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)

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

Almost heaven, nearly hell.

The Good
Note: I played this game with the 1.2 patch installed. I highly recommend patching it before playing the game.

As a big fan of the original, I am unable to review it without comparing the 2 products.
The graphics are a major delight. While not photo-realistic as compared to Max Payne, the NPCs look more realistic. You can even see the garish eye shadow on some of the games female characters.

The detailed architecture of the levels shows that the developers did create an atmosphere using stagecraft. The levels unwind themselves in ways that are both realistic and immersive. I found myself almost smelling the tainted air in the Cairo level. The eye candy is everywhere.

The music is greatly improved. Its more atmospheric, less distracting and certainly more fitting than the original. The minimalist themes worked well, slightly reminiscent of themes you’d hear in Anachronox. (Not surprising, they’re both from Ion Storm.)

The game play is very similar to the original. If you played Deus Ex, you can leap in to sequel with little or no training. The non-linear nature is here as well. For each level, you have primary and secondary tasks. The primary tasks often are issued by opposing forces, so you can align yourself with either party by choosing one task over another. You gain knowledge, products or credits by performing secondary tasks. The Secondary tasks are not essential to the game, but they add to the fun and can make other parts of the game easier.

The voice acting is pretty good too. Nothing extraordinary, but well with the nature of the game.

The characters are actually very well written. The interaction is pretty cool and fairly deep in discussing real world politics and policies. You find that all the leading parties have similar intentions but very different ways of accomplishing their goals.

Some of the dialogue choices can get you benefits or in to a firefight. So you can at least play diplomat or gunner, depending on how you want to play.

The rag-doll physics did add a nice touch to game play. More intriguing were the environmental physics. You could bump items out of the way, uncovering vents and doorways.

You can also choose genders and skin colors. The choices do not seem to affect the game play very much, with the exception of a randy helicopter pilot.

The playing style can still be varied, and is improved by using biomods of your choice. You can become a killing machine or someone who sneaks around. The biomods let you build a character of specific strengths and weaknesses. Contrary to what reviewers have said, I find the choices do offer a very subtle element of RPG.

The weapons mods can add a little more fun as well. You can install 2 mods per weapon, changing its usefulness and nature of destruction. A machine gun with an EMP damage can pretty much trash anything. And the ammo is universal, so locking and loading is fairly easy.

The choices of endings are pretty cool. They tend to range from easy to impossible.


The Bad
The audio quality was less than stellar. At times, it was worse than the original. The compression used unequally throughout the game. It was not unusual for a dialogue to lose and gain fidelity due to a change in recording/compression quality.

The long load times. Gahh….

The overuse of the same stock body motion captures. It was actually funny to watch women conversing and derisively rocking their upper torso in tandem. The men still look like they have no flexibility in their spinal columns. When the men talk, they actively wave their arms around, looking like the robot from Lost in Space.

The overuse of the same models. With the exception of the main characters, All the NPCs look the same. You’d killed a NPC in one level, and run in to her identical twin in another level. And you keep running in to identical twins, everywhere. And the twins would wear the same identical clothes with the same identical stains. I realize that its standard practice to recycle, but it’s messes up the immersive perspective a bit.

The targeting of items you want to pick up is erratic. You can pick ammo and supplies from the recently dead. But you have to move them first. And then, you have to move the unwanted items away before you can convince the targeting site to point the item you want.

Unlike the last game, your reputation is consistently neutral. You can kill goons and have their leader plead for your assistance in another level. The game becomes more indulgent and less fun because you can do what you want and still have a relatively clean slate with everyone.

The wish is for more RPG elements in actual Role-playing. It would be extremely cool if your choices were reflected in more depth in your NPC interactions. But then again, I wasn’t expecting Fallout, so I’m ok with this part.

And unlike this ghastly long review, IT’S TOO SHORT!



The Bottom Line
Fun, pretty, and with snarky bits of political education. But not as fun as the original.

Windows · by Scott Monster (986) · 2004

A sequel designed around the limitations of the Xbox console

The Good
20 years after the events of the original Deus Ex, most of the world is under direct control of two organizations: The commercial and governmental WTO and "The Order", who reject materialism and genetic augmentation. You play a young trainee at the shady "Tarsus" military academy, who finds himself between the fronts of an "invisible war" after a devastating terrorist attack wiped out Chicago. You travel various locations such as Seattle, Cairo and Antarctica. As the game progresses you can choose your allies, find out more about the main organizations, the mysterious cyborg race of the Omar, virtual holographic pop-stars... or the fierce competition between two rivaling coffee chains. There is no distinction between "good and evil", just choices - and consequences.

Yes, you can feel the talent of the original DX team in "Invisible War". The strong backstory can hold its ground and gives the gameplay some purpose. A variety of side quests and places to explore keeps you interested in a science fiction world which happens to be eerily plausible, once you look behind a surface tailored towards FPS gameplay. The action/stealth/diplomacy/hacking mix is still there, once again mixing FPS action with various RPG elements.

Music and voice acting is pretty solid. And the state of the art physics engine makes objects in the game world move a little more smoothly and realistically.

The Bad
But something is missing. And the more you look at it, the more you realize that about 2/3 of the game mechanics of the legendary predecessor have simply been cut without replacement - to make the game work on an Xbox.

That isn't just blind and paranoid jealousy towards a new platform. No, the developers were quite frank about how the memory restrictions of the console caused significant limitations which show in the ridiculously small level size, for example. While the first Deus Ex sent you on a mission on a life-scale rendition of Liberty Island, most of the levels in DX:IW consist of (literally!) 3 rooms and a connecting corridor. It just feels cramped, linear (yet you still get lost all the time!), claustrophobic and... unimmersive. Plus the prospect of seeing a loading screen every 25 meters gets annoying quickly.

Then there is the horrible interface. Let me try to explain it in pain inducing detail:

It starts with the HUD taking up 40% of the screen in a most annoying, circle-style layout. Text is in 24pt headline-size, so even small paragraphs of text which pop up frequently throughout the game go over multiple pages in tiny windows with huge, circle-shaped decorations on the side when they could as easily be of a smaller, more comfortable size appropriate for reading on PC monitors. Then there is the complete ignorance towards the possibilities of mouse input. No scroll-bars, no buttons to click for even the most obvious of tasks. Sometimes, the intro screen doesn't recognize mouse clicks and you have to navigate using Arrow Keys, Enter and Esc (that would be the 2 button + joypad controls the interface has clearly been designed for).

There are no quick save/load keys. Apparently, you cannot even change binds for items and augs for both of which only 6 slots are available anymore. The inventory has been reduced to 12 (maximally 15) indiscriminately-sized slots which individually do not distinguish between, say, a flame thrower and a soda can. Clicking stuff in the inventory and clicking another item makes the positions in the inventory switch instead selecting the next item. Drag and drop? A foreign concept to DX:IW. Annoying, to say the least. To bring up weapon modifications, you have to press the tab key(?!?) while having selected a weapon. Otherwise the tab key just throws stuff away. Because of the ridiculously big text and window-decorations, information for each item is reduced to a single sentence and ugly icons planted thoughtlessly into the middle of the screen. The rest of the space is used for permanent key-mapping info (because honestly, who would think of pressing the tab key to install weapon mods?). Every icon looks a slight bit too low res on every resolution above 800x600. Did I mention that I hate the "Neuropol" font? Normally, I wouldn't even bring that up, but it simply fits the whole story of one aimless and over-styled interface that singlehandedly manages to destroy a large part of the game's look and feel.

It doesn't stop there, however. DX:IW does not support wide-screen monitors, among other graphics-related bugs. The field of view is reduced to a smallish 68°, yet another thing to make perspective look more natural on far-away television screens - and bloated on PC monitors. Occasionally auto-aim switches on for no reason. Huge, white sparks fill the screen when punching a wood crate with a baton, adding to the Street Fighter style of graphics FX. I could go on.

To be fair, various of these issues have been addressed with a patch, but the list simply goes on and on and there is a philosophy to the game's design that simply cannot be fixed: This is a game built exclusively for the Xbox... and then ported to PC.

In order to make the gameplay more streamlined, everything but the most vital game mechanics were cut. Skill points? No more. Just genetic nano augmentations, most of which are identical to DX1's. The concept of settling for specific augmentations being a tough, one-time choice has also been removed by making them replaceable. Weapon mods are still available but now a pistol cannot shoot further than 20 meters without a "range modification"? And did I mention that there is only ONE TYPE OF AMMO FOR EVERY WEAPON?

What is really unfortunate is that they weren't even able to truly improve on the graphical issues that already plagued the first Deus Ex. DX:IW might indeed have been the first game to support real-time stencil shadows, yet the game makes no aesthetic use of it. The walls look as bland and gray as in IW's predecessor. And thanks to the unnaturally sharp shadows and emotionless faces, characters still look as if they were made out of plastic.

The Bottom Line
I remember the shock from playing the DX:IW demo for the first time. This was supposed to be the sequel to one of the best games of its generation?

I only picked up the full version for a bargain bin price, years later. Admittedly, like the first one, the game becomes better after playing for a few hours, yet it still feels disappointingly small compared to its predecessor. So many gameplay options were simply cut without any new, innovative features to replace them. It's a game designed around limitations instead of pushing the limits. It feels like a game so afraid to overexert players, it decided to rather bore them instead.

Worth getting if you keep your expectations low - but certainly not a game worth the Deus Ex title.

Windows · by Lumpi (189) · 2009

[ View all 16 player reviews ]

Discussion

Subject By Date
It's not that bad! Unicorn Lynx (181780) Sep 15, 2011
Screenshots Cantillon (76706) 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.