DeusEx |
After just your first day on the job you find that things are not quite right at UNATCO and defect to the resistance. I wouldn't dare reveal too much of the plot, but the central issue involves a man-made nanovirus, the "Gray Death," the cure, Ambrosia, and some FEMA hijinks straight out of the X-Files movie.
The game is designed primarily with the principals of choice and cause & effect in mind. You are able to choose which skills and augmentations (special abilities) to specialize and advance in as the game goes on. Do you want to be a shadowy, sneaking sniper who hacks computers and disables security systems? Do you want to be the quiet thief who picks locks and slips in the back way? Do you want to be Arnold and face the oncoming rush head on with a rocket launcher and a "born to kill" attitude? You can make Denton whatever you want him to be, and the game is set up so that whatever path or paths you choose, there will always be a way most suited to your talents.
While the story is complicated, deep, and also adhered to the cause & effect principle - you only encounter plot points or conversations that you 'choose' to run into, and the game never refers to something that you didn't encounter but will to things that you did, even if they are off the beaten path - it's curiously devoid of humanity. Your brother gets killed and you shrug and say something in your usual deadpan. This is somewhat understandable; since you are half-machine, the human in you can't even come out at key points. Still, it's disconcerting.
As good as the gameplay is, there is never any meaty feeling of danger that usually makes this sort of
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