Deus Ex: Invisible War

aka: DX2, Deus Ex 2, IW
Moby ID: 11253
Windows Specs
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Description official descriptions

Twenty years have passed after the events described in Deus Ex. The actions of JC Denton have eventually led to a period of economic depression, known as "The Collapse". The world is on the brink of chaos after the dismantling of the mighty biotech corporations, and multiple religious and political groups lust after power.

The city of Chicago is destroyed in a devastating energy blast by unknown terrorists. Two trainees of the Tarsus Academy, Alex D and Billie Adams, are evacuated to another Tarsus-controlled facility in Seattle. Shortly thereafter the facility is attacked by members of a religious organization called the Order. Billie admits that she has been collaborating with them, implying that Tarsus may be involved in a conspiracy. It is now up to Alex to find his or her place in the new world, and ultimately shape its fate.

Deus Ex: Invisible War is a first-person shooter that retains many gameplay elements of its predecessor, such as conversations with characters, inventory management, exploration, and mixing various gameplay styles during missions. As in the original game, the style of play helps shape the game as it progresses, from how characters interact with the protagonist to the types of situations encountered. Each potential conflict can be resolved in a number of ways, through peaceful means or through violence, using stealth or a show of force. Hacking computer terminals and unlocking doors with special tools are prominently featured.

Weapons can be modified in a variety of ways, e.g. increasing their rate of fire, silencing the shots, allowing the weapon to shoot through glass, etc. Characters can once again outfit their bodies with an array of biotech parts, some of which include the ability to see through walls, disappear from radar, regenerate from critical hits, or jump forty feet in the air. Unlike the previous installment, there are no true role-playing elements in the game. The player must search for biotech canisters to install and upgrade biomods; however, no experience points are awarded for either completing missions or dealing with enemies. Inventory management has been simplified as well.

The sequel places more emphasis on decisions and different approaches to missions. From the beginning of the game the player has the freedom of performing missions for organizations and people of his or her choice. Like in the first game, several endings can be reached depending on the player's decisions.

Spellings

  • デウスエクス: インビジブル・ウォー - Japanese spelling
  • 杀出重围:隐形战争 - Simplified Chinese spelling
  • 駭客入侵 - Traditional Chinese spelling

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Credits (Windows version)

276 People (233 developers, 43 thanks) · View all

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Reviews

Critics

Average score: 79% (based on 64 ratings)

Players

Average score: 3.4 out of 5 (based on 152 ratings with 16 reviews)

A shorter, prettier, simpler extension of a great game with all the same flaws as the original.

The Good
Ok, let's have it first. The graphics are incredible. This is a complicated statement (Read below) but I managed to get it to work smoothly at 1024 and wow. It's gorgeous. The lighting is good, although they frequently show off their engine. I constantly found myself walking just so that the world would go by slower. The sound likewise is great. I feel the music was better in the first game. That said, there's nothing wrong with this game's sound. The effects are great, though at times a touch odd (e.g. your gun "beeps" when you draw it). The audio is very immersive as well. As always, I recommend playing this game on a set of good headphones. The combined ammo is a nice touch, as is the design of the biomod system. It tends to prevent you creating as powerful character as you could make in the original. The plot is also great, although much shorter than the first. I was expecting 15 hours or so and I got 10. There is great replay to this game, however, since quests are often mutually exclusive and you can re-customize your biomods. The nods to the first game are also a cool feature. It is a slick, engaging, immersive, graphically incredible romp through a conspiracy theorist's dreams.

The Bad
It is marred by the same problems the original had, and one more major new problem. Much as in the original, the AI is stupid. Not only that, but strange events seem to happen sometimes that cause NPC's to switch allegiances. Nothing a re-load won't cure, but it's noisome. Also as in the original, the environments are somewhat drab. I don't hold as negative opinion as PC Gamer or gamespot do, I'd note the antarctica section as a good exception to this. That said, blue and gray tend to dominate the color palette in this game. A MAJOR flaw with this game is performance. Many users with HUGE systems have trouble running this game at 800x600 smoothly with all graphical options off. This is after a patch. I by some strange coincidence managed to get it to run at 1024 with a great framerate, even though my system is a year old or so. Clearly that's not how it's supposed to work.

The Bottom Line
Overall, the weaknesses are offset by the strengths, though not nearly so much as in the first game. This game has all the flaws of the first game as far as graphical listlessness and AI go, but non of great RPG elements that made the first so fun. I would recommend this game, but not with nearly the strength I do the first Deus Ex. It could have been so much better.

Windows · by Marty Bonus (39) · 2004

Butchered, Bothered, and Bewildered

The Good
I consider the first Deus Ex one of the most important games ever made. Like many other fans of that Warren Spector masterpiece, I was impatiently waiting for the sequel; when I laid my hands on it, it made me shrug my shoulders more than once, until I decided it was not worth my time. However, I found myself coming back to the game in my thoughts; eventually, eight years later, my interest having been revived by Human Revolution, I gave it another chance.

All the annoying simplifications aside, the core gameplay still retains some of that special Deus Ex magic.The abundance of stuff to find brings back fond memories of a game that can become a giant scavenger hunt; even though they went over the top with that (thorough exploration rewards you with way more items than you'll ever need), it is still fun. I love collecting items, sometimes just for the sake of it, and Invisible War does satisfy that instinct somewhat.

Each level has branching paths accommodated to different styles of play. Don't want to spend multitools to disable laser beams? Maybe you could crawl through a nearby vent; but beware of spider bots. Any given area can be tackled by using different means - not necessarily by seeking out alternate routes. Tired of all this crawling? How about walking in gun-blazing, and dispatching of those giant robots with the EMP secondary fire of your mag rail? Be my guest. Think it would be too challenging? Activate a biomod that makes you invisible to robots, and quickly run past it. Every approach has its obvious advantages and disadvantages, but the bottom line is that the player can switch gears at any time, allowing for fluent gameplay. This cardinal aspect of the original Deus Ex was carried over to the sequel - though I must say that at times it felt like mechanical copying.

The world of Invisible War is fully interactive. Objects will physically react to your actions; you can move, knock down, throw, destroy, and interact with pretty much everything you see. Every single item, no matter how unimportant it is, can be picked up and put elsewhere. Moving items sometimes rewards you with a discovery of an alternate route, and throwing chairs and crates at enemies (with an appropriate biomod installed) is very cool.

The Bad
Why the hate? This is a sentence I've encountered on more than one website dedicated to the series. Many fans of the original Deus Ex loathe Invisible War; while I do not quite share this sentiment, I can certainly see where the hate comes from.

It's all been discussed many times before: removal of role-playing elements, unified ammo, dumbed-down interface, claustrophobic hubs. Side quests are always great, but the player needs to be rewarded for completing them. Without experience points, money would be the only reward; however, money is useless in the game. You cannot buy anything except food, and you don't need it. Even if you could buy other items, you wouldn't need to: everything is plentiful. Biomod canisters, in particular, are as common as bread loaves. I'm actually glad they removed shops because those would have made the game even easier. But of course it would have been better if they balanced all this without cutting out anything. And of course, there is the console habit of imposing limitations on everything.

Unified ammo - there is no way around it, it's not a good idea. Yes, I found myself rejoicing when I realized I will never run out of sniper rifle ammo. But that ruined the whole "you must survive with whatever little you have" aspect of the game; it went contrary to the concept of using different means to solve problems.

The interface bothered me enormously until I realized I could turn off the item display in the HUD by making it completely opaque. Wandering around in cities that consisted of a few narrow corridors was even less agreeable. Seriously: no city feels like one; in some places the cramped design borders on ridiculous, literally squeezing you into straight paths you can not deviate from. Add to that the painful loading times: minuscule locations are separated from each other by loading screens announced with an ironic "do you want to travel to..." greeting. Travel? You call opening a door and stepping through it traveling?

There was also something less tangible - a certain aspect of design and presentation that kept bothering me. A feeble, but constant unpleasant feeling relentlessly accompanied my playing sessions. I disliked the game's cold, calculated nature. It is as if somebody took some cool aspects from the first Deus Ex and carefully combined them together without infusing them with passion. I could never shake off the impression of artificial, deliberate planning.

Invisible War did nothing to correct the flaws of the original game. They bothered me more in the sequel than they did in the predecessor: three years have passed, and the second game lost a lot of what made the first one great, so I expected that they will at least address the weaker aspects of the original. Bad voice acting and moronic AI are still there. Hostile areas still tend to be monotonous and abstract.

The Bottom Line
Invisible War is a curious product. It's a terrible sequel, but I wouldn't call it a bad game. Even in its butchered, mutilated state, Deus Ex manages to elevate itself above the crowd.

Another reviewer passed the following verdict on Invisible War: "it's by far not as good as the first game, but it's still better than a lot of that crap out there". I think there is much truth in this statement.

Windows · by Unicorn Lynx (181771) · 2017

A great game, though not quite as good as the original

The Good
Many of the great elements of the original game survive in the sequel - the strong story, real player choices, an interesting setting with a lot of intrigue which the PC must discover for her/himself. Like the original, you can approach the game in various ways - pure personal stealth, pure action combat, sneak and snipe, or various combinations between. Some of the changes for console compatibility, like the modified inventory system first used in the PS2 port of the original, work just fine.

The Bad
Sadly, the game does feel a little "dumbed down" for console compatibility. Removing the skill point system in particular bothered me, both because it seriously reduced the amount of character customization you could do and because it removed the ability to have small rewards for exploration; combined with the limited map size to fit in console memory, there are very few of the nifty little cubbyholes that were so fun to find in the original.

There are also terrible problems with PC graphics performance, resulting in jerky mouse response at any resolution and making resolutions above 800x600 look no better than 800x600 does. Finally, the choice to invoke the 20 second CD copy protection check on every level load, when the actual loading is only 5-10 seconds, was particularly stupid given the new small map size. It can take 2 map transitions to get back to a known repair or medical bot while you are conceptually on the same map (in the same building, etc.)

Finally, the game is a little too short. Even exploring every inch of every map and completing all possible side missions, I finished in about 20 hours of game time and perhaps 24 hours of total playing time. The original took at least twice as long to finish. By another metric, the original had about 14 mission locations (counting each visit to Hell's Kitchen separately because you have stuff to do and meaningful new encounters each time) while the sequel has only 8 (9 if you count the second visit to a particular city, where nothing much happens).

The Bottom Line
I was very disappointed in this game because I was expecting an improvement on the original. Since the original was so great, any net improvement at all would have made this one of the greatest games of all time. But setting that expectation aside and simply looking for a great game comparable to the original, I've really enjoyed it - and I did start playing through a second time immediately after finishing the first.

Windows · by weregamer (155) · 2003

[ View all 16 player reviews ]

Discussion

Subject By Date
It's not that bad! Unicorn Lynx (181771) Sep 15, 2011
Screenshots Cantillon (77779) Sep 8, 2011
Dynamic Lighting St. Martyne (3648) Nov 15, 2008

Trivia

Basketball

Continuing the Warren Spector tradition, Invisible War features a basketball court. It's right at the beginning of the game and there's no missing it; one of your mandatory objectives will send you through there.

Engine

Ion Storm licensed the Unreal engine and heavily modified it for this game. Its a inhouse engine with a tiny bit of Epic's Unreal code left in. It is said that the engine programmer left mid-development with a largely undocumented code which caused the game's numerous technical problems.

Music

In order to bring popstar NG Resonance's music to life, Eidos licensed a few tracks from the industrial/techno band "Kidney Thieves". Said tracks can be found in their Trickstereprocess album. The original soundtrack for the game on the other hand, can be downloaded for free on Eidos's site.

References

The coffee shops, Pequod's, and QueeQueg's are from Moby Dick. The Pequod, was the name of the ship. QueeQueg is the Indian harpooner.* In the abandoned curio shop over the 9 World Taverns, you can find a book containing text on the care and cleaning of Ohio State Bobbleheads. Chris Carollo, the lead programmer for Invisible War is an Ohio State alumni. * The Tarsus Academy shares a name with the city that was the birthplace of Paul, the apostle. Paul Denton acts as the apostle for J.C. Denton.

Awards

  • 4Players
    • 2004 – Best Console Story of the Year
  • GameSpy
    • 2003 – #7 Game of the Year
    • 2003 – #3 Xbox Game of the Year
    • 2003 – #5 PC Game of the Year
  • GameStar (Germany)
    • Issue 04/2009 - One of the "10 Most Terrible Sequels" (It is a good game in its own right but it changes everything which made Deus Ex big for the worse, e.g. exciting story, clever level design, RPG elements and freedom of decision.)

Information also contributed by MasterMegid, Scott Monster and Zovni

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Contributors to this Entry

Game added by Jeanne.

Xbox added by Jason Walker.

Additional contributors: xroox, Zovni, Unicorn Lynx, Shoddyan, Paulus18950, Patrick Bregger, Zhuzha.

Game added December 6, 2003. Last modified March 19, 2024.