Deus Ex (video game)

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Deus Ex (abbreviated DX and pronounced as /ˌdeɪəsʔˈɛks/, day-uss ex) is a cyberpunk-themed first-person shooter/computer role-playing game developed by Ion Storm Inc. and published by Eidos Interactive. Released on June 22, 2000, the game received almost universal critical and industry acclaim, including being crowned Best Game of All Time in a poll carried out by UK gaming magazine PC Zone.[1] It was a frequent candidate for and winner of Game of the Year awards.[2][3][4][5]

Deus Ex
Cover art of the Windows version
Developer(s)Ion Storm Inc.
Publisher(s)Eidos Interactive
Designer(s)Warren Spector, Harvey Smith
Composer(s)
EngineUnreal Engine
Platform(s)Microsoft Windows, Mac OS, PlayStation 2
ReleaseNA June 22, 2000 (WIN)
NA July 7, 2000 (MAC)
EU September 27, 2000 (WIN)
NA March 25, 2002 (PS2)
EU May 24, 2002 (PS2)
INT March 29, 2007 (Steam)
Genre(s)FPS/RPG
Mode(s)Single player, multiplayer

Set in a dystopian world during the 2050s, the central plot follows rookie "United Nations Anti-Terrorist Coalition" (UNATCO) agent JC Denton, as he sets out to combat terrorist forces, which have become increasingly prevalent in a world slipping ever further into chaos. As the plot unfolds, Denton becomes entangled in a deep and ancient conspiracy, encountering fictional recreations of organizations such as Majestic 12, the Illuminati, and the Hong Kong Triads throughout his journey.

The game was modestly successful commercially and was among the top selling computer role-playing games at the time of its release.[citation needed] First published for personal computers running the Microsoft Windows operating system, Deus Ex was later ported to the Macintosh OS, as well the PlayStation 2 game console, the latter under the title Deus Ex: The Conspiracy. Loki Games worked on a Linux version of the game, but the company went out of business before releasing it.[6] A sequel to Deus Ex, titled Deus Ex: Invisible War, was released on December 2, 2003 for both Windows and the Xbox video game console.[7] On May 10, 2007, Patrick Melchior, managing director of Eidos France, confirmed that Eidos Montreal is planning on making Deus Ex 3.[8][9]

Gameplay

Deus Ex takes place from a first-person perspective, playing from a character's eye view in a 3D environment. It was designed to incorporate gameplay elements from four types of games: role-playing, first-person shooter, adventure and "immersive simulation", the latter being defined as a game in which "nothing reminds you that you're just playing a game".[10] The player assumes the role of protagonist JC Denton, a "nanotech"-augmented operative of UNATCO.[11] This nanotechnology is a central gameplay mechanism, and allows players to perform superhuman feats.

Deus Ex was designed as a single player game, and the Windows and Macintosh versions of the game did not include multiplayer functionality.[12] Support for multiplayer modes was later incorporated through patches.[13] The component includes three game modes: deathmatch, basic team deathmatch, and advanced team deathmatch. Only five maps, based on levels from the single-player portion of the game, were included with the original multiplayer patch, but many user-created maps now exist.[14] The PlayStation 2 release of Deus Ex does not offer a multiplayer mode.[15]

Role-playing elements

File:Dxinventory.jpg
The item inventory screen

As the player accomplishes objectives, the player character is rewarded with "skill points". Skill points are used to enhance a character's abilities in eleven different areas, and were designed to provide players with a way to customize their characters;[10] a player might create a combat-focused character by increasing proficiency with pistols or rifles, while a stealthy character could be created by focusing on lock picking and computer hacking abilities. There are four different levels of proficiency in each skill, with the skill point cost increasing for each successive level.[16]

Weapons may be customized through "weapon modifications", which can be found or purchased throughout the game. The player might add scopes, silencers, or laser sights; increase the weapon's range, accuracy, or magazine size; or decrease its recoil and reload time. Not all modifications are available to all weapons; for example, a rocket launcher cannot be silenced, and recoil cannot be reduced on a flamethrower.

Players are further encouraged to customize their characters through nano-augmentations — cybernetic devices that grant characters superhuman powers. While the game contains eighteen different nano-augmentations, the player can install a maximum of nine, as each must be used on a certain part of the body: one in the arms, legs, eyes, and head; two underneath the skin; and three in the torso.[citation needed] This forces the player to choose carefully between the benefits offered by each augmentation. For example, the arm augmentation requires the player to decide between boosting their character's skill hand-to-hand combat or its ability to lift heavy objects.

Interaction with non-player characters was a large design focus.[10] When the player interacts with a non-player character, the game will enter a cutscene-like conversation mode where the player advances the conversation by selecting from a list of dialogue options. The player's choices often have a substantial effect on both gameplay and plot, as NPCs will react in different ways depending on the selected answer (e.g. rudeness makes them less likely to provide assistance).

Combat elements

File:Bruteforce.jpg
Deus Ex is a game encompassing multiple genres and gameplay mechanics, such as customizable skills and abilities.

Deus Ex features combat similar to first-person shooters, with real-time action, a first-person perspective and reflex-based gameplay.[10] As the player will often encounter enemies in groups, combat often tends toward a tactical approach, including the use of cover, strafing, and "hit-and-run". A USA Today reviewer found "At the easiest difficulty setting, your character is pureed again and again by an onslaught of human and robotic terrorists until you learn the value of stealth."[17] However, through the game's role-playing systems (see below) it is possible to develop a character's skills and augmentations to create a tank-like combat specialist with the ability to deal and absorb large amounts of damage.[citation needed] Non-player characters will praise or criticize the main character depending on his use of force, incorporating a moral element into the gameplay.[18]

Deus Ex features a heads-up display crosshair, whose size dynamically shows where shots will fall based on movement, aim and the weapon in use; the reticle expands while the player is moving or shifting his or her aim, and slowly shrinks to its original size while no actions are taken.[11] How quickly the reticle shrinks depends on the character's proficiency with the equipped weapon, the number of accuracy modifications added to the weapon, and the level of the "targeting" nano-augmentation.

Deus Ex features twenty-four weapons, ranging from crowbars, electroshock weapons and riot baton, to laser guided anti-tank rockets and assault rifles;[11] both lethal and non-lethal weapons are available. The player can also make use of several weapons of opportunity, such as fire extinguishers.

Player choice

 
The multiple ways to traverse obstacles

Gameplay in Deus Ex emphasizes player choice, which GameSpot's review explains: "Deus Ex is quite long for an action-packed first-person game", it states, "but even so, most of its situations present you with two or three possible solutions."[19] Objectives can be completed in numerous ways, including stealth, sniping, heavy frontal assault, dialogue, or engineering and computer hacking. This level of freedom requires that levels, characters, and puzzles be designed with significant redundancy, as a single play-through of the game will miss large sections of dialogue, areas, and other content.

Because of its design focus on player choice, Deus Ex has been compared with System Shock, a game that inspired its design.[20][21] Together, these factors give the game a great degree of replayability, as the player will have vastly different experiences depending on which methods he or she uses to accomplish objectives.

Plot

Setting

Deus Ex takes place in a dystopian future in a world that draws heavily upon present day conspiracy theories. This dark setting is enhanced by the fact that the entire game takes place at night, a backdrop which adds to the atmosphere of conspiracies and stealth. The game contradicts itself in several instances regarding the exact year in which the events of the story take place, but information in the sequel Deus Ex: Invisible War reconciles this inconsistency via retroactive continuity, placing the events of Deus Ex in the year 2052.[22]. Also a reference to JC Denton's "birthday" on the Nano-Incubation's DataCube shows his birthday year as '29, leading to the belief that Denton was born in 2029. Most of the game takes place in fictionalized versions of real-world locations, including New York City, Hong Kong, Paris, Area 51, and Vandenberg Air Force Base.

The plot of Deus Ex depicts a society on a slow spiral into chaos. A lethal pandemic known as the "Gray Death" ravages the world's population, especially within the United States, and has no cure. A synthetic vaccine, "Ambrosia", manufactured by the company VersaLife, nullifies the effects of the virus, but is in critically short supply. Because of its scarcity, Ambrosia is available only to those deemed "vital to the social order", and finds its way primarily to government officials, military personnel, the rich and influential, scientists and the intellectual elite. With no hope for the common people of the world, riots occur worldwide, and a number of terrorist organizations have formed with the professed intent of assisting the downtrodden, among them the National Secessionist Force of the US and a French group known as Silhouette.

In order to combat these threats to the world order, the United Nations has greatly expanded its governmental influence around the globe. The United Nations Anti-Terrorist Coalition is formed, with the intent of maintaining peace internationally and combating the world's ever-growing number of terrorist groups.[23] It is headquartered near New York City in a bunker beneath Liberty Island, placed there after a terrorist strike on the Statue of Liberty.[24]

Synopsis

File:Dxingame.jpg
JC Denton (right) meets up with his brother Paul on the docks of Liberty Island.

Note: The gameplay of Deus Ex offers many subplots which the player may or may not encounter, depending on their actions within the game. This synopsis concentrates on the game's main plot thread.

At the start of the game, the player assumes the identity of JC Denton, a nano-augmented UNATCO agent. An optional training course explains the basic game mechanics, but the game-proper begins on the docks outside UNATCO Headquarters on Liberty Island where the NSF has stolen a shipment of the rare Ambrosia vaccine. Agent Denton is ordered to capture their leader, Colonel Leo Gold. Gold, found hiding within the statue, surrenders immediately. Interrogation reveals that the Ambrosia is no longer on Liberty Island, but has been moved via boat to Battery Park. UNATCO troops arrive to collect Gold, and JC returns to UNATCO Headquarters.

After a debriefing by UNATCO Director Joseph Manderley, JC is paired with Agent Anna Navarre and instructed to continue his search for the Ambrosia. His brother Paul is dispatched to handle NSF operations in Hell's Kitchen. Manderley suggests the NSF have moved the Ambrosia to nearby Castle Clinton, where JC secures the vaccine.

Agent Denton then assists his brother in Hell's Kitchen. He discovers the NSF fortress and destroys the electromagnetic pulse generator protecting it, then rendezvous with Agent Hermann. A black helicopter (piloted by a friend of Paul's named Jock) meets the two agents, and flies Agent Denton back to UNATCO Headquarters. JC meets with Director Manderley again, but Manderley is busy with a mysterious visitor, later revealed as FEMA Director Walton Simons. After Simons leaves, the Director orders JC to locate a NSF plane being prepared to ship more Ambrosia. Denton's investigation leads him to wealthy NSF sympathizer Juan Lebedev. The plane is hidden at his private terminal at LaGuardia Airport.

File:DeusExscreen05.jpg
Agent Navarre forces JC to choose whether or not to kill Juan Lebedev.

Denton locates the plane, but his brother is waiting for him in the hangar. Paul reveals he has been working with the NSF, that the Gray Death is a man-made virus, and that UNATCO is conspiring to control the supply of Ambrosia for the benefit of a secret group of elitists.[25] He tells JC to speak with Lebedev for more information. Agent Navarre arrives as JC boards the plane, and orders him to kill Lebedev. The Ambrosia is recovered, and JC returns to UNATCO headquarters. He learns that both he and Paul have been fitted with an emergency nanotech "killswitch" capable of destroying them within twenty-four hours, and that Paul's has been activated. JC is ordered to head to Hong Kong to kill Paul's contact, a man named Tracer Tong. Jock was contacted by Paul, however, and takes JC to Paul's Apartment in Hell's Kitchen. Paul further explains his defection from UNATCO, and asks JC to help his allies by sending a distress signal from their base nearby. Walton Simons discovers Denton's defection, activates his killswitch, and orders UNATCO troops to apprehend him. Denton attempts to escape the city with the help of Jock, another UNATCO defector, but is captured.

JC awakens in a prison cell in an unknown bunker. A mysterious entity calling itself Daedalus contacts JC, and attributes the facility to a secret and malevolent organization called Majestic 12. With Daedalus' help, JC locates his brother and escapes the facility. The front entrance of the base is actually a restricted area of UNATCO's Headquarters. Escaping the facility, he boards Jock's helicopter, and flees for Hong Kong.

Arriving at Hong Kong, Majestic 12 takes control of the helicopter, forcing it to land at a secret hangar above the VersaLife Corporation (a MJ-12 front) building. JC finds the MJ-12 computer and reactivates the helicopter's engines and weapons. He searches the city for Tracer Tong, Paul's friend and member of the Luminous Path Triad. He meets Gordon Quick, head of the Luminous Path Triad. Quick tells JC that before the Triad will assist him, JC must perform a favor and retrieve the experimental Dragon's Tooth energy sword from Majestic-12 agent Maggie Chow. Denton does, ending a feud with the rival Red Arrow Triad.

File:MJ12SecretLab.jpg
JC Denton infiltrates a Majestic 12 laboratory hidden beneath VersaLife headquarters.

With the feud resolved, JC is allowed to meet with Tong who deactivates his killswitch. While infiltrating the Versalife building for Tong, JC discovers that VersaLife is manufacturing the Gray Death, which is caused by a nanovirus. [26] JC retrieves plans for the virus, and destroys the universal constructor used to produce it.

Analysis of the virus reveals that it was developed in-part by the Illuminati. JC travels to New York to meet Stanton Dowd, a member of the Illuminati. Dowd gives JC more information about the Gray Death, Majestic 12, and its leader, billionaire businessman and philanthropist Bob Page. Denton is sent to destroy a ship transporting the virus to New York, which he finds in port. After the vessel is scuttled, Dowd tells JC that the virus had originally been developed for augmentations. Majestic 12 stole the plans and converted it into a weapon. Dowd also provides information about Parisian Illuminati leader Morgan Everett. After avoiding a Majestic 12 ambush, JC flies to Paris.

In Paris, JC Denton contacts Silhouette members hiding in the catacombs below the city. They help him locate Nicolette DuClare, daughter of late Illuminatus Beth DuClare. Denton contacts the Illuminati leader Everett from the DuClare Château. He is asked to retrieve more information about the Gray Death from a Knights Templar cathedral that has been taken over by Majestic 12. While attempting to upload the information, JC is confronted by Agent Hermann. He defeats the mechanically-augmented agent and completes the upload. Everett gives JC instructions to meet his assistant, who transports JC to the Illuminatus' residence.

Everett sends JC to Vandenberg Air Force Base to meet with members of X-51, a group of former Majestic-12 researchers and U.S. Army personnel once based at Area-51. Denton arrives to find the base under siege by Majestic 12, but successfully eliminates their forces. He meets with X-51 leader Gary Savage, who needs help activating an X-51 universal constructor. They attempt to retaliate against Majestic 12 by giving Daedalus access to the restricted military network. This backfires, and Page neutralizes Daedalus by fusing it with his own AI Icarus. Page tells Dr. Savage that Majestic 12 is holding his daughter Tiffany hostage. Page demands parts from X-51's constructor in-exchange for Tiffany's life. The lead researcher asks JC to rescue his daughter.

After rescuing Tiffany, Denton goes to a Majestic 12 off-shore research base to retrieve blueprints needed by X-51 to complete their constructor. The laboratory is in shambles and genetic experiments are roaming loose due to sabotage by an Illuminati double-agent. Denton locates the schematics and uploads them to the X-51 computers, only to find that Page has intercepted the communication. Page sends Walton Simons to kill him before he can escape the facility. Simons fails, allowing JC to meet Jock and Dr. Savage at the helicopter. Savage tells JC that Majestic 12 is preparing to launch a nuclear missile at the Vandenberg labs. Jock flies JC to the missile silo, where he reprograms the targeting data, aiming the missile at Majestic 12's secret base at Area 51. Soon after the missile detonates, JC leaves for Area 51, intent on putting the final nail in Majestic 12's coffin.

File:DeusExHeliosEnding.jpg
In one of three possible endings to the game, JC merges with the Helios AI to become the benevolent dictator of the world

Page's goal is finally revealed in Area 51. The Gray Death allowed him to expand government authority while field testing the constructor. Forcing the integration of Icarus with Daedalus created Helios, an entity capable of dominating the global communications network. All that remains is for Page to integrate himself with Helios, giving him near-total control over nanotechnology, and through it, the world.

JC is contacted by Tong, Everett, and the Helios AI. All three factions ask for his help in defeating Page's while furthering their objectives, and JC is forced to choose between them. Tong seeks to plunge the world into a second Dark Age by destroying the global communications hub and preventing any one individual or group from taking control of the world.[27] Everett offers Denton the chance to bring the Illuminati back to power by defeating Bob Page and using the technology of Area 51 to rule the world with an invisible hand.[28] Helios wishes to merge with Denton and rule the world as a benevolent dictator with infinite knowledge and reason.[29] The player's decision determines the course of the future, and brings the game to a close.

Name etymology

The title "Deus Ex" is derived from the Latin expression deus ex machina, literally meaning "god from the machine". Warren Spector, executive producer for Deus Ex, has stated the name was both meant as a reference to the various factions in the game who aspire to god-like powers, as well as a dig at the typical video game plot, which tends to be laden with "deus ex machina" artifices and other poor script writing techniques.[30]

What the JC initialism in the protagonist's codename, JC Denton, means is unclear. The story itself makes no references to what the initials stand for. Harvey Smith, lead designer for Deus Ex, has stated that originally JC was supposed to be a descendant of Jesus Christ; however, Warren Spector has said the name "JC" was chosen for its unisex qualities when the developers were still planning to let the player choose the gender of the main character.[31][32]

Fiction

File:DeusExscreen04.jpg
An example of the text system in the game showing a passage from the novel The Man Who Was Thursday.

Deus Ex features a text-reading system which allows the player to read terminals and notes, as well as excerpts from newspapers and books found in various locations within the game level. These various bits of media serve a variety of purposes, from providing the player with useful gameplay information (such as a needed keycode), to the advancement of the plot, to the creation of atmosphere and metafictional irony. It is this last aspect which is most prevalent in the novels found in Deus Ex, with excerpts usually providing reflective commentary on the player's current situation. Such real-life works as The Man Who Was Thursday by G. K. Chesterton, Sun Tzu's The Art of War, Common Sense by Thomas Paine, and Shakespeare's Richard III are all referenced in this way.

Along with these is Jacob's Shadow, a work of fiction created by Chris Todd, one of the writers for the game. It is attributed to the fictitious author Andrew Hammond (in homage to crime writer Andrew Vachss).[33] The first chapter displayed is Chapter Twelve with a subsequent six other chapters (fifteen, twenty, twenty-three, twenty-seven, thirty-two and thirty-four) which portray the cyberpunk themes of the game in the style of William Gibson. The book appears to be a violent, spiritual journey of a man named Jacob as he searches for a woman, who is never named, through a city described as 'Hell'.[34] A chapter from a "sequel" to Jacob's Shadow, titled Jacob's War, can be found in the game's sequel Deus Ex: Invisible War.

A number of other more subtle fiction references also permeate the game. For instance, The Man Who Was Thursday protagonist Gabriel Syme's name appears in a hotel register, along with the names of fellow literary characters Gully Foyle, Oberst Enzian, Smilla Jasperson, and Hippolyta Hall (from the The Stars My Destination, Gravity's Rainbow, Smilla's Sense of Snow, and various DC comics series respectively). Another comic reference is "Harleen Quinzel" being an MJ12 employee who sends an e-mail out about a "company picnic". Other literary sources alluded to include Olaf Stapledon's Last and First Men, Neal Stephenson's cyberpunk novel The Diamond Age, Isaac Asimov's Foundation series, and the Ancient Greek myth of Icarus and Daedalus.[35]

Allusions are also incorporated into computer security passwords and e-mails encountered during the course of the game. An instance of this is the code "reindeerflotilla", a password originally used in the classic 1982 science fiction film Tron. Another is an email found on Paul Denton's computer contains a notice from a movie rental company. It mentions the fictional movies See You Next Wednesday and Blue Harvest. "See You Next Wednesday" is a reference to the famous signature appearing in most of John Landis' films, while Blue Harvest was the code name used during the filming of Star Wars Episode VI: Return of the Jedi.

This practice also extends to the ubiquitous key codes found in most levels of the game, with examples including the first door-code in the game being "0451", "an allusion to System Shock's allusion to Fahrenheit 451" (where the first door-code in the game is 45100) according to Harvey Smith,[33] as well as the sequence "8675309" opening the only 7-digit key code lock in the game. There also exists a "Lord Brinne" tombstone found in the New York Cemetery level, which is actually a memorial for the real life Bill Iburg, an RPG fan and regular of multiple forums who died in 1999.[36][37]

Real world parallels

Conspiracies are one of the main themes of Deus Ex, and the game draws heavily upon popular real world conspiracies for many of its plot elements. These include speculations regarding black helicopters, vaccinations, and FEMA, as well as Area 51, Men in Black, cow mutilations, and other purported extraterrestrial related activity. Mysterious groups such as Majestic 12, the Illuminati, the Knights Templar, the Bilderberg Group and the Trilateral Commission also either play a central part in the plot, or are alluded to during the course of the game.

During sections of the game where the New York skyline is visible in the background, the two towers of the World Trade Center are noticeably missing; the real towers were destroyed a year after the game was released. Harvey Smith has explained that due to texture memory limitations, the portion of the skyline with the twin towers exists in the game's data files but had to be left out of the final game, with the other half mirrored in place of it. According to Smith, during the game's development, the developers justified the lack of the towers by stating that terrorists had destroyed the World Trade Center earlier in the game's storyline.[31]

Reception

Critical response

Deus Ex received numerous positive reviews, attaining a "90" (universal acclaim) in both the Metacritic and MobyGames aggregate scores.[2][3] Many critics praised the game's adept blending of genres, varied gameplay, expansive environments, ambitious and layered storyline, and its high replayability. Reviewers were impressed by the game's narrative, and often mentioned its use of dialogue and back-story to improve the overall experience.

"The title has a great storyline, full of intrigue, back-stabbing, secret agendas, political struggles, and social commentary that is so powerful that it will surely overpower the free time of its players. It doesn't matter what style of game you prefer -- action, RPG, or tactical combat -- since Deus Ex has enough of each of those to please even the most prejudiced user."[38]

Still, the game is not regarded as flawless, and several reviewers noted weaknesses in the gameplay. GameSpot reviewer Greg Kasavin, though awarding the game a score of 8.2 of 10, was disappointed by the security and lockpicking mechanics. "Such instances are essentially noninteractive", he wrote. "You simply stand there and spend a particular quantity of electronic picks or modules until the door opens or the security goes down."[19] Kasavin made similar complaints about the hacking interface, noting that, "Even with basic hacking skills, you'll still be able to bypass the encryption and password protection . . . by pressing the 'hack' button and waiting a few seconds."

The game's graphics and sounds were also met with muted enthusiasm. Kasavin complained of Deus Ex's relatively sub-par graphics, blaming them on the game's "incessantly dark industrial environments." GamePro reviewer Chris Patterson took time to note that despite being "solid acoustically," Deus Ex had moments of weakness.[39] He poked fun at JC's "Joe Friday, 'just the facts, deadpan," and the "truly cheesy accents" of minor characters in Hong Kong and New York City. The staff at IGN pointed out, "The graphics are blocky, the animation is stiff, and the dithering is just plain awful in some spots," referring to the limited capabilities of the Unreal Engine used to design the game. This was not a fatal flaw however, as the review goes on to say "overall Deus Ex certainly looks better than your average game."[40]

Reviewers and players also complained about the size of Deus Ex's save files. An Adrenaline Vault reviewer noted that, "Playing through the entire adventure [he] accumulated over 250MB of save game data, with the average file coming in at over 15MB."[38] Such a large file size was especially problematic, considering the smaller capacity of hard drives at the time of the game's release. These large files were a result of the save games creating duplicate copies of the game levels that reflected the changes the player made while playing the levels.

Awards and Greatest games lists

Deus Ex has earned a number of awards and many nominations, including over a dozen Game of the Year and/or best in its class awards.[41] This includes awards from the British Academy of Film and Television Arts, IGN, GameSpy, PC Gamer, Computer Gaming World, and The Adrenaline Vault, among many others.[4][42][43] Deus Ex was also awarded "Excellence in Game Design", and "Game Innovation Spotlight" at the 2000 Game Developers Choice Awards and won in the "Computer Innovation" and "Computer Action/Adventure" categories at the Interactive Achievement Awards.[5][44][45] It has additionally received many Best Story accolades, including first prize in the 2006 Gamasutra "Quantum Leap" awards for storytelling in a video game.[46][47]

Deus Ex has appeared in a number of greatest games of all time lists and hall of fame features, placing in the top thirty for most, and in the top ten for many. This includes numerous IGN 100 Greatest Games of All Time lists,[48][49] GameSpy's Top 50 Games of All Time,[50] 25 Most Memorable Games of the Past 5 Years,[51] and Hall of Fame,[52] numerous PC Gamer Top 50 PC Games lists,[53] [54] Yahoo! UK Video Games' 100 Greatest Computer Games of All Time,[55]and in GameFAQs' Top 100 Games of All Time,[56]

Versions and mods

Deus Ex has been re-released in several iterations since its original publication, and has also been the basis of a number of mods developed by its fan community:

Game versions

File:DeusExConspiracy2.jpg
The PlayStation 2 release, Deus Ex: The Conspiracy, features graphically improved pre-rendered introduction and ending sequences.

The Deus Ex: Game of the Year Edition release contains the latest game updates and a software development kit, it also includes a separate soundtrack CD and a page from a fictional newspaper featured prominently in Deus Ex titled The Midnight Sun, which recounts recent events in the game's world.[57] However, some distributions of the said version were released before the last patch; therefore, they do not include the soundtrack CD, and contain a PDF version of the newspaper on the game's disc.

The Macintosh version of the game, released shortly after the PC version, was shipped with the same capabilities and can also be patched to enable multiplayer support.[58][59] However, the publisher, Aspyr Media, did not release any subsequent editions of the game or any additional patches. As such, the game is only supported in Mac OS 9 and the "Classic" environment in Mac OS X, neither of which are compatible with Intel-based Macs.

A port of the game, titled Deus Ex: The Conspiracy, was also released for the PlayStation 2 game console, on March 25, 2002. Along with pre-rendered introductory and ending cinematics which replaced the original versions, it features a streamlined interface with auto aim, and improved graphics and motion captured character models.[60][61] Some levels were changed and chopped down into smaller areas separated by load-screens, due to the memory limitations of the PlayStation 2.[62]

A sequel to the game, entitled Deus Ex: Invisible War, was released in the United States on December 2, 2003, and then in Europe in early 2004 for both the PC and the Xbox game console.[7] A second sequel, titled Deus Ex: Clan Wars, was originally conceived as a multiplayer-focused third game for the series. After the commercial performance of Deus Ex: Invisible War failed to meet expectations however, the decision was made to set the game in its own universe, and it was eventually published under the title Project: Snowblind.[63]

On March 29, 2007, Valve announced Deus Ex and its sequel would be available for purchase from their Steam service. Among the games announced are several other Eidos franchise titles, including Thief and Tomb Raider. [64]

Eidos Montreal is planning on publishing another sequel to Deus Ex. This was confirmed in an interview on May 10, 2007.[8][9]

Modding

The Deus Ex game engine lends itself to modification by fans of the game thanks to the release by Ion Storm of the Deus Ex software development kit (SDK). Such mods can have a variety of purposes, including making the game more or less difficult, increasing the variety of weapons available to the player, or even completely changing the graphics and storyline of the game. The Deus Ex SDK was initially released on September 22, 2000, about three months after the publication of the game. According to the initial announcement press release, the SDK consists of the actual software tools used to create the game.[65]

Film adaptation

A film adaptation based on the game was originally announced in May 2002 by Columbia Pictures. The movie was being produced by Laura Ziskin, along with Greg Pruss attached with writing the screenplay. Peter Schlessel, president of production for Columbia Pictures, and Paul Baldwin, president of marketing for Eidos Interactive, stated that they were confident in that the adaptation would be a successful development for both the studios and the franchise.[66] In March 2003, during an interview with Greg Pruss, he informed IGN that the character of JC Denton will be "a little bit filthier than he was in the game." He further stated that the script was shaping up to be darker in tone than the original game.[67] A theatrical release was scheduled to occur sometime in 2006. It was purported that Willem Dafoe would star in the film, though his role was not specified.[68] The Internet Movie Database reported that production was cancelled in May 2004, and the film profile is no longer listed. IGN, however, listed it in their Games-to-Film Frenzy II in October 2004 and is still listed as "in development" in their Games to Film listing.[69][70]

Soundtrack

The soundtrack of Deus Ex was renowned for complementing the gritty atmosphere predominant through the game with melodious and ambient music, which incorporates a number of genres, such as techno, jazz and classical.[71][72][73] The music sports a basic dynamic element, similar to the iMUSE system used in early 1990s LucasArts games; during play, the music will change to a different iteration of the currently playing song based on the player's actions, such as when the player starts a conversation, engages in combat, or transitions to the next level.

A compact disc of the Deus Ex soundtrack was included only in the Game of the Year edition and is not available for separate purchase. Notably, the soundtrack included with the Game of the Year edition is not a direct audio rip from the game itself, however, it is a "remastering" of the soundtrack with added audio production. Originally only thirty tracks were included with the re-release, with tracks thirty-one through forty-one considered as extras.[74]

The PlayStation 2 port featured live, orchestral renditions of some tracks.[citation needed]

All of the listed tracks were composed by Alexander Brandon, Dan Gardopée, Michiel van den Bos and Reeves Gabrels in the Impulse Tracker format.[75]

  • 1. "Main Title" - 02:24
  • 2. "Intro Sequence" - 02:23
  • 3. "Liberty Island" - 05:26
  • 4. "UNATCO" - 05:12
  • 5. "Battery Park" - 04:42
  • 6. "NYC Streets" - 04:15
  • 7. "Lebedev's Airfield " - 03:14
  • 8. "Airfield Action " - 01:10
  • 9. "Enemy Within" - 01:48
  • 10. "Desolation" (Hong Kong Canal) - 02:26
  • 11. "The Synapse" (Hong Kong Streets) - 04:37
  • 12. "Hong Kong Action" - 00:59
  • 13. "Majestic 12 Labs" - 01:50
  • 14. "Versalife" - 03:48
  • 15. "Naval Base " - 04:59
  • 16. "Paris Streets" - 01:18
  • 17. "DuClare Château " - 06:42
  • 18. "Paris Action" - 01:24
  • 19. "Return to NYC" - 01:34
  • 20. "Ocean Lab" - 01:35
  • 21. "Ocean Action" - 01:24
  • 22. "Ocean Lab Complex" - 01:48
  • 23. "Vandenberg" - 03:46
  • 24. "Begin the End" (Bunker) - 01:41
  • 25. "Area 51" - 02:22
  • 26. "Ending 1" - 01:15
  • 27. "Ending 2" - 01:18
  • 28. "Ending 3" - 01:50
  • 29. "The Illuminati" - 02:38
  • 30. "DX Club Mix" - 03:00
  • 31. "Training Room" - 02:03
  • 32. "NYC Bar" - 05:10
  • 33. "Hong Kong Helipad" - 03:30
  • 34. "Hong Kong Club 1" - 04:56
  • 35. "Hong Kong Club 2" - 02:57
  • 36. "The Nothing" - 03:17
  • 37. "Paris Club 1" - 02:49
  • 38. "Paris Club 2" - 04:31
  • 39. "Paris Cathedral" - 03:36
  • 40. "Conspiravision" - 05:38
  • 41. "Paris Cathedral Conversation" - 00:54

See also

References

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