Deus Ex
Deus Ex cover

Developer(s) Ion Storm
Publisher(s) Eidos Interactive
Release date(s)
Genre Action role-playing, first-person shooter, stealth
Game modes Single-player, multiplayer
Platform(s) Template:Unbulleted list

Deus Ex (in Latin "deus ex (machine)": divinity behind the (run around) so the one who uses the puppets) is the first chapter of the series of video games created by Warren Spector, head back to the house production Ion Storm: This is a shooter with elements taken from the kind of action RPG first-person sci-fi (more precisely cyberpunk).

The protagonist, J.C. Denton is a special agent of UNATCO, a special international intervention force to counter terrorist activities. In the organization there is also the older brother Paul Denton; both orphans, have received the best military training as well as the latest generation of changes at the physiological level, through the nanoprobes facility, impart special skills, making them much like supermen.


As for the gameplay, Deus Ex refers to the System Shock games caliber, System Shock 2 and Thief of the first: the game is thus presented mechanical typical first-person shooter, video games of action stealth and RPG. The player can then adapt the avatar, represented by JC, your style of play: you can thus infiltrate silently in the vast levels of play and not even kill an enemy, as you may decide to take carnage, or even to hack each time the security systems to ensure that the surveillance turrets shoot him to the enemies instead of JC. In short, the game offers a leeway bringing this concept to the extreme. The interaction with the world of the game offers multiple approaches: JC can indeed collect almost every object that he is facing, the most useful for the purposes of the game, such as weapons, bullets, power-ups, to the most trivial, such as crisp packets or cigarettes, or even newspapers and bottles of liquor, provided they are proportionate to its strength (the agent will never "pick up", for example, automobiles). All items taken are automatically arranged in an extensive inventory, made up of a grid of thirty boxes. All objects occupy one box, except for the weapons: with the exception of the smaller weapons such as batons and knife and gun, all the other weapons will occupy more than one space, and will therefore become essential to be able to organize it, because unlike other games, such as the aforementioned System Shock, you can not increase the inventory capacity, and even, as happened just in the System Shock, you can leave it temporarily useless objects on the ground, then hoping to find them in the same later in the adventure, because the game engine, failing to manage them, delete them, once the player has left the area. To use the objects immediately, without having to go every time to open the inventory, the player has a "belt" appears in the lower right of the screen, made up of ten boxes (one of which is always occupied by nanochiave ), in which you can insert an object, such as a weapon or a medical kit, to be used quickly during the game. As for the powers and abilities of JC, in this case the player can customize it the way they want. JC has available two types of parameters: Skills (Skills) and the Enhancements (Augmentations) nano-technology. The first are passive parameters concerning a variety of factors, such as JC ability to use guns or rifles, or its ability to remain in apnea, or its computer systems nell'hackerare skill. Each skill has four degrees of advancement, each of which are new benefits for JC. To increase the degree, JC can spend skill points (Skill Points), the player earns during the game at the end of the missions, or when performing extra duties, or when he discovers secret areas. The game matches the player a limited number of skill points, so you will not burn all the JC skill, and then have to distribute on a proportionate basis points. The power-ups are not only active-type powers to JC, also a part of the history: JC is in fact the first agent in the world to use such a technology. The player finds scattered around the levels, capsules that can be installed on the body of JC, in close proximity to several areas: arts, torso, head, etc ... Each capsule activates a power that the player can freely use during the game and that It relates to the area of ​​the body: a capsule implanted in the arm allows to hit the enemy with more force or lifting heavy boxes, while a grafted in the legs to run faster or to move in silence. Each power can be boosted, after being installed, three times, planting other similar capsules, to increase its effectiveness. Each Strengthening, while it is active, it consumes the energy of biomechanics JC body, and once died out agent may no longer use the power-ups until they have recovered. The game levels are extremely large, and include hidden areas, full of prizes and objects. They are free-roaming, even if the player can not decide the order in which to visit, since it is a continuing plot that will take him in one area or another. Once you're in a level, JC is given a primary objective to complete, but wandering through the game environment he can find, just like in a role-playing game, NPC will ask for help, so unlocking side quests (sub- quests), not needed to complete the game, but that if completed will be worth Skill Points.

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