That Invisible War, eh? I just couldn’t put it down, even when the dreaded black screen crashes started blitzing the immersion even worse than the lengthy loading screens already did (the fix seems to be to End Task on DX2Main but not Ion Loader; after a minute or two, it will spontaneously relaunch the game, loading where you left off).
So, we could have established that maybe Invisible War might not actually be all that bad after all, but it definitely does get ugly as the finale approaches. Thematically ugly, that is; the gameplay remains consistent.
Considerable spoilers this time.
I don’t know if I’m going mellow in my old age, or if it’s a symptom of inevitable brain decay, but I am feeling forced to admit that there is something compelling about the ill-advised Deus Ex sequel Invisible War. (My previous examination of the game was hardly complementary. Was I really so angry back then? … What do you mean, “you still are”?)
My biggest concern is that it is beginning to feel somehow more compelling than the ill-advised prequel, which was at least a pretty good game even if it was painful in a lot of other aspects.
I need to try to nail this feeling down and contain it before I end up doing something stupid like conceding that Invisible War actually exists.
I need to come to terms with my growing irrelevance.
Everyone else is obsessed with smartphones while I just don’t care. I love to play singleplayer games while the world wants 4-player co-op. I want a DVD with a printed manual in a box when the masses want digital downloads and always-online storefronts. I want a desk with a keyboard shelf.
Do you know how bloody hard it was to find a desk with a keyboard shelf, let alone one big enough for an adult? You don’t, market forces say, even have a keyboard anymore. You’ve got a laptop, at best. Even then, you don’t really want a desk, you want a feature piece for the corner of your living room that needs to look pretty rather than actually get used.
I don’t think this universe has a place for me anymore.
Well, I couldn’t exactly play the ill-advised prequel without going on to cleanse my palate with the real deal. While floating around the grungy millenial streets of Deus Ex, I got to thinking about one feature that was particularly controversial about its prequel: boss fights. Because the original Deus Ex doesn’t actually have a final boss… Or does it?
Beware of spoilers.
As I progress with No Excuses, I realise that I’m pretty much implementing a top-down singleplayer Unreal Tournament. I’m actually okay with this, but I do wonder how much of a contortionist you’ll have to be to press all these buttons at the same time when I add the four five active abilities on top of these extra movement keys.
I finally added strafing the other week (after fixing the last of the animation bugs). Strafing was never in the original brief — Nox didn’t have strafing and that’s my baseline for combat and navigation. Nox also did not have dodge-jumping, which I intend to add soon enough to round out the strafing ability. I am probably going to throw on backpedalling for good measure too.
Gosh, programming AI behaviour around this is going to be a riot…
Ah, I often moan about things in Unity being too difficult or weird for my brain and then struggle free in barely an evening. I stand by previous comments about how delightfully quick Unity is to get to grips with, even after lengthy off-periods playing through ill-advised prequels.
Today, then, let’s talk about animation systems.