Reviews from

in the past


Graphics just too dated to enjoy at this point.

I think I'm at the age where I just cannot retain heavy information. I love old games and genre-defining experiences, but I started Deus Ex at an unfortunate time when the game felt overwhelming and grinding. I hope to experience it again later on.

Deus Ex is a game way ahead of its time, with visions about the future that sadly nowadays make sense (at least some of them), from human-made diseases to economic imbalance. Between conspiracies and organizations that thirst for power, JC has to fight for what he thinks is right. In this timeline, human flesh and machinery can be as one (like a cyborg), and minds can merge with AIs. Who knows, maybe in 2052 we might reach that point. Only time can tell, and maybe we aren't that far from it.

This game is truly amazing, and the immersion is insane. Weirdly, it had a few frame drops, but nothing that affected the gameplay that much. The upgrades, augmentations, skills, and items are vast, you can even smoke cigarettes and drink alcohol just because! You have side missions and choices to make, and you'll end up choosing your side.

The real question is, how far can we go to get freedom? Or is humanity meant to be controlled?

While im dissapointed that theres only one path you can take storywise, Deus Ex remains a juggernaut of a simulation game. stealthy or guns blazing, whats it going to be denton?~

After watching the hbomberguy video for the fourth time I decided it was time to give it a try
I think I’ve been wanting to play an immersive sim all my life. This is brilliant. Hard as shit, and very 2000s, but brilliant.


Yeah this is very good. A bit dated, too long in a lot of places, but damn does it feel ahead of its time.

the aiming in this game is what it feels like to play counter strike

Ran into a crazy game breaking bug that killed my playthrough that was not in the original, how did the GOTY edition have this but not the original. So strange but I guess just play that one

Qualquer defeito, bugs ou sistemas datados é completamente ofuscado por tudo que esse jogo consegue acertar. Gigantesco em todos os sentidos.


https://steamcommunity.com/id/fluddsskark/recommended/6910/
Overview
Deus Ex. This has been one my all-time favourites, alongside Duke Nukem 3D. This game had an excellent storytelling in a game, before writers took off in video games. This game had been proved to be a hit when they released this in 2000, and had fixed Ion Storm's reputation, because Daikatana had already ruined the company's name, due to it having negative to mixed reviews.
Gameplay
This game is a typical late 90s FPS, merged with a role-playing game and the enormous maps to give the game a feel of a pseudo-open world game. Deus Ex is one of those games that has been repeatedly called an 'Immersive Sim', where player's actions determine the consequences. There are a lot of alternate routes in Deus Ex, if someone doesn't want to use a lock pick a door they could find an another way by finding the key of the door, or break open a window nearby to enter the room, and in combat, players could go a full on assault, or go with a stealth option by finding vents and sneaking behind enemies' and attacking them. With that, the combat also had a pacifist route with a crossbow, or a lethal route with a pistol. The difficulty of this game has been divided into 4 tiers with Easy, Normal, Hard and Realistic. This game, whether it be any difficulty has been said by a lot of players for being difficult in early levels. That is, because the starting skill points should be used in combat more rather than things that focus on skills that are not combat, so they could have a better starting by familiarising themselves with the system. Stealth should also be a vital thing early in the game, going all out against the enemies could prove to be a failure with the limited amount of weapons, and the fact that augmentations depends on how much the player has progressed within the game. Augmentations are a permanent quality-of-life enhancers that that tend to help players in many ways and also function as an additional skill that consumes bioelectrical energy. Another feature of Deus Ex was the atmosphere, it felt real compared to other FPSes or immersive sims like System Shock 2, that takes place in 22nd century, whereas Deus Ex compromised on it's setting during 2050s, to show a world of what the people during the turn of millenium thought about in the future, of course with some other additions like conspiracy theories and a desolate feeling of a cyberpunk game, with tremendous shades and hues of blue.
Final Notes
This game had definitely paved the way for better storytelling, as most of the games until the turn of the millenium were not so good, as no one found hiring writers in video games as a fundamental part, like it is nowadays. The sequel of Deus Ex, Invisible War was not very well received, unlike this one. But Human Revolution was proved to be an excellent reboot of this series, with that game being a prequel. The future of the Deus Ex franchise are somewhat in good hands due to the recent purchase of the IP from Square to Embracer Group, the same people who bought Duke Nukem 3D's company. Before getting this in Steam, I had played this game 3 times, (2 times Hard, 1 time Realistic). And every time I replayed this game I would always find something new. 10/10, this game is worth playing, and I'm sure there isn't something else that can even mimic the greatness of this game.

A classic that blew me away with how much effort went into accommodating your existence in its world. Every time I took action that might have resulted in a failed mission, the game's storyline shifted to adapt to whatever shenanigans you just pulled. The controls take a little getting used to, as it uses most of the keys on your keyboard, in strange keybindings. Don't let this get you down, the storyline and gameplay are great and require critical thinking. I highly recommend Deus Ex to anyone willing to put 20-30 hours into an immersive experience.

God tier game
Masterfully combines a variety of genres to create the pinnacle of immersive sim.

Deus Ex, often cited as the pinnacle of the immersive sim genre, remains a marvellous milestone of game design; impeccably crafted levels, story and gameplay loop together with eerily relevant societal commentary are the reason why this game is still considered a true masterpiece all these years later.

9,5 / 10
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People often throw around the word "timeless" in reference to just about anything that'll hold up at least decently a few years after it came out. Especially in gaming, if a game so much as runs smoothly and has a few good reviews from back in the day, I can almost guarantee that said game will be considered a "timeless masterpiece" by some major outlet like IGN or Gamespot in given time.

More often than not, when trying out a few of these so-called classics, I find myself frustrated by extremely dated controls, washed out graphics, boring art styles and just pretty shoddy game design in general. Quests that go nowhere, missions that only exists to stretch out the run time, lifeless characters, uninspired levels that make you remember you're actually just playing a video game, etc.

Deus Ex feels like the first time for me where almost all the claims of it being a timeless masterpiece not only feel accurate, they often feel like they're still not really getting across how amazingly relevant Ion Storm's magnum opus still is today, both in terms of game design and story.

This game is OLD.

Of course with a game this old, you're gonna need some third party mods to make it work on a modern machine. It wasn't much though. Fixing the frame rate to a stable 60 and upscaling the vanilla textures to look crisp on 1440p. In a matter of 30 minutes or so, this game from 1999 ran like a charm on a modern PC. I didn't add anything in the way of actual gameplay changes or content that would otherwise compromise the 'vanilla' experience. As far as I'm concerned, I played the exact same game from back then with slightly better graphics.

Considering this, it is nothing short of amazing how fluid and responsive the controls feel here. While of course still subject to bugs and glitches like any other game in existence, it feels almost unreasonably polished. The aiming - although the strange decision of having players stand still during it does take some getting used to - is accurate, responsive and feels great when you hit something with it. The enemies, while of course limited in their intelligence due to technical reasons, are still interesting and varied enough to never get dull. The weapons feel distinctive and balanced around actually trying to get lethal shots in instead of emptying your clip at an opponent until they finally decide to fall over and die - that is, if you're playing this on 'Realistic' difficulty, which I HIGHLY recommend, as the game was clearly balanced around it. It's NOT "extra hard mode" or something like that. It is very clearly the intended experience.


Now, had this been the core of the gameplay it would've been good but nothing special. A decent shooter incentivising a more methodical approach. But it's not just a shooter. It is so much more than that.

This game is like Doom, Thief, Elder Scrolls and Goldeneye mixed together in a massive cauldron and somehow the end result is better than all of them. It truly is a game that's a lot greater than the sum of its part. There are certainly better shooters than this, even for the time. DOOM was more responsive, had better enemy design and more action. Or take other aspects: Thief had better, more thought out stealth. The original Fallout games had MUCH better role playing than this. But no game, neither then nor today, does this many things this good this consistently. And no other games manages to somehow combine all of these genres into a single, incredibly polished grand package that rewards player creativity and freedom like barely another title since.

As Warren Specter said himself: "If people compare our combat to Half-Life or our stealth to Thief or our role playing to Neverwinter Nights, we’re dead. But if they figure out they can do anything they want and play it however they desire and find their own fun, we were gonna rule the world’.

And they did! It became the face of the "immersive sim" genre for a very simple reason: It's still the best example of it, even after over 20 years. Don't feel like shooting anyone? You don't have to. You could knock them down with a crow bar. Or explode them from the other end of the room. You could pick up something and throw it against their head. You could just sneak past them. You don't even need to kill a single enemy to finish the game. [with maybe(?) the exception of the bosses.]

Every section of every level is deliberately designed with player freedom in mind. There are very few - if any - situations in which Deus Ex will force the player character down any specific way to play the game, or force a solution. On the flip side, it means that almost always your own creativity is the only thing gating your progress. But it's never simply about learning the optimal way for each scenario, as every action comes with its own consequence.

The level design underlines and works in favour of this concept. Let's take a very simple example:

You're trying to get into an enemy base. You're met with a locked door.

You're all out of lock picks and have no key. You COULD spend some time simply looking for those, possibly wasting precious time. You notice the base has a glass window next to the door. You can simply smash it and squeeze your way through it. Alternatively, if you have some explosives or a crowbar on you, you could simply blast down the door. Both of these actions will, however, produce loud noise that enemy troopers might hear. You could try and hack the door open at a nearby terminal. Hacking is an easy way of bypassing lots of security systems, but leaves you utterly vulnerable to patrolling soldiers or policemen running into you. Maybe there's another way in? Maybe an air shaft or a gully? Those may or may not be locked as well, however. Who knows, perhaps you may find an unlikely ally hiding somewhere on the map if you're dialling down your urge to splatter everyone's brains on the floor for a few seconds?

All of these possibilities for one door. And that was just one very simple example. It not only applies to singular game elements, but to the whole thing on a macro scale too.
You can push this to the absolute extreme by killing certain bosses before you ever talked to them. Nothing is stopping you from, say, finding a nice alcove or a roof and sniping the brains out of whatever story relevant NPC or antagonist you're technically "supposed to talk to" to progress the game. This extends to friendly NPCs too. No character is safe from the all devouring chasm of immersive sim game design.

And let's not sell the actual level design short either; it's honestly brilliant. Each level feels totally handcrafted from top to bottom. While, yes, obviously a bit dated at times the visuals and scenery being kind of ugly and blocky really helps with the feeling that this is a dark, gritty future. In this way, it actually adds a lot to it being "timeless." While these visuals previously looked good because they were top notch for the time, they keep their appeal due to shifting perspectives, and how the world itself feels really cold and uncaring.

From closed and confined places like the Paris catacombs, the Majestic 12 hideout and Area 51, the individual paths of which twist and turn around and back into each other with shortcuts to unlock, to wide, open areas like the various city scapes of New York, Paris, and Hong Kong to something in between, like the immensely fun to explore Vandenberg base - all of these levels have unique quirks and design elements that make them all feel very distinct, both from an aesthetic as well as a gameplay perspective.

While some levels, especially the cities, end up feeling a bit small in terms of believability, they're expertly designed video game levels in that: Getting around is not tedious. Finding quest elements, items, NPCs or anything else doesn't feel like finding a needle in a haystack. Every door, window or street, every nook and crevice was put here deliberately for you to play around with it.

The fantastic open-ness of these spaces teach you not to bang your head against the wall, but instead try and find a clever way around it. Sure you COULD just kill that group of soldiers, but that would be boring. How about climbing up to the top of the base, disengage the alarm system, turn the turrets against their masters and route in some poison gas from the bottom into the barracks instead?

Where games like The Elder Scrolls will often praise themselves for "letting the player do whatever they want" and will then proceed to handhold you towards one of two desired solutions, Deus Ex puts barely any restrictions on you what so ever. If you can think it up, and if the physics engine of the game allows it, you can do it.

This system is, of course, not without its flaws.

Some sections can become a bit frustrating if you don't happen to have a specific item or weapon with you. Maybe you could bypass one section with a few lock picks, but you don't have enough, and the (seemingly) only other path is unreasonably tough. Some enemies will sometimes spot or hear you for seemingly no reason. Stealth, as a whole, isn't that great. It's very obtuse to even figure out what exactly enemies can and can't notice. Sometimes the AI of the enemies flat out breaks. The boss fights are a bit crap, sadly, in that they barely feel like boss fights, which I'd put down to the developers having to program them around every possible combination of items the player might have at this point, which obviously severely limits the number of options the boss can have.

However, the biggest flaws - or rather, biggest missed opportunities - come with the games story and role playing system. That's not saying much, however, as these flaws are very minor in the grand picture.

Let's talk about the good first:

JC Denton is a pretty cool character. While people initially criticised his design as "overly stoic, uninteresting, completely blank with a deadpan delivery on every line" I think this peculiar choice of letting JC come across as THIS robotic and strange makes him all the more interesting and unconventional. I find it pretty unique and charming, even hilarious at times.

Especially nowadays where every named game protagonist seems to be created with the purpose of stuffing as much "personality" and "quirk" in there as the devs possibly can manage, it's nice to see a character with a backstory and personality still be a functioning avatar for the player.

As for the story itself; it's simultaneously the games biggest strength AND weakness. The idea is this:

What if every conspiracy theory was actually true?

What if there really were multiple different cabals of evil super geniuses that fought each other over the right to the world? What if planting chips into people's brains, and other types of trans-humanist modification were real? As you might imagine, it gets pretty fucking wild at times.

JC, at the start of the game introduced as a highly capable and highly idealistic UNATCO police officer, is not like your average cop; he has been augmented. His body parts have been altered by various nano machines to enhance or add completely new abilities to his repertoire. 

When his brother, and fellow agent, Paul suddenly experiences a massive change of heart JC starts to become disillusioned with what he thought he knew about the world.

He becomes a globe trotting, gun blazing and shadow sneaking quadruple agent who will stop at nothing to uncover who is really running the show.

That is pretty much all there is to JC when it comes to only his side of the story; your input as the player is obviously what REALLY counts..


...is what I would say if it were true. Unfortunately, the hitherto absolute and unbridled player freedom doesn't fully extend to the game's actual story. While, yes, there are many moments where you can do things out of order, or the fact you can kill literally every NPC without restrictions whatsoever, and mostly freely choose what JC says to people, these choices are often not very important for the story as a whole. You never go anywhere you wouldn't have gone anyway, you don't get to skip anything else, you never truly change the story in any meaningful way.

There are definitely some instances where you DO have influence over major things happening or not. Some of your friends can and WILL die if you don't save them, and it noticeably makes the game harder if you don't. On the flipside, there's almost no character that can't be somehow saved, no matter how absurd and impossible it might seem.

Sadly, the only time where the player truly gets to influence the outcome of the story is pretty much right at the end, where you'll get the choice between three very distinct and different endings. While this is nice, and it's better than nothing, it's very obviously a byproduct of having to majorly cut down on features quite late into their development cycle. [The devs once openly talked about how they wanted the story to go off the rails way earlier than the final level, where you'd have gone to entirely different locations and the story would've taken a completely different direction.]

But all of that is just about the, for lack of a better word, "mechanical" aspects of the story, the plot related stuff.

What about the subtext? The vibes? This is where the term "timeless" really begins to shine. 


Much like in Terry Gilliam’s “Brazil”, the terror and confusion of working in corporations or organisations so large you don’t even really know who exactly you are working for looms like a dark cloud over the characters. Companies like Page Industries have entire governments in their pockets and they’re not even trying to hide it - and that’s just the organisations that officially exist. Countless secret societies and organisations are all simultaneously planning their hostile takeover of world domination. Privately trained and owned mechs and super soldiers patrol the streets instead of a normal police force. 

This is a dystopia that could very well be our own. A nightmare of our own creation.

The game’s gritty and dark aesthetic lends itself perfectly to a vision of a not-too-far-off future; in which technological progress has been going at an exponential rate - only for the ruling class though. 
The wealthy can be kept alive indefinitely, hooked up to machines and tubes, with the ability to upload your consciousness in arm’s reach.
The regular people of New York, Hong Kong and Paris struggle to find a roof over their heads, a fix for their drug issues and to not die of a global pandemic currently ravaging the planet.

You might have noticed it while reading, but the themes of Deus Ex have only gotten MORE relevant as time went on. It’s a deeply radical story about power, class struggle and humanity’s relationship with both technology and society. The dark and cold setting, together with the sometimes strangely humorous and high octane moments the game throws at you from time to time, give this work a very idiosyncratic atmosphere.

It’s equal parts “Total Recall / Blade / Terminator” flashy techno-action romp, as well as Philip K. Dick / Isaac Asimov / William Gibson-style cyberpunk/sci-fi dystopian novel. 

It’s also very easy to see the influence this game had on countless other pieces of cyberpunk / transhumanism-inspired media, and immersive-sim style video games in general.

No Deus Ex means no (Bethesda) Fallout, no Prey, no Dishonored, no Hitman - and of course no further Deus Ex titles, which I’ve deliberately NOT mentioned in this review. They are a whole thing in and out of themselves and as far as I’m concerned, this game works perfectly fine as a stand alone and definitely doesn’t need the other titles to feel like a complete story.



Before we end this overlong quasi-dissertation on a video game from 1999, some other things I want to talk about that didn’t really fit in the rest of the text:



The music is fantastic. I absolutely love the way that Alexander Brandon, Michiel van den Bos, and Dan Gardopee were able to mix various genres from classical to techno, electronica, synth wave and ambient together into a super recognisable and catchy sound. I find myself listening to songs like “The Synapse” on the regular. Also; they really didn’t need to create entirely unique songs for every stage, every conversation that took place on that AND every death screen. That amount of unhinged effort does deserve a special shoutout from me.



The voice acting isn’t as fantastic, sadly. There are some standout performances like Cliff Stephens as Bob Page for example. While not exactly Oscar-worthy or anything extreme, it still stands head and shoulders above the rest. As mentioned earlier, I do like JC’s deliberately emotionless and robotic delivery, especially for comedic effect, but it feels really weird in certain moments where you really feel like JC probably SHOULD react with a little more emotion in his voice. Finally, Walton Simmons’ extremely calm and vicious tone of voice is great, but the direction here is very lacking with some very obvious mistakes left in his voice lines. Over all, the voice acting isn’t the worst I’ve ever heard but it’s pretty damn far from good most of the time. 

The balancing on the augmentations could’ve used some more work too, maybe. As things stand now there are only 3 out of 18 augmentations I’d consider absolutely essential to beat the game, where the other 15 feel like wastes of inventory space.

But really, most criticism I have for this game truly is very minor compared to the sheer amount of incredibly forward thinking ideas and mechanics this game has that seriously were - and in some cases still are - way ahead of its time. 

Deus Ex is an amazing video game experience that has successfully stood the test of time and will continue to do so for many more years.



9,5 / 10

Deus Ex: GOTY is a classic for a reason, but man, it definitely shows its age. The story is mind-blowing, giving you real choices with surprising consequences, and the world feels incredibly immersive. But the graphics are super dated, the voice acting is laughably bad at times, and the clunky controls can be a real pain. If you can get past its rough edges, this is one of the most thought-provoking, influential games ever made.

I enojoyed the little I played, will return when i have more freetime.

Still, 24 years after release it remains the most influential and important both immersive sim and political cyberpunk thriller. The world is so quintessentially 90s and it feels like the time it was released in but still so relevant to today. The environment isn't flashy, the mundane everyday objects are still, mundane everyday objects which make the science fiction elements of the game stand out so much more.
Fantastic game all around, I recommend it now and forever. Timeless

This review contains spoilers

Deus Ex was surprisingly good !

It's easy to judge the game by its dated visuals, I mean the game is literally older than me, but in recent years, I grew to love these older graphics, and even find them really charming. It's also just pretty funny to see these old NPC models and rough animations. And even if it's not graphically outstanding, the game still manages to nail the atmosphere, mainly thanks to its amazing OST.

I can't talk about my experience with the game without talking about all the memes surrounding it. They're pretty much the reason why I know about the game in the first place. Actually seeing the context behind some of JC Denton's iconic voice lines and actually getting to hear them in game was really amusing and cool for me. Speaking of voice lines, the voice acting in this game could be described as "pretty mediocre"' or even bad, but I don't care, I love it and it's amazing, it's both funny and charming.

One of Deus Ex's biggest flaw but also it's biggest strength is its gameplay. I say this because the shooting is genuinely bad, you can tell that the game was made in the early years of first person shooters. The way the game handles accuracy is really weird and made some weapons pretty much unusable for me after a while (looking at you, pistol). But Deus Ex's gameplay still manages to shine with how much freedom it gives to the player. After playing the game, I can really see just how influential this game must have been for the immersive sim genre as a whole. There's so many different ways to approach every missions with a nice amount of different builds. For example, you could go non-lethal, using stealth and implants such as an invisibility cloak, a taser to stun enemies and using hacking/lockpicking to get around, or you could go all in with a build focused on melee, guns or/and explosives to destroy everything in your path. All of these options are valid and make for a very replayable experience, and an all around good immersive sim.

I also really liked the story. I was initially scared that the themes and politics of the game would go over my head (to be honest, some of it probably did) and that I wouldn't get the narrative of the game, but I was pleasantly surprised. Deus Ex has a really interesting narrative with a lot of twists (that were probably less obvious back when it released) and a lot of interesting themes. I also liked how at the end, you're left with 3 choices for an ending, with none of them being totally good, it made me think for a good moment, and it's bound to stay with me for a while. The characters aren't the most memorable, but JC Denton certainly manages to be an iconic protagonist with his one-liners and funny line delivery.

In the end, I'm really glad I got to experience this immersive sim classic, and I'm pretty excited to, one day, get to Human Revolution and Mankind Divided.

The joy of playing Deus Ex lies in its environments; around every corner is a cool bit of lore, or alternative path to the objective, or even alternative objectives. It's a surprisingly-accessible game for its time, and still pretty relevant nearly 20 years past its release. I've played easier non-lethal paths, though.

the perfect paradox—timeless, dated, forward-facing relic of the near-year 2000’s crowded lousy with moody cyberpunkpocalypse playgrounds supportive of the most detached, unserious players to the most devoted unacto defector

qanon uncle video game

I bet this is really awesome if you put the time into getting used to its very apparent age. However, it feels old and if you aren't used to old games, its probably hard to get that far.

Incredibly cool story, locations, characters, and abilities/upgrades. The combat is very 'old game' feeling until you factor in the abilities and stealth which add a lot. Prepare to read a lot of logs/messages if you want to get access codes and additional story. You have quite a few choices in approaching each mission with different paths, dialogue options, what abilities/weapons you use, and who you kill or don't. This game is a lot of fun if you can get past some of the dated feel mechanisms.

The infolink sound effect is still my phone notification noise of choice, I really need to turn my notification noises on every once in a while just to hear that marvelous chime.

Playthrough: https://www.youtube.com/playlist?list=PLymbpuce_n7mEdqnoTFZcUgm0iEfzFByu

"By the way, Denton, stay out of the ladies restroom. That kind of activity embarrasses the agency more than it does you."

Going straight from playing a rebellious youth in Jet Set Radio Future to being po-lice. On one end of the spectrum you have counter-culture skater gangs sticking it to the man through weaponized art, and on the other you have JC Denton performing extrajudicial killings with the GEP gun, clicking his tongue and going "What a shame." Cop Weatherby is back!

Deus Ex is a game my friend Larry has been trying to get me to play for the better part of the last two decades. My first real exposure came from the Recut, which he and I still quote to each other regularly, but everything else I've absorbed has been through osmosis and from playing the two prequel games, Human Revolution and Mankind Divided. I have no good excuse for taking this long to beat Deus Ex, really. I've tried at least a half dozen times and have always bailed around the second chapter, likely intimidated by how long the game is. However, I've long gotten past my issues with committing to lengthy video games, and I figured it was high time I saw Deus Ex through.

For a game released in the year 2000, Deus Ex gives the player an impressive amount of freedom in how they choose to approach objectives, and how they wish to play protagonist JC Denton as a character. One of the first things you can even do is answer a dialog choice about whether you want to take the stun prod (a non-lethal takedown is always the most silent takedown) or the GEP gun and just blow everything to hell. Do you want to be thoughtful? A master hacker, a philosopher who can talk his way out of most dangerous situations, or avoid them entirely through subterfuge? Or do you want to play the game like I did and steal credits from Maggie Chow's bedroom, alerting her maid who makes a beeline for the emergency alarm switch as soon as Maggie's cutscene is over, causing you to panic and explode both of them with a rocket, thus accidentally allowing you to bypass an entire mission as Maggie's improprieties are exposed to you during your hasty retreat through her private lab? You make your own fun!

No one problem is designed with a single solution in mind, even if one is presented in an obvious way. Much of Deus Ex's fun is borne from how much you can just fuck around with its world. Need to get to a room but a ton of guards are stationed in the adjoining hall? Good thing there's a pin full of dangerous mutant animals nearby. Hack the door open, release them, then turn the turrets on to mop up what's left. Maybe you want to clear the barracks in the heliport out by tossing a bunch of LAMs in through the vents or take pot shots as you scurry through the walls between vantage points, or just flood the whole damn place with poison gas. Fuck it! The world is your oyster, because uh, that's all the world is.

Outside of the moment-to-moment gameplay, this freeform approach to Deus Ex's world is a bit more muted. Dialog choices usually only result in short term impacts both mechanically and narratively, even more weighty decisions might only earn you a handful of different conversations later in the game. Early on you're given the option to follow orders and assassinate a top level NSF operative or kill your partner instead. The choice to kill the NSF agent is presented as being morally questionable and against UNACTO's code of conduct despite the order coming directly from your CO's mouth. This may provide the illusion that you can either play JC as a hardcore company man or rebel and follow your own personal sense of justice, but regardless of what you do, JC will shortly thereafter defect to the NSF. This is of course due to the limitations of the time in which Deus Ex was released. The amount of agency you're given is still remarkable for 2000, and if anything it's to Deus Ex's credit that it was able to lay such a sturdy foundation for other games to build off of.

The plot itself is wonderfully weird and corny, and extremely indulgent in conspiracy theories that would make your average QAnon freak blush. You're telling me there's a government made virus and the cure is being used as a form of population control? Now where have I heard that before... You could take most plot threads, call into Coast to Coast AM, and convince Art Bell to go along with you. Of course, that's because most of these conspiracies have some basis in the real world, at least insofar as them being based on theories that have long been speculated to, like chemtrails, or grey aliens being housed in the bowels of Area 51. This used to be fairly harmless nonsense, once upon a time. At least JC isn't visiting any pizza shops with the GEP gun in tow.

Speaking of, I absolutely adore JC. The way some of his dialog is delivered is just so catty. Hearing him go toe-to-toe with the pure smarm of antagonist Bob Page is a delight, and though some of the line delivery isn't what I would call conventionally good, it is also impossible to imagine Deus Ex sounding any differently. It's peak 2000s video game voice acting, neither bad nor great, yet fun in its own unique way. There's a reason why lines from Recut like "Number one: that's terror. Number two: that's terror," or "Don't think you know the commander. I know the commander because he is my pal. Here's a picture!" are stuck in my head, and it's not just because they've been edited from multiple lines to sound like something funny, it's because the way those lines are spoken are so enjoyably off-kilter to begin with.

But none of this is important anymore. I've merged with the Helios AI. We are as one. Omnipotent, all-powerful, immortal. It is time I stopped talking about Deus Ex and begin governing the world in the only way my Denton knows how... Like a complete god damn idiot.


I'm kind of surprised I enjoyed Deus Ex as much as I did. I wasn't too keen on stealth mechanics in the tutorial, but they're well integrated to the rest of the game. One big positive about this game is that many situations can be approached in different ways. You can try to play this like any regular First Person Shooter, but JC is a fairly squishy character. Play smart, not hard. All of this is complimented by intriguing plot, the many side objectives and role play opportunities, and an awesome soundtrack that includes some ambiant and techno music. Of course, it's not perfect. The close and personal melee combat never felt like it registered hits correctly, it seems like you can only hit an enemy when you're looking at them and only at specific frame of animations, and due to the hectic nature, that results in a lot of missed swings. It has some compatibility issues with modern PCs, so I had to patch it up. I noticed incorrect texture culling in certain areas, when they disappear to save on memory, a pretty common technique in games usually to unload areas or objects behind the player, but these textures disappeared from plain sight. Lastly, this Game of the Year Edition has a big problem. It uses older versions of the maps, that are buggier or missing some details. Of course, since this is the only version I've played, I don't know the differences, but I have no idea how that even happened. Still though, Deus Ex holds up remarkably well with its engaging gameplay, story, and replay value. It's definitely worthy of all the high praise it received.

This is basically every conspiraboomer's wet dream... and i love it

They really dont make 'em how they used to.

A game that is, and was ahead of it's time.