Deus Ex is an RPG. It can also be a shooter, but let's not beat around the bush. It's an RPG first and a shooter second. Skill selection and leveling up can be used to turn
Deus Ex into a shooter, but from the very beginning this game cracks you over the head with a sign that says "I AM AN RPG", and expects you to treat it as such. Somehow this combination of RPG and shooter isn't a contradiction. Here we are 11 years later, and I'm still not sure why that is.
So much of what you can do in
Deus Ex is dependent upon your selection of skills and your chosen augments. Entirely new options open up for the player that focuses on hacking instead of heavy weapons. For each skill there is a purpose, a style, or a unique edge offered to the player to wield and use in the challenges presented by the game. It is pure RPG expressed in an entirely unexpected, non-traditional medium. More important than anything,
Deus Ex manages to never lose or diminish its RPG feel in the maelstrom of first person perspective design. It avoids the problem of genre generalization by fine-tuning both of its influences into the final product,
changing shooter mechanics to fit its RPG feel, rather than arbitrarily throwing both design directions up against eachother.
The next game in the series, and for many what is shaping to be the only true successor to the
Deus Ex lineage is set to be released in August. Only time will tell whether
Deus Ex: Human Revolution truly lives up to its namesake. If it does, we'll be treated once again to that strangely perfectly tuned game which retains depth without sacrificing anything in the transition to a different medium. This is where I'd like to see the games industry go. Away from generalization and toward a new generation of games which utilize a combination of influences to create something entirely new and fresh.
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