Monday, February 15, 2016

Hexcells - Thoughts


Matthew Brown's Hexcells is great! That's the most important thing that needs to be said about the game, but I suppose I'll expand on it a little more.


For the uninitiated, Hexcells is basically Minesweeper meets Picross with a tiny sprinkle of Sudoku. Your only controls are to either destroy or highlight an orange hex with your mouse cursor, and the goal of each puzzle is to destroy/highlight all of the orange hexes using the numerical hints given to you. The starting hints are simple—the numbers inside of destroyed hexes will tell you how many highlighted hexes surround them. You can see this in the screenshot down below:


This puzzle is easy enough that it can be solved through cursory deduction. If you're a Minesweeper amateur like me, the game thankfully eases you into its basic mechanics early on, but be warned: it'll turn into a brain-busting mess before you know it! The first Hexcells game is relatively straightforward (it took me two hours to "perfect" it), but the following Hexcells Plus and Hexcells Infinite took me 10 hours each to plow through. More hint types are piled on as you progress through each game, and the way they shape your comprehension of the game is pretty astounding.


Talking about numerical puzzle games like these are difficult, because you'll either like it or you won't. If you're looking for a twist on the Minesweeper or Picross formula on Steam for an absurdly cheap price (all three games can be bought for under $3 during a sale!), then Hexcells is a no-brainer. I had a damn good time with it!

Thursday, February 4, 2016

The Witness - Thoughts


In its entirety, Jonathan Blow's The Witness exists as a challenge. Nearly everything about it is designed to instigate and confound, from its textless puzzles to the verbose audio logs. But it doesn't seek to halt your progress—merely impede, momentarily. It's a game designed around the "aha!" moment, crafted meticulously together to spur your curiosity and wonder. The game's mysterious island will submerge you in instances of apophenia and splendor, kindling your imagination and asking you to seriously think about some of its puzzles. If you play it without a guide, you're bound to have an amazing time.


Broken down to its core components, the gameplay in The Witness is all about clicking on circles and drawing lines. It may not seem like there's ~30 hours of content with that description, but you'll interact with the game's systems in clever ways: perhaps you'll see multiple "exit" points for the lines, or there will be strange symbols on the panel that will bar your way, or maybe you can't even locate what you're supposed to be drawing lines on. Similar to Fez, there's a lexicon of symbols that you'll have to manually decode, but the way they're adjusted and oriented changes up constantly.

But that's what makes the game fun! You know nothing going into it, but by the journey's close you'll be witness to the furtive ways in which the island works. The game guides your hand but does so from the shadows, allowing you to explore any of its locations once you're free from the starting area. Of course some locales will be harder than others, but the nonlinear approach to learning the rules of the world make the game seem far more open and exploratory compared to many other puzzlers. Even when you reach the game's conclusion you'll still be interacting with the panels in very clever—and devious!—ways, never quite sure if you've fully digested everything the island has to offer.


And if the puzzles don't seem to stump you, the inscrutable text will. Blow's natural leanings towards "pretentiousness" have not been curbed since Braid, and I think that's great! I'm all for a larger diversity in gaming. There's a place in this medium for Mario and Call of Duty's A to B storyline just as there is for convoluted meta-narrative pieces like The Beginner's Guide and The Witness. Plus Blow raises some really interesting (if vague) questions with the texts compiled here, weaving their meanings into the "challenge" aspect of the game itself. The narrative is one part celebration of human ingenuity, and another part condemnation of our categorical tendencies, with a ton of angles to approach each side from. Plus Tarkovskiy gets "name dropped", which is pretty cool.

The final thing worth discussing is the art direction. Blow and his team absolutely nailed their attempt to make a modern Myst in style alone, having distinct portions of the island that work harmoniously together. There's a ton of color used in each setting; at times I found myself wondering why other games aren't nearly as vivid and lush with their color palettes. Seriously, the colors are so strong and distinctive that it almost comes off almost as cell-shaded, but continues to deceive you with its realism. Plus the aforementioned apophenia moments are unforgettable—there's so many little details put into the environment that the game may be worth it for the art design alone (er, as long as you don't mind the price of admission).


I have my own theories on what Blow was trying to achieve with The Witness, and I hope that if you're intrigued by what you've read, you'll give it a shot too. It's a welcoming game despite the isolation (kinda the inverse of SOMA), and the puzzles found within are superb. During my time on this beautiful and vibrant island, I only needed to look up a solution for one of puzzles out of the +500 I completed (the ship [sigh]); nothing is ever so hard that the answer lies out of your reach, though you'll likely have to break out the ol' pen and paper when the going gets rough. The Witness is a fantastic experience, from start to finish.

Monday, January 25, 2016

SOMA - Thoughts


[contains minor spoilers]

To put it simply, SOMA is phenomenal. As a fan of Frictional's past work (Penumbra trilogy, Amnesia: The Dark Descent), I'm stoked that they've outdone themselves for their most recent release, and could not be more impressed—or enraptured!—with SOMA's underwater wasteland. While it does little to expand off of Amnesia's revolutionary gameplay, SOMA's philosophical conundrums will linger with you far longer than its scares ever could. At times you may even find yourself thankful you're not living in a reality so flush with robotics; the concept of "humanity" aggressively dissolves when consciousness can be adapted into ones and zeroes, capable of being uploaded, saved, and duplicated.


The most important thing to note is that SOMA isn't exactly pure horror. It's true that there are malformed monstrosities and scary moments lurking down in the depths, but the game focuses far more on oppression, misfortune, and moral grays. In that sense, horror is far from the main draw; perhaps I can best equate it to how fear works within the more action-packed Dead Space, being a tool of delivery for tense encounters. But whereas Isaac Clarke's battle against the Necromorphs is one of physical apprehension, Simon Jarrett's deep-sea struggle is centered around existential dread.

As soon as you (playing as Simon) get your brain scanned, you're immediately transported to a dilapidated sub-aquatic environment. You'll come across no other autonomous humans (there are plenty of corpses) and the only true ally you have in the game can come off as detached and rude at times (I still really liked her). You'll learn that it's impossible to return to the surface, and the only hope humanity has now is to live on in as pioneers in a digital world. And in order to ensure their survival, you'll have to make sacrifices that will force you to grapple with the very nature of consciousness itself. Nearly everything that happens in SOMA is meant to make you feel uncomfortable in a cerebral way, targeting existential anxiety over the more commonly evoked visceral nausea. And it succeeds very well at this.


That doesn't mean that the game does everything right. The monster encounters stay too close to Amnesia's "patrolling in the darkness" design, and the wounded effect is straight-up headache inducing (it's cool, but detrimental to playing the game!) However I can overlook these gripes thanks to how utterly convincing the game's world is. The sound design is lurid and foreboding, the voice acting is uncanny and human, and the art design put into each of the Pathos II stations (and the abyssal endgame areas) are both haunting and breathtaking. Nearly every step of the way is meant to make you feel lonely, separated from the life you once knew, now stumbling upon the threshold of futility. Even the main plot wraps up in a masterfully bittersweet way, prompting a constant stream of conflicting messages and "what if" scenarios in your head as you contemplate questions rare to the video game form (which is surprising given the AI obsession lately).


The scariest thing for me about going into SOMA blind was how/if Frictional could move forward after Amnesia's success. I'd go as far to argue that Amnesia is one of the greatest horror games of all time, yet still—despite the odds—SOMA has become my favorite title of theirs. It's a fascinating experience, gorgeous in a very cold, calculating way, offering forth a future that makes the modern man tremble in his corporeal form. Perhaps what's even more uncomfortable about it is that the questions it poses have the possibility—some centuries from now—not to be seen as frightening anymore, but rather, merely mundane.

(Had I played SOMA in 2015, it would've easily cracked my top five favorites from that year—hopefully I'll leverage my time better in 2016!)

Wednesday, January 13, 2016

Ys: The Oath in Felghana


Originally, I played Ys I & II Chronicles+ in order to prepare myself for Ys: The Oath in Felghana (I know I didn't need to play them in "order", but I figured it gives me a good perspective on the series). But Felghana is a different beast than the bumpin' grind-fest that I & II were. It's faster, prettier, smarter, and way more rock'n'roll. I was glad to finally find myself getting into the series, but many of the questionable Ys eccentricities still remained. So it's fun... but with plenty of exceptions.


The general story follows the mold of innumerable JRPGs at the time, which is a given since Falcom stuck close to the original 1989 material. While it feels like a retread of Ys I & II at times (a cheery town full of upstanding individuals, a faceless evil lurking in the shadows, and a naive girl that gets the cold shoulder from Adol—yet again), the writing is strong enough that I felt engaged whilst stumbling upon every predictable story beat. Though much of it is mostly forgettable, I'd be lying if I said I wasn't charmed by some of the characters, as well as interested in seeing how the main plot resolved itself.

But story has rarely been the main draw of the Ys titles. If anything, the combat usually garners the most attention, and here is no different. Gone is the bump system! In its place are beat-'em-up-esque controls, as Adol can only perform one combo on his colorful foes. This can be mixed up with some magic and aerial attacks, but for the majority of the game you'll be hearing the same six "swoosh"es over and over again as you cut your foes down (and thankfully they drop healing items this time around). It's better than the bump system because it demands more attention than "run into the corner of every enemy", though I do kinda miss the charm of smooshing enemies against a wall while grinding.


Luckily grinding isn't really required in Felghana. The trade-off is that you have to learn boss patterns more intensively, but you can always go decimate scores of baddies for XP if things get too crazy (and like with Ys I & II, one additional level makes a world of difference). I love me some tough bosses, but I didn't find Felghana to be a significant step above Ys II in this department—many of their designs are extremely gaudy and their attacks can be all over the place. Having the ability to jump adds this bizarre layer to the combat space where it can be hard to tell what plane bullets are on and whether jumping is effective during certain attacks or not. The fighting is a magnitude more frantic than it's ever been but it's not necessarily invigorating to play, since you'll have to memorize when/where to attack after many attempts on the same boss (the ice dragon was the worst offender).

I will give the game credit however—it can be pretty fun at times. The boss fights being difficult makes them rewarding to topple... well, when you're not frustrated out of your mind at the accuracy and speed of certain attacks. While the enemies aren't all that engaging to fight it's still satisfying to slash them to pieces, and each elemental magic is surprisingly useful (though nothing tops the whirlwind). The music is so over-the-top that it's an absolute blast to listen to as you explore the land; the tenacious fighting spirit of the Valestein Castle's track easily makes it my favorite. Another bonus is that no areas feel like filler, and by the end you'll feel sated from your seven hour sojourn in the troubled lands of Felghana.


I can't say Ys is a favorite of mine yet. It's too RPG-focused to be a purely satisfying action game, but the lack of combat depth doesn't allow it to rival other Action RPG titles. Ys: The Oath in Felghana exists in this strange middle-ground where it doesn't excel at one particular thing, as the boss battles are too disorganized, the story too bland, and jumping still feels weird to me.

However, it's not a bad game. I never got to a point where I felt upset or agitated like I did in Ys I & II, and I never needed to revert to a walkthrough to finish it (other than how to damage the last boss—a minor inconvenience compared to damn Darm Tower). It's a zany ride that offers a solid experience if you're interested in getting lost in a quaint yet nondescript world teetering on the brink of demise, or if you wanna just beat the ever-living snot out of some monsters.

Wednesday, January 6, 2016

Ys I & II Chronicles+ - Thoughts


 Ys I & II have not held up well.

To be fair they're an ancient piece of Falcom's history that started way back in 1987 on the PC-8801, and the remakes have done their best to try and stay true to the original's framework. However, that doesn't mean Chronicles+ is all that fun to play because of that. My first real foray into the Ys series felt like going back to a time where the wild idea of adventuring in a virtual 2D fantasy world was exciting in and of itself. But having experienced numerous other (more modern) titles, I couldn't help but feel like my time could've been better spent elsewhere.


The Bump system is a good idea—in theory. It boils traditional RPG encounters down to a mere second, since either you bump your foe into oblivion or they counter you. It reminds me of Half-Minute Hero in a way, as it makes grinding significantly more fun than in the original Dragon Quest and Final Fantasy. Trying to master your approach and angle of attack can feel a bit awkward at first, but it works for the most part in both games. And you better enjoy the Bump system, because it's the only action you can perform for the entirety first game.

The main problem with the combat is that nearly every enemy behaves the same way. Besides speed and durability, each baddie feels like the same creature in a different colored disguise. There's rarely any projectiles to dodge, clever hazards in the dungeons, or challenging gimmicks to any of the enemies—just bump 'em 'til they explode into XP. Ys II attempts to vary up its bestiary, but you can stun-lock most of the enemies before they even get a chance to charge their attack. After a while enemies become nothing more than minor inconveniences, and you begin to understand that what you're actually doing is traversing flat labyrinths for the entirety of the game.

The labyrinths aren't that interesting either. The artwork for the tile set itself is vibrant and gorgeous, but there's no identifiable landmarks or distinguishing feature to each dungeon, so it's easy to get lost if you lose your sense of direction. Besides the multitude of dead-ends waiting for you, there's also a boss to cap off each area that will test your mettle... but only in the second game. Ys I has some utterly atrocious bosses—like that accursed bat—so I was real glad to see the series do a 180 and offer up some great fights in Ys II. I'd argue the best part of that game was battling the agile monstrosities, but only when you're of an arbitrarily fitting level. Never have I played an RPG where your level is so essential to overcoming challenges before: the first boss of Ys I absolutely wrecked me until I purchased a new sword and leveled up, and then he was a joke (he died in three hits!)


I didn't like Ys I all that much. It was short, had boring areas to explore, and only Darm Tower at the end of the game was interesting. However that whole structure soured me due to the amount of backtracking required and how vague some of the progression was (use a hammer to break a column to rid a room of poisonous gas?). Ys II fared far better, but it's not a significant step up. Sure, there's more meat and variation to it (you finally get to use spells!) but the aforementioned enemy variety is still lacking and much of the path obfuscation remains. And the final level in this game was even longer and more obnoxious. If I was younger I wouldn't mind these dungeons taking over two hours to complete even with a guide, but currently I have little patience for that type of design.

Finally, the story is... whatever. It's the traditional "silent protagonist rescues girl(s) and saves the world from very evil bad guy", with some prophecy thrown in for good measure. Three things I liked were the Stormwall, the metaphysical division between Ys and Esteria, and the ability to talk to demons, but the game doesn't do anything interesting with either any of those: the Stormwall exists solely to strand you on the island, citizens in Ys and Esteria act the same, and the demons act just like regular NPCs! Even an idea as interesting as a goddess falling in love with a mortal is kinda brushed aside at the end, as if she was a schoolgirl struggling to confess to her crush (which she pretty much was). I admit it is demanding to ask more from a Japanese RPG made in 1987, and to the game's credit its characters are more memorable than many of the genre's kin at the time, but I suppose I just wanted the remake to explore more avenues that the original version opened.


Ys I & II Chronicles+ is an aged relic with a new coat of paint on it. The experience is more palatable with enhanced graphics, rebalancing, and multiple soundtracks, but the archaic details remain. The second game easily trounces the first with its bigger journey, better mechanics, and fantastic bosses, but it still has a long way to go to become something I'll ever play again. I'm not giving up on the series as I'm eagerly looking forward to playing The Oath in Felghana—it's just that the series' origins failed to impress me. Well, at least the games were relatively quick to play through.

Wednesday, December 30, 2015

Five 2015 Games I Enjoyed in 2015 - Opinion

This year in games was really tense for me—the games have been great but I've been desperately shoving everything I've been wanting to play into these last few months. So unlike last year, there's a whole lot of potential contenders that could've been on here if I had a little more time to play them this month rather than next (SOMA, Pillars of Eternity, Her Story, Ori and the Blind Forest, Downwell, Witcher 3... the list goes on). Yet just as with last year's list, know that the order is relatively loose and subject to change, and above all else, that numerical list-making is a largely fatuous pleasantry that shouldn't be the end-all-be-all of opinions. On with the show!


5 - AXIOM VERGE
Axiom Verge may be easy to dismiss merely by judging it on face-value (another 8-bit Metroidvania?), but like with my #1 Game I Enjoyed, there's a lot more to it than that. Tom Happ's game revels in its foreign atmosphere, possibly being the best 2D game about an alien world since Super Metroid. Controls are smooth, the weapons are varied, and the locales are both eerie and inviting. Plus, the lab coat is the best power-up I've had the chance to fiddle with all year. It's not too often you get to play something this immaculately designed.


4 - LIFE IS STRANGE
Wowsers! Who would've thought a game about two gal-pals hanging out and dealing with school drama would've been so fascinating? Of course Life is Strange is more than just he-said she-said hearsay—it's more about the nature of friendship and whether or not you can fix mistakes. There's more to the characters than you can glean at first glance and the gentle art style fits the game's highschool hipster theme like a glove. It's an evocative, colorful tale that's a must-play if you have a soft spot for nostalgia, mystery, and regret.


3 - THE BEGINNER'S GUIDE
There's a reason the background for my blog comes from The Beginner's Guide—it's a stellar, deep, and ponderous game. It feels uncomfortably personal, like looking back through someone's Facebook posts and analyzing every argument they've had... without any of their consent. Despite its movie-length brevity there's a lot of material presented here that you can mull over, and even if you're not into the haughty intellectual commentary regarding author-player relationships, The Beginner's Guide remains an interesting (and troubling) game about video game development and validation.


2 - BLOODBORNE
There are a handful of franchises that could become yearly sequels that I'd never tire of, and the Souls games definitely fit in this category. While not strictly a Souls game, Miyazaki's indelible touch is nevertheless present in Bloodborne, soaking through its tattered cloth and into the beastly hide that lies below. Its world is bleak and the combat is fierce; there's really nothing more I could want out of this Lovecraftian nightmare (outside of build variety). And out of all the games on this list, Bloodborne is the one that's going to get the most playtime from me—the only reason it's not higher is that the franchise formula isn't entirely fresh, but it's still a hell of a lot of fun to play.


1 - UNDERTALE
Undertale deserves all the LOVE love it gets. It's a truly remarkable, impactful tale that captures the whimsy of going on a silly adventure and making new friends. But it's not entirely innocent; Undertale asks you just how far you're willing to go to treat its charming characters as lines of code, forcing you to confront your willingness to empathize with something that's not entirely real. It's an extremely funny, sharp game that takes you on a roller coaster of emotions, utilizing some meta-concepts unique solely to gaming. Not only is it my favorite game this year, but it's also the most meaningful game I've played in a long time.

HONORABLE MENTIONS


GREAT GAMES I PLAYED THIS YEAR - DEUS EX...
Deus Ex is kinda light-hearted and wacky, but it's pretty entertaining. I spent a lot of time talking about how wild the game is in my blog post (the Illuminati is in it for goodness sake), but I failed to mention just how reinvigorating it was to play an oldschool FPS that doesn't hold your hand and demands that you explore its world thoroughly. There's a multitude of ways to tackle each area and the pace of the game flows nicely from one set-piece to the next, providing plenty of playtime over a variety of different settings. I think it's a far cry from being the best PC game of all time, but it remains fun to play through even today.


... AND CASTLEVANIA: DRACULA X
Deus Ex obviously deserves a spot for its greatness, but Dracula X also needs to be recognized for being a really excellent Castlevania game. Pit against Rondo of Blood, it's nigh-unanimous that people prefer the original version of the game, but Dracula X remains competent and fun. While Rondo has better paths and sleeker presentation, I actually prefer Dracula X's level design, visuals, and final boss more. It feels more like the true sequel to Castlevania III instead of a strange offshoot of the formula (Super Castlevania IV, Bloodlines), retaining the classic level of punishing difficulty the franchise was known for. Like Dark Souls II, it gets disparaged too often amongst fans; it's likely my favorite fourth generation Castlevania game.


WORST GAME I COMPLETED THIS YEAR - IMAGINE ME
I would have loved to say I didn't finish a bad game this year and have this section turn into a discussion of whether I found Hotline Miami 2, The Evil Within, or Okami more disappointing (they're good!—just disappointing), but Imagine Me takes the cake for being my gameplay nadir. It feels like an early access game most of the time, being unfulfilling and imbalanced, except... ya know, this is the final product. I wouldn't exactly compare it to the travesty that was Fahrenheit (though being able to look back on it, that game is growing on me akin to Wiseau's The Room), but there's still plenty in Imagine Me that makes it contemptible. There's far worse on Steam, but Imagine Me remains a poor game through and through.


WHAT'S MISSING? - SUPER MARIO MAKER
In theory, I adore Super Mario Maker. The game gives fans the job of being a level designer, learning the ins and outs of the mechanics and gameplay systems. It's one of those brilliant ideas where you wonder "why didn't they make this sooner?" However, it can be crushing to spend hours pouring over the layout and design of your stage, just to have it receive a 10% clear rating and one star. Even when I set about making more simple and friendly levels, the gate for being able to upload new levels is extremely low for someone with no designated followers, and I burned out on the game when I reached my limit. It's a shame, because I really like making 4-level "world" sets, but Super Mario Maker promotes brief ingenuity over a more classic-play experience. It's a fun game for sure, but unless you have the opportunity to watch someone run through your levels, it can be surprisingly lonesome.


... AND FALLOUT 4
Fallout 4 let me down. The spotty dialogue, general jank, and perforated story came together to create an experience that felt mostly like more Fallout 3. I enjoyed Fallout 3! But when I play the sequel to a 50 hour game, I expect those new 50 hours to offer something different. The addition of settlement building is super cool and the gunplay is worlds better, but there just weren't enough positives to outweigh the negatives. Honestly I walked away from it a bit drained, wondering why I didn't just play Wasteland 2 instead.
---------------------

Other images obtained from: gamesradar.com, Undertale.com, gematsu.com

Monday, December 7, 2015

Deus Ex - Thoughts


[contains spoilers]

Every now and then you may hear this sentiment: "I wish I could forget all about [certain piece of media] so I could experience it all over again." In that sense, there's an ironic fortune than one cannot appreciate when touching a revered classic for the very first time. Deus Ex is one of those well-regarded masterpieces that I had played a bit of as a teen, but never completed: the game felt clunky and aimless, while the gunplay was lackluster and getting spotted meant instant-death. I mean sure, having branching power-ups is cool and all, but this was no Half-Life... were my thoughts at the time.

So that's why it was important for me to revisit it in 2015 and go beyond the first few NYC missions; I needed to understand what made Ion Storm's dystopian cyber-future special and why people would give their left arm just to play it all over again with a fresh set of eyes.


Alright, so Deus Ex is goofy. It has a really solid foundation that actively encourages you to play to your skills, meaning that you should pick a few traits and hone those. Whereas in my first playthrough as an adolescent I went into areas with guns blazing, I decided to go for the stealthy takedown approach this time, utilizing the police baton and dart gun. Since I wanted to bring down my foes with melee combat as fast as possible, I focused on upgrading my hand-to-hand training first, and then pumped points into other abilities to help me navigate around the world (lockpicking, electronics, hacking). I tried my best to commit to a non-lethal playstyle, but the game pushed back hard against me—how are you supposed to tranq a cyborg?! So, being a stealth-amateur, I had to abandon my pacifist ways at the ocean base and unleash the might of the Dragon Claw laser sword.

Where the game gets silly is mostly during the spontaneous little moments you don't expect. The first explosive LAM I used destroyed a door and the unconscious body of a guard through a solid wall, thus ending my no-kill run quite early. When you use gas grenades on enemies, any damage you do to them will break them out of their "wiping face" animation cycle and allow them to shoot at you for a split second, before they realize their eyes hurt and return to rubbing. At Versalife I (in plain sight mind you) freed a bum and some dinosaurs from their cages, and while everyone in the entire facility panicked I stole a handful of augmentation enhancements. In Paris I asked a hobo for directions, thinking I had dodged the nearby patrolling guards, but mid-conversation a cyborg ran up to me with his guns primed, forcing me to panic-click through the rest of the dialogue before dying swiftly thereafter. And I shall never forget the glorious duel I had with the game's major antagonist Walton Simons, where I paused the game, activated my augmentations, and... defeated him in a single attack. Whose augs are outdated now?!

Oh, and you end up joining the Illuminati and fighting Roswell-looking aliens (which may or may not be enhanced apes) in Area 51.

And the stun prod animation is hilarious.


This is not to undermine the game's accomplishments—rather, they compliment them. Deus Ex is hailed as a pioneer of player choice, and nothing makes that more evident than when you're brushing up against its systems in a unique way (like with my Versalife experience). And the non-emergent aspects of the game that are comical—like the Chinese & French voice acting—don't necessarily interrupt the flow of gameplay or break the immersion either. The game is wacky at times, but you can still approach it with a serious demeanor and easily get invested in its cyber-conspiracies. It was cool that the story revolved around a world already knee-deep in augmentations, and I thought its portrayal of how the shift to industry left multitudes of the poor behind to rot was brilliant. The dialogue was also great for the gamut of topics that get covered, though occasionally weird in its delivery and brevity.

If there is one thing I can grill the game for, it's that the augmentations are bound to the horrendous function keys. I know this is before the days of weapon wheels and the like, but having to reach for F3 to dampen damage in the heat of battle never worked out in my favor; the amount damage enemies can do to you in this game is pretty insane, so being nimble on your powers is a must. While you can pause and activate your upgrades independently, this slows the gameplay down considerably and makes what should be a central mechanic to the game a chore. On the flipside, I did enjoy how useful these powers were and that the game forces you to choose between two distinct abilities for each body part.

Something else that surprised me was that the game isn't as open as I thought it was—there's only about 2-3 "routes" for each area. It's not really a grievance per se, but I didn't have the inclination to try and run through the game with a different "build" when I finished, especially since I thoroughly explored every map during my playthrough. Thankfully, the staggering amount of missions and places you'll visit provide a great sense of variation, and even as a linearly-crafted story, it remains thoroughly engaging all the way to the end. My favorite moment was in the chapel, where I read about Gunther crying all alone in the basement and festering in his anger towards me for the murder of Agent Navarre (it was self-defense!)—I actually pitied the poor lug. I mean I still wound up killing him (it was self-defense!), but it served as an effective, emotional story beat that made me detest MJ12 that much more.


While debating philosophy with the bartender you see in the screen above, I came upon the realization that Deus Ex really was doing something really unique at the time. What I failed to appreciate as a teenager wasn't just how robust and customizable the mechanics were, but how adventurous the game's spirit was. Nowadays it's easy to get spoiled by the saturation of RPG systems in FPSs and stories about government conspiracies centered on technological advancement, but it was a novel combination back in 2000 before the likes of Morrowind or Metal Gear Solid 2 were known. In that sense, that's why the droll moments of the game only add to its charm and luster—few other games were brave enough to attempt something as wild as this. And not only did Deus Ex pull it off, but its legacy can still be appreciated (and enjoyed!) by today's standards as well.

... So now with the original under my belt, Invisible War has to naturally follow, right?