New Gun in Town

What to expect from the sequel to Deus Ex The world is what you make of it. Especially in Deus Ex: Invisible War, the long-awaited sequel to Warren Spector’s smash first-person adventure game, due December 2 for PC and Xbox. The original Deus did away with linear play – the point-A-to-point-B flow that dominated gaming […]

What to expect from the sequel to Deus Ex

The world is what you make of it. Especially in Deus Ex: Invisible War, the long-awaited sequel to Warren Spector's smash first-person adventure game, due December 2 for PC and Xbox. The original Deus did away with linear play - the point-A-to-point-B flow that dominated gaming for years. Invisible War expands on that: You decide how to defeat terrorism and fight for a better tomorrow, as rival factions vie for dominance and your loyalty in 2072. Here's the skinny from Spector on how his new game outplays the old.

Warren Spector on …

Character Building
"We wanted players of all races and both genders to be able to relate to our central character," says Spector. To achieve this, his team built a tool that lets you tweak hero Alex D's look. And choice extends way beyond appearance. Augment Alex with combat, stealth, hacking, and diplomatic skills, or biomods from legitimate or black-market sources, refining your mix minute-by-minute as each new task demands.

Problem Solving
Forget about following a script. The game's open-ended architecture offers many means to every end. To commandeer an airship, you can pay off the guard, blast the barricades to bits, or sneak in under cover of darkness without harming a soul. Each route has different consequences. According to Spector, "We force players to think about ethical and political issues without beating them over the head."

Advanced Weaponry
A beefed-up arsenal includes holsters of high tech gadgetry, like a nanotech sword and a camera-guided rocket launcher. But you can forgo firearms altogether and take the pacifist route. "There's always a stealth or conversation path past each obstacle," Spector says. "We have to provide game systems that allow nonviolent possibilities. But, man, it's hard work!"

Motion Graphics
The first Deus Ex skimped on graphics. Not so with Invisible War. "Our tech is pretty cool," says Spector, "with dynamic lighting, volumetric shadows, Havok-driven physics, and realistic sound propagation" that lets you hear noises through windows. The result is more realistic and immersive. Plus, the glossy look will definitely push the capacity of your graphics card.

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