Yeah, I'm not sure why anyone would say that. Yes, you don't get to be a "bad guy", and your character's dialog doesn't change, but you get the opportunity to make three very distinct, very different decisions, which alter the last section of the game and the end result of the world you've experienced. That game is a wonder.
I've tried to play the second one, but it took too long to get to anything at all. I was intrigued by the plot, but I was on the run, then suddenly waltzing through a city street to talk to a group of rebels, or a group of police. It just didn't make sense.
I've always wanted to play it, though, ever since I heard Spector at a conference talking about game design and education. He said that he knew Deus Ex 2 was what he wanted it to be when he had his wife play it, and watched her reactions to everything. She was emotionally affected by the simple killing of a dog, which she did because she wanted to see if she could. Then she did, and felt guilty.
Emotional manipulation is a sign of a well developed game.
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I've tried to play the second one, but it took too long to get to anything at all. I was intrigued by the plot, but I was on the run, then suddenly waltzing through a city street to talk to a group of rebels, or a group of police. It just didn't make sense.
I've always wanted to play it, though, ever since I heard Spector at a conference talking about game design and education. He said that he knew Deus Ex 2 was what he wanted it to be when he had his wife play it, and watched her reactions to everything. She was emotionally affected by the simple killing of a dog, which she did because she wanted to see if she could. Then she did, and felt guilty.
Emotional manipulation is a sign of a well developed game.
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