PlanetDeusEx | Deus Ex 2 | Information | Gameplay | Interface
User Interface


For Invisible War the developers are completely retooling the interface to make it more accessible. Instead of the gameplay being interrupted by a series of menus, the interface has been consolidated to a retina overlay. It represents the nano device in Alex’s eye and has a circular design that lies on the outside of your screen. The overlay has a series of rings that rotate to reveal different functions and options depending on what items are selected or active. The overlay displays information such as available weapons, biomod abilities, biomod energy level, health, light exposure, and current direction. If anyone is afraid that this new overlay will take up too much space and obstruct the action happening on screen, the team has made sure to allow the player to define a custom transparency level--or you can set it to "0" transparency, in which case it will only be visible when you cycle through your weapons, enable a biomod, or interact with the interface in some other way.

The main ring of the interface displays the contents of your equipment belt and the biomods you have installed. The inventory, your current notes and goals, and other sub-menus overlay this main ring when summoned.

More subtle changes include the loot corpse popup...there is none! Instead of shoving an interaction window at you, the game lets you pick up items up from where they lie. You pick the weapon up from the ground where it fell from your enemy’s hands or take a sidearm out of their holster. Manually searching the corpse allows you to become more immersed in the game and gets rid of a layer of unneeded interface.

Instead of seeing textboxes appear at the top of your screen when someone is talking in your head, the developers have opted for holograms. These holomessages can be played on devices that double as jukeboxes. The holo-jukeboxes allow you to watch a recording of a performer as they sing.

The controls have also been simplified a bit. However, this change was to make the game more accessible, not to “dumb it down.” Invisible War is to be on Xbox as well as the PC, so ION had to think outside the box (no pun intended) to get in all the functions they want. Even with the limited number of buttons (for Xbox that is, PC users can still remap their keys) IW will still include features such as jumping, leaning around corners, mantling, and alternate-fire. To get around the constraints, the devs put in code that allows certain buttons to do different things at different times. For example, if you’ve ever played System Shock 2 (or its demo) you’ll know how mantling works: out in the open the jump button makes Alex jump. When standing in front of a desk or other low object the jump button makes Alex climb onto the object.

Again, the controls are more accessible so you can have all your functions and not have to muddle about with key combinations. Have your nummy Deus Ex cake and eat it too!



IGN.com | GameSpy | Comrade | Arena | FilePlanet | GameSpy Technology
TeamXbox | Planets | Vaults | VE3D | CheatsCodesGuides | GameStats | GamerMetrics
AskMen.com | Rotten Tomatoes | Direct2Drive | Green Pixels
By continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement.
Copyright 1996-2009, IGN Entertainment, Inc.   About Us | Support | Advertise | Privacy Policy | User Agreement Subscribe to RSS Feeds RSS Feeds
IGN's enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.