eytanz wrote:
It affects gameplay; in Deus Ex, you sometimes needed to decide whether to use a powerful weapon which you didn't have much ammo for and had nowhere convenient to restock, or a less powerful weapon with a lot of ammo. In Invisible Wars, this was never really a choice - yes, it was balanced in the sense that the more powerful weapons used more of the ammo, but either you could restock all your ammo or none of it, so the decisions you made had far less tactical import.
Mostly it was a stylistic thing, though. It's not so much that gameplay was affected, but it's one of a list of things were the game felt flatter, and less rich. If it was the only such change it probably wouldn't have bothered people as much as it did - but it was just one of the more obvious cases.
I used melee heavily in Deus Ex: Invisble War. Barrel to face is probably the best thing ever with maxed strength augmetations. I think I broke the game because of that. I was stealthy, but impractically so, using metal barrels as slient kills. When I needed to disable a camera, I'd hope I could throw something heavy at it. I only played through it once, and was rather disappointed that I picked such a heavy handed approach that ended up being rather balanced between stealth and brawling. One hit kills/knockouts, with minimal silenced pistol moments (that could vapourise glass as well) and high hack skill. It was annoyingly easy because I was hoping there would be moments that they combination of skill would fail, like robots. Barrel to face... It's probably the most humorous thing I got out of the game with the ragdolling and being able to throw heavy objects amazingly hard, and so happens to be much less suspicious than gunfire.
I'd give it another go, but I wouldn't go that route of skill despite it was the most fun I had. Most of the problem with Invisible War is that the writing is very inferior to Deus Ex, retcons (I actually played Invisible War first but those didn't annoy me that much really), and it's linearity. There seems to be minimal impact your character can do to the main story. Deus Ex gave impression that you could at least do that even when you couldn't, and made you care about those situations. People mentioned Battery Park, but I guess everyone at least tried to do it without killing anyone... Invisible War lack that emotional aspect and I didn't like it as much as Deus Ex.
Also, I'm going to say how much this topic rocks, and I'm going to mention Project Snowblind. I'm really disappointed with that game as it has just the elements of Deus Ex fully converted into vanilla FPS, and it being a spiritual prequel to Deus Ex annoyed me to no end. Honestly, it is like they don't know what made the first game good in the first place. So I strongly agree with that point. And to think that those that played it, the reasons why Deus Ex is so good seems rather blatant.
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