Review of Deus Ex By Nick Edmunds Deus Ex is set in yet another brutal vision of a totalitarian near future. In a world ravaged by a horrific plague you play cybernetically enhanced special agent, J. C. Denton. Resembling the spawn of an intoxicated liaison between Batman and the Terminator, you work alongside your brother Paul and some other metal plated mentalists in the anti-terrorist section. Things are all fine and dandy at the agency until doubts about Paul begin to circulate and then things become a little complicated. Initially DE feels a little gloomy and nondescript, but soon the location and lighting change and the glory of the graphics is revealed. They really are outstanding and the 3d engine even made my ageing 3dfx card look good. Then there's the scale of the thing. The levels are massive with an amazing degree of detail: people interact around you, pigeons startle at your approach and the skyline stretches forever. All of which combine to make the locations fantastically atmospheric with a sort of dark, sinister quality, which defines the overall ambience. If that's not enough to put you on edge the plot line practically guarantees paranoia. DE manages to involve every conspiracy theory ever, from men in black, grey aliens, Templer Knights right up to the Illuminati and the plot has more twists than a Chubby Checker convention, while managing to remain coherent throughout. DE is a combination of genres powered by a souped up Unreal engine. There are elements of RPG, (character stats and inventory system) and elements of a mouse driven adventure, (missions with sub plots and multiple choice response in conversations), all wrapped up in the engine of a first person shooter. Because it's done so well DE is more than a complicated shoot 'em up, but it isn't exactly the birth of a new genre, it's not strictly even a new idea. DE more than slightly resembles an updated version of Fade to Black (sequel to Flashback) and has much in common with Thief and Half-life. This said the mix of genres does make for interesting gameplay and may be the next logical progression in the evolution of gaming. As such DE could be classified as an action adventure. Completed tasks result in skill points, which can be used to increase character abilities. These abilities in turn determine how you go about your mission. e.g. In order to enter a building you could blow open the door, pick the lock, find the access code, hack the security system or sneak in the back. However this is essentially academic, as it doesn't really affect the outcome, for while there are decisions to be made the basic flow of the plot doesn't really vary. There may be a number of different ways into a building, but you still need to get inside. This means that DE can't help but be a tad on the easy side as all the character options and variations on completing a task mean that you are never stuck for a viable action. In fact you are more likely to spend time wondering which of the possible options available would be best for you. The same goes for the various augmentations that our customisable character picks up along the way. For while we soon end up with more upgrades than your average family PC they tend to be more gimmicky than essential A feature of note is the brave attempt at realism with the combat system. For a change you've got to think twice about taking on more than one opponent at a time, due to the area specific body hits. In this system damage to different body areas affects related performance. Thus a damaged leg slows movement, a damaged arm means wobbly aiming, etc. However, this is spoilt to some extent by the random AI of your opposition, which varies between vaguely sentient and thick as custard: working strictly on a line of sight basis. A classic and disappointing example is the corpses you leave in your wake - while you can pick up and move the bodies, the enemy don't bat an eyelid if they see them. Unforgivable when you consider that this sort of feature was utilised successfully in Thief a few years ago. Missions take place at locations all over the world, which means our man, Denton, has some serious commuting to do. How convenient then that our globetrotting metal head should have a mate with a stolen military stealth helicopter. As an even bigger coincidence this fellow even looks a bit like that old guy in Airwolf, you know the one who said "moidah" a lot or was the butler in Hart to Hart? As you may have expected from a game that implies autonomy, there are also multiple endings. Initially I was disappointed by the lack of variation between the three of them, but maybe it was intended as some sort of pithy social comment for as we all know, it doesn't matter who you vote for the government always gets in. For those seeking a standard first person shooter, you may be disappointed, DE is more of a sneak 'em up than a shoot 'em up. Although at times DE doesn't really know what it is and the sporadic action and linear plot don't quite fulfil that which was promised by the hype. Hailed as the year's "best game ever" DE went on to prove a point by winning Best Game 2000 and Best Action Game at the ETAINA awards. While clever release dates played a part in this, DE really is fantastic. It may even herald the future of first person shooters. - o -