Deus Ex: Rambling
Usually by this point in blogging about a game, I’d like to do some more analysis of the story and how it affects and is affected by the gameplay. But I still haven’t reached any more story than I got to the last time through, and the main way the gameplay affects it is by slowing it down. Of course, the way I’ve chosen to play it doesn’t help there. I’m currently on my third restart of the Battery Park mission, this time because I realized that I could spend fewer lockpicks by going into Castle Clinton by the front entrance and holding off on picking any locks until I have enough XP from exploration bonuses to upgrade my lockpicking skill. (I’m still doing this stealthy-like, mind you. Instead of charging in guns blazing, I’ve found a way to laboriously climb up to the fort’s roof, there to creep around up above where anyone is looking and snipe them all with tranquilizer darts.) So far, lockpicks are pretty much the game’s most valuable resource, and their electronic counterparts the Multitools a distant second.
Those exploration bonuses I mentioned do a lot to confirm to me that the sort of exploration-maximalism I’ve been engaging in is in fact the right way to play this game. It’s certainly what the mechanics encourage, intentionally or not. It has some peculiar side effects, though. Like, a lot of places have a choice of two ways in, one that’s more sneaky and one that’s more fighty. But both routes can have their own secret areas, with their own exploration bonuses and loot. Obviously the maximalist approach is to claim both! Which is somewhat at odds with the clear intention that it’s a choice. I suppose this is why later games in the same lineage like Bioshock don’t put their major decision points into the environment like this. There’s something to be said for games that force you to make decisions as they come and live with the consequences, no backsies. But there’s also something to be said for games that let you get away with this kind of nonsense.