Deus Ex: Invisible War - Analysis: Natural Universes
Lewis Denby writes an opinion piece at Gamasutra, examining Deus Ex: Invisible War and concluding the game lacks atmosphere:
Consider your favourite example of an atmospheric game. Mine, at present, would be something like BioShock, but I could just as easily pick Half-Life and its sequel, both System Shocks, Silent Hill, Vampire: Bloodlines or a whole host of others. Heck, even something as seemingly innocuous as World of Goo has heaps of the stuff. And the one thing these atmospheric games have in common, always, is a convincingly crafted, tangible, flowing world.
Invisible War lacks this. It's not got anything to do with the size of the hubs, or the minute amount of people populating them -- not as such, anyway. There's just so little pretense of it being part of an actual place. There's a loading screen over every level transition, for a start, so it's never a seamless world. That certainly doesn't help, but it's not a deal-breaker -- a number of the examples above find themselves in a similar position.
More importantly, Invisible War is rendered as a series of disconnected, disorganised game arenas. The layout and functionality of these places simply doesn't work, or make any logical sense. They're boxy, artificial locales that in no way could you imagine people actually working in, relaxing in, living in -- even existing in.
Information aboutDeus Ex: IW
Platform: PC, Xbox