By using this site, you agree to our Privacy Policy and our Terms of Use. Close
billy07 said:
shio said:
Played_Out said:

@ shio
I'm afraid Deus Ex is a lot simpler than MGS2. It merely tackles the notion of free will in relation to digital consiousness a la Blade Runner or Ghost in the Shell. Don't get me wrong; Deus Ex is an awesome game, but it has a fairly simple (not to mention derivative) cyberpunk plot. It may be more effective than MGS2, but it is considerably less ambitious from a philosophical standpoint.

The Witcher was a great game, and it certainly trumped Oblivion in some areas, but it was definitely not a better game overall. And it seems like a strange title to mention when throwing around accusations of being an RPG n00b (hit me where it hurts why dontcha?) as it's stats system, alchemy system, spell system and levelling system were all considerably more primitive than those found in Oblivion. It also lacked any kind of character customisation, which is a definite no-no for many RPG fans (myself included).

Oblivion may have had a weak story, some questionable design decisions and the controversial "levelled" monsters, but the amount of depth in other areas more than made up for those flaws.


Have you really played Deus Ex? Because the "notion of free will in relation to digital consiousness" is but a mere bit of Deus Ex. The game tackles political philosophies, greed and ambition of the god-like, world domination, freedom of speech; and to a smaller scale the loss of identity, cloning and religion.

The story was certainly not derivative, as there are not really many cyberpunk, conspiracy-centric stories and Deus Ex's was extremely well done and might I add, is the Blade Runner equivalent in videogaming.

 

Funny thing you say Oblivion having depth, because apart from the world size and number of skills, Oblivion was very shallow. Oblivion's biggest flaw was not the leveling system, nor the weak story, nor the boring repetitive dungeons, nor the undistinguishable NPC's and Quests. Oh no, Oblivion's biggest flaw was the lack of the most important trait of RPGs.... the freedom of choice/consequence.

Basically, other than the exploration, Oblivion never gave the player a true meaning to it's actions and it almost never gave the players multiple ways to do the quests. It's terrible when no matter how many quests you did, it would always be insignificant in the grand scheme.

The Witcher did much better than Oblivion. In the Witcher your actions could heavily impact your path later on, and that is true roleplay.


 deus ex only touched upon thoe issues for a few lines at most. MGS2 had an entire 1 hour ending tackling the issues it set out to explain. There's a big difference in how deeply they explored their issues.


MGS2 deeply explored how high Kojima could get on his own sense of self-importance.  Only someone so conceited could think that they could inject an awkwardly long philosophical dissertation at the end of an action game and think it would fit.  Kojima fell prey to the same failing as George Lucas, no one working on that project had the power or balls to tell him "No".  The ending sucked, it didn't belong, the characters were annoying, and I think after it was done, someone at Konami slipped Kojima a little note that said "If you do that again, we'll remove your testicles".



Thank god for the disable signatures option.