had to crank up my TV's brightness to see what was going on sometimes. However, this is a small price to pay for greatness.

The Bottom Line
This game is a sci-fi shooter's dream.

Xbox · by lord of daedra (62) · 2007

Butchered, Bothered, and Bewildered

The Good
I consider the first Deus Ex one of the most important games ever made. Like many other fans of that Warren Spector masterpiece, I was impatiently waiting for the sequel; when I laid my hands on it, it made me shrug my shoulders more than once, until I decided it was not worth my time. However, I found myself coming back to the game in my thoughts; eventually, eight years later, my interest having been revived by Human Revolution, I gave it another chance.

All the annoying simplifications aside, the core gameplay still retains some of that special Deus Ex magic.The abundance of stuff to find brings back fond memories of a game that can become a giant scavenger hunt; even though they went over the top with that (thorough exploration rewards you with way more items than you'll ever need), it is still fun. I love collecting items, sometimes just for the sake of it, and Invisible War does satisfy that instinct somewhat.

Each level has branching paths accommodated to different styles of play. Don't want to spend multitools to disable laser beams? Maybe you could crawl through a nearby vent; but beware of spider bots. Any given area can be tackled by using different means - not necessarily by seeking out alternate routes. Tired of all this crawling? How about walking in gun-blazing, and dispatching of those giant robots with the EMP secondary fire of your mag rail? Be my guest. Think it would be too challenging? Activate a biomod that makes you invisible to robots, and quickly run past it. Every approach has its obvious advantages and disadvantages, but the bottom line is that the player can switch gears at any time, allowing for fluent gameplay. This cardinal aspect of the original Deus Ex was carried over to the sequel - though I must say that at times it felt like mechanical copying.

The world of Invisible War is fully interactive. Objects will physically react to your actions; you can move, knock down, throw, destroy, and interact with pretty much everything you see. Every single item, no matter how unimportant it is, can be picked up and put elsewhere. Moving items sometimes rewards you with a discovery of an alternate route, and throwing chairs and crates at enemies (with an appropriate biomod installed) is very cool.

The Bad
Why the hate? This is a sentence I've encountered on more than one website dedicated to the series. Many fans of the original Deus Ex loathe Invisible War; while I do not quite share this sentiment, I can certainly see where the hate comes from.

It's all been discussed many times before: removal of role-playing elements, unified ammo, dumbed-down interface, claustrophobic hubs. Side quests are always great, but the player needs to be rewarded for completing them. Without experience points, money would be the only reward; however, money is useless in the game. You cannot buy anything except food, and you don't need it. Even if you could buy other items, you wouldn't need to: everything is plentiful. Biomod canisters, in particular, are as common as bread loaves. I'm actually glad they removed shops because those would have made the game even easier. But of course it would have been better if they balanced all this without cutting out anything. And of course, there is the console habit of imposing limitations on everything.

Unified ammo - there is no way around it, it's not a good idea. Yes, I found myself rejoicing when I realized I will never run out of sniper rifle ammo. But that ruined the whole "you must survive with whatever little you have" aspect of the game; it went contrary to the concept of using different means to solve problems.

The interface bothered me enormously until I realized I could turn off the item display in the HUD by making it completely opaque. Wandering around in cities that consisted of a few narrow corridors was even less agreeable. Seriously: no city feels like one; in some places the cramped design borders on ridiculous, literally squeezing you into straight paths you can not deviate from. Add to that the painful loading times: minuscule locations are separated from each other by loading screens announced with an ironic "do you want to travel to..." greeting. Travel? You call opening a door and stepping through it traveling?

There was also something less tangible - a certain aspect of design and presentation that kept bothering me. A feeble, but constant unpleasant feeling relentlessly accompanied my playing sessions. I disliked the game's cold, calculated nature. It is as if somebody took some cool aspects from the first Deus Ex and carefully combined them together without infusing them with passion. I could never shake off the impression of artificial, deliberate planning.

Invisible War did nothing to correct the flaws of the original game. They bothered me more in the sequel than they did in the predecessor: three years have passed, and the second game lost a lot of what made the first one great, so I expected that they will at least address the weaker aspects of the original. Bad voice acting and moronic AI are still there. Hostile areas still tend to be monotonous and abstract.

The Bottom Line
Invisible War is a curious product. It's a terrible sequel, but I wouldn't call it a bad game. Even in its butchered, mutilated state, Deus Ex manages to elevate itself above the crowd.

Another reviewer passed the following verdict on Invisible War: "it's by far not as good as the first game, but it's still better than a lot of that crap out there". I think there is much truth in this statement.

Windows · by Unicorn Lynx (181780) · 2017

One hell of a mixed bag.

The Good
Deus Ex 2, along with games like Half Life 2 and Doom 3 were some of the most eagerly awaited sequels ever developed. And boy did Ion Storm have a lot to live up to. After all, Deus Ex is one of the highest rated games of all time (second only to Half-Life in the first person shooter department). But did Invisible War deliver? Well, yes and no. Invisible War is most certainly Deus Ex, but there are such gigantic "WTF?!"s in this game that it's simply perplexing...it's mind-numbing...it's pure insanity!

However, there is much much good in this game, and let me tell you about it.

Let me just get this off my chest: best graphics ever. I don't get the chance to be so blunt about this sort of thing, but yeah, I'll just say it. I'll say it again: best graphics ever. Deus Ex 2 has set a new standard for graphics in a first person shooter. Usually when I play games, gameplay always comes far before graphics in judging its worth. Take Nethack for instance -- NO graphics, but it's one of the best games ever made (in my humble opinion). The graphics in Deus Ex 2 are so good that it alone almost makes up for the gameplay faults. Yeah, it's that good. The lighting is absolutely magnificient, the characters are very detailed and realistic, all the little details from chairs to trays to lamps to books are all detailed and behave as actual objects, each that reflects light and which shadows can be cast upon, each that obeys the laws of gravity and can be manipulated by throwing around the room, watching them slide down or off objects, etc. etc. etc. And the "bloom" effect causes the world to look very ethereal, and it kicks the ass of any anti-aliasing I've seen yet. The graphics, the physics, the lighting, the shadows, the world in Deus Ex: Invisible War will immerse you in this game like no other.

I wouldn't so much call Deus Ex a sequel as I would a follow-up to the original story. As you might know, you don't play as JC Denton, but as Alex Denton, a clone of JC's. Invisible War takes place twenty years after the events in Deus Ex as the world is recovering from a massive breakdown called the "Collapse" -- an event which was triggered by one (or all? none? it's hard to tell, really) of your choice endings in Deus Ex. As you do missions for either the WTO or Order, more is revealed of the state of the world and of the factions that influence it, both open and secretive, as well as JC and what happened to him after the incident at Area 51. Expect interesting plot twists, mission diversity, and plenty of non-confining decisions throughout the game. As with Deus Ex, you can do most missions any way you want them. You can hack a security terminal, causing all the bots and turrets to switch their alliances, or you can sneak through using stealth as your weapon, never being spotted. Or go in guns-blazing, blow everyone to hell. Your choices of weapons can even include anything you see in front of you. With strength bio-modifications, you're a deadly weapon with a chair or a jar. And beware the man that wields a bench, for he is a formitable opponent indeed! The choices can be endless.

It was also great to see characters from Deus Ex appear in the game, and to see what they've been up to in the last twenty years and how the Collapse has shapen them. It is especially interesting at the very end! Without giving anything away, the few levels of the game give a whole new perspective on Deus Ex. Also: multiple endings is awesome.

The Bad
Whether or not the amazing physics, graphics, lighting and shadows, great storyline and nonlinear gameplay make up for the bad part of the game is really up to you.

Deus Ex has a gigantic fanbase. For many, many people it is hailed as the best game ever made, and I can certainly see why. Fact is, Ion Storm could have made the most mediocre game imaginable and plastered "DEUS EX 2!!1" on it and it would have sold like murder. But it is obvious they wanted to make a great follow-up. And as much as they succeeded, I just can't, for the life of me, understand some of the ridiculous changes they made. It just doesn't make sense.

No stats. That's right, none. No longer are you rewarded with experience points for completing tasks for which to use on your pistol skill, your hacking skill, etc. Instead, you are as good as you'll ever be with your sniper rifle (which is pretty damn good if I do say so!), same with pistol, melee weapons, etc. That alone is a HUGE drawback to this game. I've heard countless arguments about how Deus Ex shouldn't be considered a first-person shooter because it is really an RPG. Well, there won't be any argument about that with this game -- it is a first person shooter no matter how you look at it. And without any experience rewards, you'll probably be passing up many interesting side-quests. Unless you're really into the game and want to know more about little tid-bits here and there, I don't see any reason to bother, since the rewards are all pretty mediocre (usually money or biomods, both of which I had a truckload more than I needed by the end of the game).

No headshots. This isn't entirely true. A sniper rifle shot to the head usually kills in one hit, and if you've the proper weapon modification or strength bio-modification, you can kill with one hit to the head. But otherwise, it's a pointless effort, even on "realistic" mode which is anything but. It is simply too much effort to play as a stealth "silent assassin" in this game. I think that type of gameplay SHOULD be difficult, but not for these stupid "har har you shot me in the face four times" gameplay elements. How the hell ARE you supposed to play as a silent assassin without a silenced sniper rifle? If it takes two shots with the pistol to kill a soldier, that's one shot too many as alarms will be alerted before you get your second shot off. There are ways to do this, certainly. Hack a computer, sneak up and whack'em with an energy blade, whatever. But this "no headshots" bullshit is just inexcusable.

Unified ammo. Only one ammo type. Rocket launchers, machine guns, pistols, railguns, etc. They all use the same ammo. It has something to do with nano-robots morphing into ammo type or something STUPID LIKE THAT WHO CARES it's a DUMB idea. I read in an interview with one of the lead developers who was talking about this -- he went on saying how this system is better because the other way, the traditional way, players would get angry when they got a fancy new super-weapon but only had one or two shots with it before they would have to give it up until they found more rare super-weapon ammo. Well, with this new system, every weapon takes the same amount of ammo, but more powerful weapons take more ammo. Let's do the fricken math, shall we? If super weapons take super weapon sized ammo to fire, then we're STILL only getting a few shots off of it and then -- oh shit, we're out of ammo for all our other guns! This new system doesn't work, it's a DUMB idea, it kills a whole aspect of Deus Ex, and it's a STUPID idea. STUPID.

No injuries. In Deus Ex, there was a whole interesting aspect of keeping sections of your body healed. Get injured in your legs and you'll be crawling on the ground, lose your arm and your aim will be shit -- if you can even hold the weapon anymore, and so on. Invisible War got rid of that system for the ol' traditional "this is your health and when it reaches 0 you die" boring system. Oh well.

Worst interface ever. No joke. Deus Ex had one of the BEST interfaces I've ever seen. Everything was right there for you. Your inventory screen, your stats screen, images, conversations, codes, etc. It recorded everything for you and was easy to reach. It took no time at all to get, it was well organized...it was great. Invisible War's interface looks like something from Mega Man or something. Your inventory is now divided into numbered slots. Now your rocket launcher takes up just as much room as your medkits. Also, datacubes no longer look like a datacube, but just another gigantic-texted message on your inventory screen. It no longer records conversations, your notes are pretty vague and hard to follow (and I never even used them as they appeared quite useless to me), and besides that, you'll always see the big ugly interface on-screen while playing the game. It has something to do with a "retinal interface" something STUPID BULLSHIT I DON'T CARE IT'S A STUPID IDEA. I don't WANT to see the fugly interface while I'm playing the game. I want my interface from Deus Ex. It was never in the way and it was still a hundred times more efficient, more informative. Also, you no longer have to remember codes, logins, etc. when accessing locked objects and what-not. Once you've read the ugly datacube that contains the information, you just open the door. I suppose it's more convenient, but hurts the immersion quite a bit.

There are some bad storyline elements as well. There are two plot-twists that occured in the game that I had always assumed Alex D. knew all along. Not that he appeared altogether surprised when he found out, but he still denied knowing it. I find it hard to believe as, one of these particular plot twists (won't say what it is) is right there on the back of the box! This just confused me, really. How could Alex not have known -- and why isn't he at all shocked upon finding out? Perhaps he's just a little slow.

Guard AI can be pretty fricken stupid, yet omnipitent at other times. I can kill a guard right next to the other guard, then proceed to fling the dead guard's body around, loot its corpse, smash windows with it, throw it at the other guard and fire a few rounds into it and the guard won't mind at all. Yet, I can be hiding in the shadows a mile away from any sort of detection, smash a window (setting off the alarm) and every cop in the city will know it's me.

Also, the game chugs. I've recently spent a thousand bucks or more on upgrading my computer, and I still get 15 frames per second or lower in some spots. People with much better computers than me get the same problems -- if they can even get it to work. For me, it was an effort to even get this game to run at all! I had to download a .exe tweak, and even then I had to run that in compatability mode to keep it from crashing during loading screens. Also I downloaded a modified .ini file that shrunk the interface and text so it didn't look so Sesame-Street goofy/ugly.

Over all, the game has a very bad "quick console port" feel to it. I don't care that Ion Storm wants to appeal to a larger range of players with Deus Ex 2, PC should still have gotten top priority. As with the route they took, they brought us an almost unfinished heavilly bugged nearly unplayable console game with terrible controls and atrocious interface and goofy game "features". Not all this has to do with it being a console game as well, of course. I'm just really, really pissed about it.

Other things are particularly awkward and bothersome, such as the loading times which seem to take way too long to load a level that's only a fourth of the size of an average level in the original Deus Ex 2. Also, a lot of people seem to temporarilly "crash" to their desktops during a loading screen, only to be thrown back into the game a moment later. I didn't experience this, however.

The Bottom Line
If Ion Storm had used Deus Ex's original interface, all the RPG elements, damage system, biomod interface, then I have no doubt that Invisible War would have been the best first person shooter every created. But for whatever whacky creazy acid-tripping reason they didn't...well, Invisible War is still a great followup to an excellent story, and if you can forgive the insanely terrible interface and lack of...so, so very much from Deus Ex, then you've got a great game on your hands.

Besides, killing children by flinging burning barrels at them is great fun!

Windows · by kbmb (415) · 2003

[ View all 16 player reviews ]

Discussion

Subject By Date
It's not that bad! Unicorn Lynx (181780) Sep 15, 2011
Screenshots Cantillon (76884) 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 – Best Console Story of the Year
  • GameSpy
    • 2003 – #7 Game of the Year
    • 2003 – #3 Xbox Game of the Year
    • 2003 – #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.