Archive for April, 2009
An Off-Color Headline Involving Lady Liberty
Posted by MrChris in Uncategorized on April 28th, 2009
I was feeling all smug and smart about sneaking into the Statue of Liberty without using the front door, which last for all of ten seconds before Alex, my mission control guy, reminds me that I need to rescue a UNATCO agent name Gunther, who’s being held prisoner on the ground floor. This eliminates pretty much any tactical advantage my stealthy approach might have given me. Things get much worse when I try to go down the stairs, and am ambushed by a security camera and an automated turret. One quickload later, and I reconnoiter the area more carefully.
Being inching along the wall I can get a good view of the ground-floor lobby without being spotted by the camera. Imagine my joy when I see that there’s a security panel situated very close to the fucking front door. Naturally, there isn’t one on the second floor landing, where I am. After some deliberation, I use my GEP gun to scrap the camera and the turret with a single rocket, which doesn’t seem to alert the guard in the lobby. I make it down the stairs and avoid the guard, finding a crawlspace along one wall. What’s a stealth game without human-sized ventilation ducts, right? Good thing it’s there, because the doorway between the lobby and the area where Gunther is locked up is blocked off with lasers. What are the odds?
After some sneaking around and picking up of loot, I find myself pretty much where I want to be, which is to say I’m crouched in a room full of computer equipment, staring at the back of a guard’s head. I’ve picked up some sort of one-shot plasma weapon, which I zap the guard with. It sets his head on fire, which rules, but it doesn’t actually kill him. It also doesn’t prevent him from running over to the door (the one with the laser tripwires) and setting off every alarm in the joint. I try to switch to my pistol to shoot him, but I can’t do it until I cycle through my “throw the now-useless plasma weapon away” animation, which eats up several seconds. Sigh. Quickload time.
When I try again, it turns out that whether I use my crossbow or my pistol to kill the guard, he makes enough noise while dying that he alerts his three compatriots in the next room, who come running into the room to set off the alarm. After a few tries, I get good enough with the combat system to murder all of them in short order before they can either set off the alarm or kill me. Once I’ve done that, there’s nothing to prevent me from letting Gunther out of his cell. Gunther is a large steel-plated Austrian man whose serial numbers appear to have been filed off. He’s all “Give me a gun so I can make these terrorists pay,” which is awfully big talk for a guy who was locked in a jail cell up until ten seconds ago. I give him my pistol to shut him up, and he runs off start killing people. I grab a pistol from one of the dead guards and beat him to it. There were only a couple guards left alive on the ground floor anyway, and Gunther stays there to “secure the area” or some such, leaving me to accomplish the actual mission. Thanks, G.
After all that, I go back up the stairs, and I’m right back to where I started. I decide to make good on my promise to clear the place out, and stealth-kill the guards on the exterior balcony, the same ones I’d sneaked past earlier. I like to think that maybe they used the extra ten minutes of their lives to sign their wills, tell their wives how much they loved them, sing lullabies to their kids, whatever. For everything there is a season, and now is the season for killing dudes and taking their ammo.
Things get more interesting as I ascend the stairs to the top of the statue. I listen in on a conversation between a mercenary talking to one of the NSF guys. The mercenary complains that the NSF commander has weird tattoos on his face, and that they wouldn’t put a guy like that in charge of a mission back in Alabama. I don’t care how they do things in Alabama, and I express this by shooting a few holes in the barrel full of toxic gas the two guys are standing next to. While they’re choking and dying, I sweep the area for booby traps, acquiring a couple gas grenades in the process, and once the cloud dissipates, I keep heading up the stairs to the command center.
I’ve saved some tranq darts for the NSF commander, but he’s not interested in fighting. In fact, when I ask him what the NSF is planning, he’s pretty forthcoming about admitting that the entire attack was a diversion so the NSF could hijack a tanker ship full of Ambrosia, a vaccine for the nano-age plague known as the Gray Death. Who says you need torture to make terrorists talk? Once I capture the enemy leader, the UNATCO troops apparently feel sufficiently empowered to occupy the area and clear out the remaining terrorists. I’m ordered to head back to UNATCO headquarters, but I first take the opportunity to search the room. After picking the lock of a floor safe, I find a nano-augmentation cannister, which the terrorists captured and didn’t know what to do with. So naturally they left it with their diversionary force for safekeeping. What? I’m starting to think the Alabama guy might have had a point.
Nano-augs are one of the primary ways to buff up your character in this game, so this a welcome find. The down side is that they can only be installed by a medical droid, so if you find one, you’ll probably have to carry it around for a while before you can take advantage of it. Furthermore, each canister requires you to choose one of two possible augmentations. This one offers an arm upgrade, either Microfibrial Muscle, which lets you lift heavier objects and wield heavy weapons more effectively, or Combat Strength, which increases your melee damage. Obviously, this is the sort of decision that can have a major effect on your gameplay, and the player is asked to make this decision after completing only the introductory mission. I think this is what they refer to as “replay value,” although it’s a slightly unfair way of doing it.
Next up: a fun trip to UNATCO HQ! Which is right by the docks where I started the game! Why did they need me to liberate this place on my own, when the entire New York branch of UNATCO was apparently sitting right on the terrorists’ doorstep? God only knows.
It’ll be nice to meet some of my coworkers, though. I bet they’re all pretty cool.
Deus Ex – Liberty Island
Posted by MrChris in Uncategorized on April 27th, 2009
The first mission in Deus Ex is to eliminate the NSF terrorists who have occupied the Statue of Liberty (which was apparently decapitated in a previous attack). The NSF stands for National Seccessionist Forces, by the way, which is sort of odd; are they planning on seceding and taking the entirety of America with them, or what? Anyway.
I get delivered to a dock by boat, and meet up with Paul. Paul is JC’s older brother, and the first UNATCO agent to have received nanotech augmentations (JC being the second). Paul is all “This is a police operation” and “Try not to kill too many people.” He then offers me a selection of weapons, and I take the GEP (guided explosive projectile) gun, which blows things up real good. I also have a pistol and an electrical riot prod. If you’re going to ask your highly-trained paramilitary agents to avoid killing people, maybe you should make sure they don’t have to rely on a melee weapon to subdue the gun-toting terrorists. Just a thought.
It also turns out that Deus Ex is one of those games that rewards exploration, regardless of whether it makes sense or not. Sure, I’ve been assigned an important mission, but I’d better make sure to take a swim and make sure there aren’t any valuable supply crates floating in the water under the docks. Oh, hey, there are! What are the odds?
When I finish dicking around on the docks, I head out onto the island itself, and promptly attract the attention of a couple of patrolling NSF. I head back to the dock areas to take cover behind some crates there, and the goons follow me, whereupon they’re promptly ventilated by Paul and a UNATCO security droid. Paul’s apparently a big believer in the maxim “Do as I say, not as I do.” I’m going to be generous to the designers and pretend that this is an intentional element of the obvious biblical allegory which attaches to JC and Paul.
A quick survey of the island reveals a UNATCO outpost with some troopers wandering around. They’re not happy about being asked to show restraint, and when I tell the sarge in charge that I intend to clear out the statue, he gives me access to the command center and sells me some ordinance.
I head toward the docks on the north end of the island, where I’m supposed to meet up with an informant. There are some guards on the way, but they don’t seem to be particularly alert, or have very good vision. This is good, because I’m hoping to ninja my way through this game, and I don’t want to have to put up with too much frustration.
One thing I do notice is that it usually takes a couple zaps from the electric prod to take the guys down, and the prod doesn’t have a whole lot of charge. By the time I’ve zorched three or four guys into unconciousness, I’m running critically low on juice. My pistol doesn’t have a whole lot of ammo, either, so I’m guessing ammo conservation is going to be a major issue in this game.
There are a couple guards on the northern dock who have decided to hang around next to a crate full of TNT (helpfully labeled, natch!) Combined with the ammo shortage, ths is all the incentive I need to ditch this “non-lethal combat” shit and blow the guys up. They gib nicely, and I meet with the informant, who gives me a key to the front door into the statue after I promise not to kill the NSF commander. Oh, and when I go for a swim off THESE docks, I find a sunken boat with a locked hatch containing some crates full of ammo and shotguns. My lockpicking skill is high enough to get me in without undue difficulty, and I make away with all manner of goodies.
Around the eastern side of the statue is an undergrond bunker with a couple more guards, who I promptly shoot in the face with a crossbow I found. The crossbow has both regular darts and tranquilizer darts, but the tranq darts take a while to work, and I don’t want my victims running around and alerting other enemies before they collapse, so it’s extrajudicial killing all the way. The bunker contains a jumping puzzle involving electrical arcs, crates, and a forklift. Ugh. I endure it and am rewarded with some weapon upgrades, which I promptly apply to the crossbow, which is now my favorite general-purpose weapon.
Somewhere along the way, I run into an NSF security droid. Unlike, say, System Shock, robots are really hard to take down with conventional munitions, but as always, are incredibly vulnerable to EMP grenades. Whee!
After thoroughly looting the island (while avoiding a trio of guards I really don’t want to tangle with), it’s time to assault the statue itself. The front door is a viable option, but near the bunker there are a bunch of crates and shipping containers piled up around the statue’s base. Sure enough, it’s possible to climb them up to a platform near about halfway up the statue. I feel all sneaky.
On the down side, the platform with crawling with NSF goons. On the bright side, as long as I crouch and stay near the statue while I move, they have a hard time seeing me, and I can work my way around to an entrance. The entrance leads to a narrow hallway patrolled by another guard, but a quick dart to the back of the head takes him down. Is this the first time someone has been shot in the Statue of Liberty? I’m not sure, but I’m kind of hoping it is.
Deus Ex
Posted by MrChris in Uncategorized on April 24th, 2009
After overdosing on console RPGs, I’ve decided to give Deus Ex a try. Much like System Shock 2, it’s a first-person RPG that’s reminiscent of a first-person shooter with a character-development system bolted on. The game puts you in the role of J.C. Denton, who along with his brother Paul (see the subtle symbolism there?) is a nanotech-augmented agent working for UNATCO, a UN anti-terrorism unit. Yes, this game came out back in 2000, when organizations like the UN and FEMA were considered powerful and threatening. Don’t get me started.
The game has a variety of combat and non-combat skills you can invest your skill points in. Much like the upgrade modules in SS2, you receive skill points for accomplishing certain objectives, and you receive a finite number of them over the course of the game. This keeps you from grinding to maximize all your skills, and forces you to put some thought into customizing your character. The downside to this, as in most such games, is that the game doesn’t tell you how many skill points you can expect to acquire, so unless you consult a FAQ, you can’t necessarily count on getting enough points to have all the skills you really want.
That’s not too much of a problem, though, because the only skill I’ve noticed to be particularly important is the Computers skill. I bought it up to the Advanced level (level 3 out of a possible 4) so as to have the ability to hack computers, ATMs, and turrets. It seems to be the only skill that gives you abilities you wouldn’t otherwise have. Weapon skills increase your accuracy and damage, but aren’t neccesary for wielding a weapon. Most non-combat skills, such as Lockpicking and Electronics, will reduce the number of lockpicks or multitools you need to use to open doors or hack security panels, but if you’re careful, you can save your resources for when it’s most important.
The opening missions of the game focus on the conflict between UNATCO and an American seccessionist terrorist group known as the NSF. While much of the gameplay is centered around gunplay and stealth, the game gives you plenty of options and routes for completing each mission, and I’ll try and look at some of the alternative options available in each mission.
