During my many replays of the game, I prided myself on being able to finish all of those early levels without killing any NSF soldiers. I remember feeling devastated on my first play through because I’d been recklessly murdering all the good guys in my misguided attempts to save the world from a global threat. The NSF twist about one third into the game remains one of the best in gaming, up there for me with Bioshock’s “would you kindly?” and Heavy Rain’s reveal of the Origami Killer… Realising that your own brother has been working for the terrorists the whole time, and that Unatco are really the bad guys turns the entire game on its head. And Deus Ex is so old it should be exempt from such a warning but there it is anyway. *Spoiler warning – I’m trying to avoid spoilers in these memories, but sometimes its unavoidable. Proper cyberpunk dystopian conspiracy tale involving secret societies, private military organisations and terrorists all vying for power, and you end up caught right in the middle. It was many little moments like that which made the game so memorable for me. This level of responsiveness was unparalleled for a long time, to the point that even if you walked into the ladies toilets, your boss would scold you for it during the mission debrief later on. Your NPC allies would respond differently back in the Unatco base, depending on what you did out in the field. Prefer to tool up with a rocket launcher and just murder your way to the end? Nothing could stop you. Wanna finish it without killing a single soul? That is entirely possible. The story was spread across many ‘hub’ levels, giving you total freedom to approach your objectives whichever way you wanted, aided by an RPG style upgrade tree that you invested in as you played. It resulted in one of the deepest gaming experiences of the time, because it went to great effort to show the consequences of those choices. So from the game's perspective, you probably killed him.It may look clunky as hell thanks to the original Unreal engine, but Deus Ex was a pioneer in videogames because it gave the player so many choices to make. I never heard from him again, but I assume that the game's code only accounted for you killing him in the traditional boss fight fashion. He will be inevitably stuck in that position as you safely get to the computer that he was originally guarding in his boss fight room. Get close enough to the brickwall to activate the conversation, and it will end peacefully for you because he can't see nor get to you. Gunther will attempt to follow you, but he will take a different path to get to that area, and he'll be on the other side of the brickwall. This brickwall is one-way, hence what I mean by "hidden". Quickly run up the nearest lift where you'll find a "hidden" area with a secret door-panel that opens up a brickwall. Be sure not to get too close, as the conversation will commence and he will become hostile right after. Here's a hilarious glitch to keep him alive while "undetected": as soon as you get into his boss fight room, he'll start to run toward you while your crosshair still registers him as friendly-green.
0 Comments
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |