It is also surprising that a kypernetisch pimped SuperAgent very hard time, cartons (which, more amazing design decision really lying around in 2024 at each corner) to stack or climb, let alone a not in the game "intended", but on the wall to use leaning ladder or climbing over a simple fence.
These are - compared with what makes the game really well - minor annoyances, but there is a bigger, very annoying: the boss fights that Eidos has built, who do not want to meet with the otherwise on the required subtle and patient approach to , There are 4 very simple, incredibly annoying at first, with use of guns and arms as thick as possible but easy detachable 1: 1 battles from the gameplay Stone Age. Against the idea of bosses is nothing wrong, on the other hand, as it was achieved in Deus Ex, already. Why can not I talk to the bosses over me? They discriminate by first doing hacking or accurate Explore the premises? The break in the gameplay and the nerve-factor is unfortunately enormous.
Fortunately, there are only 4 of the bosses, and in view of the otherwise fascinating game world and the very intelligent gameplay you can motivate good, this, despite the many futile attempts to overcome.
The vision of the future designs Eidos in Deus Ex is gloomy and terrifying example not even really realistic: a torn, dominated by corporations society where the wealthy few cut themselves off from the prevailing chaos in which blur the boundaries between man and machine. Deus Ex is almost a philosophical, thought-provoking player experience, which also includes the very gloomy and held in a few shades graphics fits that - as already mentioned here several times - but no longer entirely up to date.
Deus Ex is ideal for immersion in this world - I can eavesdrop on every corner dialogues, read newspapers, study EBooks, read emails on hacked PCs - everything contributes to improve the gaming experience, and who rushes through the game, missed much. So are my passages where I freely explore the cities and for hidden entrances looking to the next building or an apartment with important information. Here also the freedom of action comes into play that affects less the story progressions and more pathfinding: through the sewers? full tilt through the main entrance? About the fire escape? Same hoes or codes "buy"? Maybe even use social "skills" and free talk the way?
The RPG element is rather low, therefore you should definitely not draw any comparisons to other games of this genre. It is that you can decide what improvements you acquire for Jensen - these go by hacking skills on kypernetische limbs, better armor or an optimized radar, which is also the sight of the enemies graphically. The best fit to the development Jensens his own game style on which many players probably "mix".
The actual "levels" - which are mostly warehouses or factories - run relatively "classic" and you will sneak most of the time or provide tactical battles, which are due to the fluctuating between genius and madness KI rather simple, if you take the right coverage "spot" has found. Again, the main attraction is to find a possible subtle way through the sometimes overwhelming majority of opponents and in almost every room there are several ways to traverse it. Players who like to tinker, and those who like to take long explorations are rewarded enough in Deus Ex. As mentioned in many reviews, a direct Rambo-approach in view of the fragile protagonists and the stingy rewards through XP is not usually recommended, which, like the reviewers write correctly, does not fit so completely to the credo of playful freedom. On the other hand you need to direct through Ballern now not so many improvements like a more discreet approach, where one skips sometimes larger slopes or precipices or shaky walls broken beats to "open up" new access routes to.
Mir has Deus Ex - apart from the frustration moments after the 25th attempt to do one of the bosses - is preparing a lot of fun and hugely fascinated me. It's fun to move in a so well-designed, equipped with many question marks and thought-provoking games world. At the moment, it is certainly one of the best games in 2011, but prevent many small and a large design blunders that it is safe for candidates for Game of the Year 2011.