Il a eu 84/100, preske 17/20 dans gamebiz.
Voici l´article en anglais.
GameBiz Review ( XBOX): Deus Ex: Invisible War
Reviewer: Rob Cumine ( rcumine@gamebiz.com.au)
Date Posted: 04/01/2004
Publisher: EIDOS Interactive
84%
How do you know what you know is true? How do you know that those around you are really people you can trust? How can you feel safe when every move you make leads to more and more questions; about who you are, and about what your role in this tangled storyline really is? All these questions are going to come to one point for you, Alex Denton, as you decide to either become mixed up in someone´s twisted game, or form an unlikely alliance with those you were taught to fight.
Deus Ex: Invisible War is the second in the Deus Ex series and is the brainchild of Eidos Interactive and veteran developer Ion Storm. Set in the not so distant future the fight against terrorism has changed and the means to fight it has changed. The previous game for the Playstation 2 The Conspiracy and PC, began to detail that very fight. You took on the role of JC Denton - agent for UNATCO ( United Nations Anti-Terrorist Coalition), helping in the fight to maintain social order. As you travel through the numerous areas and completing various objectives, you soon discover that UNATCO is not everything they are cracked up to be - and it’s up to you to figure it all out.
It is twenty years since the end of the global conspiracy depicted in Deus Ex. In the aftermath, a catastrophic depression has crippled the world and warring corporate governments use terrorism as the primary tool to enforce their own violently destructive agendas. A few days before the start of Deus Ex: Invisible War, Alex D is roused from sleep and rushed to a secret airfield to be transported away from the only world he ( or she, if the player so chooses) has ever known. Confined to a new training facility in Seattle " for his own safety," Alex learns that the city of Chicago, his home, was completely destroyed by a terrorist nanotech attack. The only fragments of Alex´s former world are now confined to the training facility in Seattle: Billie Adams ( a fellow trainee from Chicago), two other students from the Seattle program and - always - the expectation that the mysterious rites and trials of his training will lead to a lucrative job as a corporate mercenary and spy.
Gameplay
If you haven´t played Dues Ex before, the first thing you want to know is that it´s for all intensive purposes a First Person Shooter. Alex has a choice to his destiny. The game is fairly open ended in that respect. In the beginning, Alex finds out on a place called Tarsus that he was experimented on with these Biomed enhancements, spied on, and pretty much completely used and controlled. When Tarsus is attacked by The Order, Alex is moved to another academy, which then comes under attack. But that that point, Alex is given the other side of the story and the truth about his existence. He asked to choose whether to regroup with the WTO, or to maybe believe what he´s been told and maybe listen to what else The Order has to say. And so your goals and your missions are totally up to you, and based on who you decide to talk to and who you do things for. Each goal also has multiple ways to complete it, which also adds a different element to the game. You will even have the opportunity to complete side-quests for individuals along the way yields wealth and reputation. Bribe your way into unauthorized areas using cold cash earned through your dealings. In that sense, it takes on a bit of an RPG feel. And with the storyline that changes depending on you, the game actually can be played multiple times. There is so little that is linear in the game, You can completely control your own destiny in the game.
Not only is plot progression dependent on a huge field of choice, but any given task has a multitude of possible solutions. Nearly any conceivable path is theoretically possible; that´s the payoff in Invisible War. Your biomod choices immediately close or open certain doors, and there´s a configuration for every player.
The other part of Deus Ex that makes it different than other standard FPS´s revolves around another gameplay addition. This is the " Biomod" technology you heard about a little earlier. Biomod’s are modular nanotechnology implants that imbue you with extraordinary abilities. They are your principal operational assets both in and out of combat, as well as your main means of customizing your character. You have five assigned biomod slots corresponding with one part of the body -- eyes, head, arms, legs, torso -- and can take an enhancement up to three steps. Some mods require extremely rare black market canisters, making them more valuable. Obviously, your modification choices dramatically affect gameplay. The light biomod is fixed in the sixth slot, and cannot be upgraded or removed. Standard biomod canisters can establish or upgrade any standard biomod in any slot, and black market canisters can establish or upgrade a black market biomod in any slot. You can enhance yourself to some extraordinary things; such as enhanced speed and jumping, life regeneration, better weapon aim, cloaking, vision enhancement, strength, and more. As you progress through the game, you will find and gain more biomod canisters which will add power to these enhancements. Perhaps you will use these Biomod’s to take down the very people that gave them to you in the first place, or you´ll use them to fight The Order. See how again the choice comes back to being yours?
The environment around you moves and allows you to fully interact. From full conversations you have with people where you can choose your responses, to the ability to use stealth and shadows to move about, there isn´t much you can´t do in DX 2. In fact, you can even chose whether or not to kill your enemy combatants or not. Sometimes simply shooting them in the leg is good enough to stop them from shooting at you, especially when you know you´re running out of ammo. In addition to weapons you can carry an array of tools including the " multi-tool", which can open special locked boxes or hack into keypads and different computers. You can find special binoculars, various grenades ( like the spiderbomb, which is really cool. It actually drops robot spiders at your opponents feet with zapping lasers), and noisemakers. Also, objects around the " world" can be moved, picked up and thrown, or otherwise manipulated in a variety of ways to accomplish what you´re trying to do. Why shoot someone when you can hit them with a wooden crate and knock them out. Once again, choice.
AI
The AI isn´t quite strong enough to make killing have the impact it should, which is a disappointment. But there´s so much to work with in terms of pure design that the lack of NPC intelligence can be forgiven. Ultimately the interaction with the AI is a key element within the game play. Avoidance, Interaction or killing, is the choices you have.
Control
The game´s console controls are a definite high point. The controls have been designed from the ground up with console gamers in mind. The standard double analog stick usage work here, with triggers for primary and secondary fire. B cycles through weapons, and the primary inventory and biomod menus are quickly accessible through the D-Pad.
Graphics
Ion Storm went with a customized engine called " Havok", which allows foreground objects to collide with each other, and roll or bounce around on the ground. But it´s as much based on physics than it is just special effect, so they say. The environment is fully interactive, which is more than you can say for many FPS´s out there. Unfortunately, Ion Storm got a bit ahead of itself with attempting to implement high-poly models, bump-mapping and extremely realistic lighting and the frame rate suffers at times chugging. The console version runs at 30 frames a second when not displaying anything too detailed, but you can expect things to get choppy in open areas and whenever much action is taking place -- the price of all the lighting and bump-map effects Ion Storm implemented in the game.
Sound
And the sound engine as described by Ion Storm is just interactive, taking into account the size and weight of objects as they hit the floor or a wall or something. The same goes into when you shoot a gun at something. The sound of a bullet hitting a metal wall is different than it hitting a piece of wood, or a human being for that matter. And as you expect from a good 5.1 surround sound so you can hear conversations and noises from wherever they are in the area. I can not stress enough how good that is. If you don´t have some sort of 5.1 setup, you really do not know what you´re missing.
Overall
Many long time fans of Deus Ex will take serious issue with the changes found in Invisible War. There´s an unfortunate lack of improvement in the gameplay. Some unfortunate technical issues crop up. The load times between areas are long and frequent no smooth transistions between areas. However the game play offers unparalleled variety and choice in the actual gameplay. Deus Ex2 Invisible War sets precedence for non linear game play and for variety of ways to accomplish missions and to finish a game. Ion Storm have worked hard to present a graphically splendid game. You really are not just a player in a linear game. You choose what side to fight on. You choose how to fight. You choose how the game is played. Deus Ex: Invisible War is the master of storytelling and gameplay excellence.
Thumbs Up
Great balance of gameplay
In-depth, open ended story
Cool Biomod technology
Enthralling conspiracy
Thumbs Down
Frame rate issues
AI could be stronger
Inconsistant animations
toujours des problèmes de framerate ![]()
salut le bicot
pas le courage de lire
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c loongggggg
hey queue toi meme !