Deus Ex: Invisible War

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Deus Ex: Invisible War is a first-person computer and video game developed by Ion Storm Inc. and published by Eidos Interactive. Released simultaneously for Windows and the Xbox video game console on December 2, 2003,[1][2] the game is a sequel to the critically acclaimed Deus Ex. Invisible War was well-received commercially, holding 80 and 84 scores at Metacritic for the Windows and Xbox versions, respectively, and selling more than 300,000 copies in North America.[3][1][2] Despite this the game's critical reception was not as positive as its predecessor's—for example, PC Gamer gave Deus Ex a score of 94%,[4] while Invisible War received an 83%.[5] This was due to a large number of controversial design choices, which led certain critics to label the game as being dumbed down from its predecessor. It has sold more than 1.2 million copies, as of April 23rd, 2009.

Invisible War takes place twenty years after Deus Ex, in a world being rebuilt after a catastrophic event called The Collapse. Following a terrorist attack that destroys the city of Chicago, the player assumes the role of Alex D, a trainee at the fictional Tarsus Academy, whose support is sought by several organizations. As the game progresses, the player learns of conspiratorial factions which seek to drastically change the world. Invisible War was designed to allow player choice in both plot and gameplay, with branching plot lines and emergent gameplay elements.[6] This freedom of choice was widely praised by critics.[7][8][9]

Gameplay

Like its predecessor Deus Ex, Invisible War is a first-person game, playing from a character's eye view in a 3D environment. The game combines gameplay mechanics from multiple game genres, including stealth, role-playing and first-person shooter.[10] Regarding the categorization of Invisible War, Warren Spector stated, "... the whole genre thing, it's like 'Is Deus Ex a science-fiction game or a shooter?' Forget about shooter, role-playing, action and adventure... forget about those categories. ... [I]f I make a first-person perspective Western, is it a Western or a shooter? The whole idea of genre is a mess when you start applying it to games. It gets in the way of serious thought about games ... when you're in the trenches making a game, you're kinda just making a game".[11]

Player choice

Invisible War emphasizes player choice—for example, the player begins the game by selecting the player character's gender and skin color.[12] Some of the quests and dialogs varied, depending what gender was selected. The developers designed the game to allow multiple solutions for all of the game's situations, such as enabling the player to commandeer an airship by either bribing a guard, attacking with lethal force, or using stealth.[12]

Plot Elements

The plot of Deus Ex Invisible War, which takes place in 2072 (20 years after the events of the first Deus Ex) assumes that a combination of the three endings of the original Deus Ex had taken place. JC Denton merged with Helios, but destroyed Area 51, triggering the Collapse event. This had paved the way for the Illuminati to seize control of the world through two organizations, the WTO (World Trade Organization) and the Order Church. The former upholds the capitalist ideals of the Illuminati and regulates any activity that conflicts with the free market (non-profit or otherwise). The latter is the exact opposite, utilizing pseudo-religious ideals to combat the capitalist ideals of the WTO.

Also, an AI collective known as the Omar appears periodically in the game.

For much of the earlier stages of the game, the WTO and Order, through their second-in-command (Donna Morgan of the WTO and Lin-May Chen of the Order) order Alex to perform investigations directed at the Tarsus Academy chain, and the activities of the Luddite faction, the Knights Templar, an offshoot of the Order, led by Order Luminon Saman. The Knights Templar were responsible for the destruction of Chicago (targeted at the local Tarsus academy), and Alex, whose home was that very academy, becomes involved with their activities as a result. Alex later meets Saman at the Cairo Order Church in the first Cairo level, along with his former classmate, Billie Adams, who joined the Templars at that point. At the second Cairo level, Saman tries to convince Alex to join them in eradicating biomods.

The ApostleCorp organization, founded by Paul Denton, is later revealed to be behind the Tarsus chain and its experiments on students in terms of biomodification. The purpose of ApostleCorp, revealed by scientist, Dr. Leila Nassif, is to biomodify every human being, bringing about a peaceful "posthuman" civilization. At Trier, Germany, Alex meets Tracer Tong, the leader of the local ApostleCorp facility, who reveals that the organization was founded to fulfil the JC/Helios entity's ideals by creating biomod infusions, special biomods that allow persons to biomods like they would use their regular human abilities, for every person on Earth. One such infusion was tested on Paul, but it wasn't perfected, so Paul's body rejected it violently, so Paul had to be frozen. He also reveals that JC had to be put into stasis, because his merger was unstable. Tong prods Alex to go to Antarctica through a portal at the Black Gate Ruins, which only persons with biomod infusions can access as a precaution. Alex also learns about the Illuminati at Trier from its two leaders, Chad Dumier (WTO leader) and Nicolette DuClare (Order leader).

Eventually, Alex goes to Antarctica to repair JC with his biomod architecture, only to be intercepted by Billie. When Alex finally bests her, he continues and revives JC, who confirms what Tong and Nassif had told him pertaining to ApostleCorp's goals, and he orders Alex to rescue Paul, who had been abducted from ApostleCorp Cairo.

When Alex arrives in Cairo in the second Cairo level to rescue Paul, he is confronted with three options, give his blood to the Templars to end biomodification, kill Paul by cutting off his life support (per orders from the Illuminati) or save Paul as JC wanted. When Alex goes to Liberty Island in the final mission, he learns of the global communications protocol used by Majestic-12 in the first game to control global networks, the Aquinas Protocol (stored in the old UNATCO HQ bunker). Each faction wants Alex to upload the protocol to them for their own use. Whoever he uploads it to will be his affiliation in the endgame, and will trigger one of three endings. If he uploads to no-one, and instead kills all the leaders, he will side with the Omar, triggering a fourth "Omar" ending. If the player carries a flag in the HQ bunker to the bathroom, and flush the toilet, he/she will be instantly transported to an Easter-egg ending, where every major character is seen dancing at Club Vox.

Notes

  1. 1.0 1.1 Deus Ex: Invisible War for Windows on Metacritic. Metacritic. Retrieved on May 21, 2007.
  2. 2.0 2.1 Deus Ex: Invisible War for Xbox on Metacritic. Metacritic. Retrieved on May 21, 2007.
  3. Eidos resurrecting Deus Ex?. GameSpot (2007-05-17). Retrieved on May 26, 2007.
  4. (September 2000) "Deus Ex review". PC Gamer: 82.
  5. (January 2004) "Deus Ex: Invisible War review". PC Gamer: 81.
  6. Bishop, Stuart (2003-10-07). Deus Ex: Invisible War - exclusive interview!. Computer and Video Games. Retrieved on June 4, 2007.
  7. Fielder, Joe; Intihar, Bryan; Hsu, Dan (February 2004). "Deus Ex: Invisible War review". Electronic Gaming Monthly: 124. Retrieved on June 4, 2007.
  8. (December 2003) "Deus Ex: Invisible War review". Official Xbox Magazine: 74. Retrieved on June 4, 2007.
  9. Biessener, Adam (January 2004). "Choose, But Choose Wisely". Game Informer: 152. Retrieved on June 4, 2007.
  10. Interview with Harvey Smith. GamePro (2003-09-17). Retrieved on May 25, 2007.
  11. Turner, Benjamin (2003-02-11). Warren Spector on Deus Ex: Invisible War. GameSpy. Retrieved on May 25, 2007.
  12. 12.0 12.1 James Au, Wagner (December 2003). New Gun in Town. Wired. Retrieved on May 21, 2007.

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