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Deus Ex: Invisible War
- October 16, 2003 13:21 PM PST
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There goes Ion Storm pushing that envelope yet again
When Deus Ex: Invisible War hits shelves in December, it won?t be just another game release; it will be a report on emergent gameplay and how viable it is as a gaming concept. While the first Deus Ex gave action gamers unparalleled freedom in its day, Invisible War has to push even further than its predecessor. From a few hours? play on a nearly finished build, it looks like it will pull it off with aplomb.Aside from some frame-rate problems, Invisible War?s graphics looked great and added to the game?s highly touted sense of immersion into the world of near-future dark conspiracies and sci-fi paranoia. Ion Storm?s use of the ubiquitous Havok physics engine makes an already deep world seem even more realistic. Some things, like the fact that thrown chairs simply bounce off human targets (and the targets don?t seem to mind), are a bit disappointing in light of Invisible War?s attention to physics, but the things you can do go much further than what you can do in just about any other game out there.
While the preview build was just a few months from release, the folks at Ion Storm made it clear that they were working like dogs to fix the frame-rate, control, and tiny physics problems. The story, which was already in place in the preview build, should make the game compelling even if Ion Storm can?t fix that other stuff.