Deus Ex is an award-winning First-Person Shooter with RPG Elements developed by Ion Storm Austin (A division of, yes, that Ion Storm) and published by Eidos. It was released around the summer of 2000 for Windows and Macintosh. A PS2 port, titled Deus Ex: The Conspiracy, was released in spring 2002. The PS2 version was made available on the PSN Store, as a PS2 Classic, on May 16, 2012 in Europe.In the dystopiannearfuture, a deadly plague known as the Gray Death has befallen mankind. The only known "vaccine", Ambrosia, the distribution of which is tightly controlled by Orwellian government agencies, merely delays the inevitable. Terrorist groups are capitalizing on the increasing desperation of the common folk, and their increasing activity urges world governments to create the United Nations Anti-Terrorist Coalition (UNATCO). You follow JC Denton, a rookieelite UNATCO operative, who eventually becomes tangled in a conspiracy plot involving the Illuminati, Chupacabras, Greys, black helicopters, genetic design underground labs and rogue AIs.The gameplay combines First-Person Shooter, Stealth-Based Game and RPG Elements – as you progress through the game you receive skillpoints to upgrade your various skills. You also collect “augmentation canisters,” which work as cybernetic implants, giving JC extraordinary abilities at the cost of energy. Even though the gameplay has its flaws, its non-linearity and interactivity have received much praise from the press and players - it is actually possible to go through the game killing almost nobody.Deus Ex has had several games follow in its wake. The original developers released Deus Ex: Invisible War in 2003, seen as a Contested Sequel by the fandom due to the drastic changes in gameplay and story. A prequel, Deus Ex: Human Revolution, was released by Eidos Montreal in late August 2011.In 2004, Eidos released Project: Snowblind, a Spiritual Successor that began life as Deus Ex: Clan Wars until Invisible War sold poorly.The game is also known for its relatively active modding community. 2006 saw the release of the Zodiac mod, a fan-made Interquel that allows you to play as Paul Denton. In 2009, a fanmade total conversion, The Nameless Mod was released, featuring an original non-linear plot and fully voiced dialogue. A fan-made prequel, 2027 featuring Direct X 9 graphics, and a non-linear plot was released in 2011. 2013's Nihilum is another Full Conversion mod set in an alternate universe few years before the canonical start of the game.Please add any examples relating to Invisible War and Human Revolution to their dedicated pages.
Adult Fear: The player has the option to read the emails of a cyborg government agent. In one email he expresses fears about new innovation's in cybernetics that will render him obsolete and useless thus forcing the government to fire him and leaving him without specialist care he requires to function.
A.I. Is a Crapshoot: Subverted. Daedalus was specifically programmed to hunt down terrorist groups. Unfortunately for its creators, they qualified. By the same token, Helios' entire raison d'etre was the efficient administration of the world, a task which it quickly realised a self-obsessed psychopath like Bob Page would just get in the way of. Icarus was always a jerk, because it was programmed to be that way.
Morpheus completely averts this since it's only a simple prototype and does pretty much as instructed.
Air-Vent Passageway: JC seemingly spends a good deal of his time crawling around in air vents and maintenance tunnels of all sizes and colors worldwide. You do have to watch out for acid-spewing greasels (which are annoying and/or dangerous, depending on the difficulty level) that tend to reside in the crawlspaces.
Always Night: Because the game's stealth system is shadow based, all levels take place at night (some may take place during the day, but you are underground and won't notice).
Apocalypse How: Destroying the Aquinas hub causes a class 1 - its destruction knocks the world back into a new Dark Age as all global communication and commerce is wiped out. To quote Tracer Tong: "No more infolinks, no transmissions of any kind - we'll start over, live in villages." Destroying it doesn't directly cause more deaths, but humans have been dropping like flies since before the game begins.
In the very beginning, if you give beer to Jock for information, he spoils the whole game's plot right there, although a first-time player who hasn't had the plot spoiled for him would just assume he is just making an educated (or overly paranoid) guess at the time. JC is quick to dismiss it as a crackpot theory, but as the game goes by, ''everything'' he said was true.
Artificial Stupidity: When a hostile enemy chases you you can hide in a dark corner for a few seconds and they will go back to acting as if you didn't do anything. Even if they see you run into an air vent they will say you 'disappeared'. Leave dead bodies of a dozen allies in the hall, an enemy will get upset for few seconds... then return to his regular patrol by walking right over the corpses of his allies. Shoot someone with a tranq dart then hide? He will go back to his patrol even as the poison in the dart slowly incapacitates him. Really most stealth playthroughs are less about true stealth and more about abusing artificial stupidity by crawling into an air vent and waiting for the person chasing you to forget you exist.
One fan theory suggests that the game is a lot more shadowy than what is shown, thanks to JC's vision, so he really is disappearing into shadows, at least to the mooks. No word on how this works in brightly-lit labs or against augmented enemies.
Troopers react oddly to sound. They will cheerfully ignore a crossbow dart piercing the wall mere inches away from their eye socket, but are able to hear the drop of a box of cigarettes in the bathroom from behind the closed blast doors of the security checkpoint across the corridor.
If an alarm button is on the area, the most efficient way of dealing with early guards is ironically to blow your cover. The guards will prioritize sounding the alarm over anything else, even if it implies turning their back on you, allowing for an instant knockout with a single swing of the melee weapon of your choice.
Asian Speekee Engrish: Due to the bad voice-acting a lot of the dialogue sounds like this like the infamous "In the fresh" line.
Autodoc: There are healing robots that can heal the player fully without using resources and perform surgery to install augmentations.
Awesome but Impractical: The assault rifle is the only full-auto weapon in the game, but it's highly inaccurate, and its damage per shot is the lowest of all the weapons, meaning it usually takes between a third to a half of a whole magazine to take down just one enemy. Damage, recoil and ammo cap mods make it a bit better, as does the suppressor and the general high rate of ammo availability, but the game's other weapons can do all the things it does, only better.
In contrast, the sawed-off shotgun's extremely high damage output is hampered by its short range, slow rate of fire, and long reload time.
The heavy weapons tend to fall into this, too, mostly because their ammunition is hard to come by, and also because they are extremely bulky and heavy, so unless player develops JC into a heavy weapons specialist, said weapons are more a liability than help. The GEP gun is about the only one that's anyway useful.
The plasma rifle is particularly bad about this; despite being conceptually and visually awesome, whether its splash (or even primary) damage actually affects enemies where it hits seems to be basically a crapshoot.
The Healing Augmentation, while useful as noted below, works by healing a certain number of hit points every second or so once activated, and it switches back off if you're at full health when it's due to repeat. At maximum level, it heals so much damage per second that you may (briefly) hit full health again in the middle of a firefight you were counting on it to keep you alive through, forcing you to switch it back on manually when you can't really afford to be distracted.
Awesome yet Practical: The Healing Augmentation is pretty damn sweet if upgraded. Not only does it mostly eliminate the need to carry around healing items, it also, provided you have enough energy (which thankfully is pretty easy to come by in the later game portions, Bioelectric Cells and all) makes fighting a whole lot easier and makes some other augs basically pointless. (Aqualung allows you to breathe longer under water. But if you run out of oxygen, you start taking 10 points Torso damage every few seconds. The healing aug can heal much more. Also, defensive augs will be needed a lot less when you can simply heal more damage than an enemy can inflict. The same goes for most kinds of environmental damage, provided it isn't of the instant kill variety)
Back Stab: Attacks to the torso of unaware enemies from behind do significantly more damage, often an instant kill or knock out. Works on every humanoid enemy (yes, even MJ12 Commandos!), but the targeted area for instant takedowns seems to differ with the toughest troops.
Benevolent Conspiracy: Morgan Everett does his best to portray the Illuminati as this, going so far as to claim "there's such a thing as a compassionate conspiracy". To be fair, they actually come across as such, too, particularly when compared to the more immediate and malevolent threat of their defected spin-off organization Majestic-12, who they actively help Denton fight against. You can even choose to put them back in power, under this reasoning, in the "Kill Bob Page" ending. However, Majestic-12's AI, Icarus, is quick to warn Denton that this is all just an act, and that for all their friendly relations with him, they're really no better.
Big Name Fan: In universe. Bob Page is a huge fan of Thomas Aquinas, the monk who wrote the Summa Theologiae. If you have an idea what it was all about, Page's end goal ambitions are rather explicitly spelled out for you.
Body Armor as Hit Points: Averted. While JC technically wears a ballistic vest all the time, he can only "use" the vests he finds lying around.
Book Ends: The "Kill Bob Page" ending of Deus Ex is a mirror to the opening scene.
Booze-Based Buff: Any alcoholic drink will net you two points of health, at the cost of blurred vision for a set amount of time. While this may seem small, if you find your way into the backroom of a bar, or collect enough bottles of alcohol that are lying around (which are alot) you can have a poor-man's health pack, at the cost of temporary blurred vision.
Boring but Practical: The pistol, both the stealth and the standard one. The ammo for the pistol is quite common, not to mention you can slap on a scope, giving you a mini-sniper rifle. The only thing the pistol is worthless against really is the bots, which are no trouble if you stock up on EMP/Scramble grenades and/or explosives, or hack them to be turned off or on your side. Plus, you start off with training in the pistol skill, whereas the other weapon classes are defaulted to untrained.
The combat shotgun, when loaded with buckshot, is pretty useful for anti-personnal situations, and sabot rounds are useful against smaller bots, especially if you run into spiderbots in air vents. Ammo is pretty common for it, and if you have a Master in rifle skill, the spread is non-existent, giving you a powerful marksmen rifle.
Brand X: The vending machines throughout the game contain products which match the color schemes of numerous real-world candy bars, chips, and soft drinks, but the low-res image makes them indistinguishable enough for copyright purposes.
The soda's description even lampshades this trope.
Originally, some Dummied Out code showed that the player could have stayed loyal to UNATCO, but the option was removed. A video of the conversation can be seen here.
The game actually does a good job of setting up situations that seem like But Thou Must, but then allows the player to subvert them. One example is when JC's brother Paul is dying via a very slow killswitch, and there's a huge force of powerful enemies getting ready to storm the room they're in. The logical thing for JC to do is run away, leaving Paul to be killed by the incoming forces (Paul actually suggests this!). However, if the player stays and fights, then Paul will live, no matter what happens in the ensuing battle. Either you leave through the front door (and get captured), or you get knocked out and wake up in the next area.
Which can be quite frustrating to a player that doesn't know this who defeats all the attacking guards in the hotel to save Paul's life and then reverts back to their preferred stealth tactics by leaving through the back window. Only to learn several hours later that Paul was 'killed' and assuming that it was a but thou must situation
Or Take a Third Option: You can try to KILL Paul instead, which does not work, but he apparently gets fired up enough to survive the assault.
Also, Paul lives in the second game. And this time around, you actually can change that near the end.
California Collapse: Happened in the backstory; maps will be conspicuously missing California and the Baja peninsula.
Can't Get Away with Nuthin' : The games contain an incredibly complex series of flags that influence almost everything you do. If you walk into the women's bathroom at UNATCO HQ, Manderly WILL remind you of it when you go to your mission briefings. Other dialogue options will be influenced depending almost entirely on what you do and when you do it. For example, a robber in Paris will hire you to case up the local bakery for some vials of Zyme hidden away in the oven. If you break into the place before even talking to him, you'll mention that you already broke into it.
Die, Chair! Die!: Nearly every object in the game is destroyable, from chairs, to frying pans, to rubbish bins and so on.
Chekhov's Gunman: Aside from Bob Page and Walton Simons, Maggie Chow can be seen in the background of the opening cinematic.
Everyone is there, including Reyes, the M.I.B.s, and so on.
Color-Coded for Your Convenience: Luminous blue indicates you are dealing with something high technote examples:JC's eyes, aug canisters, the noticeably non-human parts of mech augs and the Morpheus AI's avatar for starters.
Crapsack World: Everyone is dying from a mysterious plague, martial law has been declared everywhere while rampant terrorism occurs unabated. Warren Spector has described Deus Ex as a story set "five minutes before the fall of human civilization."
If a plan called "New dark age" sounds like a good idea, you know you are screwed.
Critical Existence Failure: Going around with 0 HP in every limb cripples you severely, but though you do bleed a lot, it never actually kills you. This is probably because of the nanomachines in your body keeping you alive to the fullest extent possible until you can replenish your health, by sealing your wounds and preventing infection and shock from setting in. Strangely, NPCs have the same ability to a lesser degree...
Cyber Punk: The series crosses the whole spectrum between this and Post-Cyberpunk. Deus Ex itself straddles the dividing line.
Deconstruction: Of the FPS. If you play the typical FPS method of simply taking down your enemies, the game goes out of its way to make you feel like shit for killing people. To add even more sting, many of the game's prominent characters will commend you for your willingness to mindlessly kill everything that moves in early missions, only for a Plot Twist to make you realize you've been murdering the good guys.
Deadpan Snarker: Being a general cool cat, JC exhibits traits of this every now and then. He gets more cynical as the game progresses. Played absolutely straight regarding the deadpan aspect from the start on though (the only bit of dialogue in which you can actually hear him chuckle is triggered by a pretty complex series of actions, which is described in detail on this subpage).
Deus Est Machina: One of the endings for both games, although it requires a merger with a willing human element (found in JC Denton.
Deus Exit Machina: The nano-aug agents' killswitch mainly serves to remove the more-experienced and equally-powerful Paul from the plot and force the focus onto JC (who has his activated - and wins a race with the clock to deactivate it.)
Gullible and greedy, this army of middlemen remain insensitive to how their violations of intellectual property and copyright laws damage the global information economy.
But also parodied in a conversation with Tracer Tong; when you enter a PC software store in Paris, Tong radios in and informs you not to waste your money, as everything in the store can be had for pennies on the streets of Hong Kong.
Disk One Nuke: Picking the GEP gun when offered to you by Paul is probably the best choice, not only because the other two options, the sniper rifle and crossbow, can be found on the level, but since rockets can be easily found throughout the game, it can be used to breach doors and take out camera and turrets, saving you lockpicks and multitools.
The Nameless Mod apparently realized this, and most doors in the game have infinite strength, which keeps you from blowing them open, and rockets aren't as easy to come by.
Divided States of America: If you talk to a bum in Battery Park, you will hear him mention about the Northwest War and the early days of the NSF. If you look into this, the game's backstory mentions that after the West Coast was devastated by a massive earthquake (the after effects can be seen on world maps throughout the game), several states seceded from the Union after they felt like the Federal government abandoned them. The country is back together, but remarks made by JC hint that the US is on the verge for a third civil war.
Do Not Run with a Gun: Only the poorly trained NSF do it — presumably they need the accuracy bonus granted from standing still. More advanced foes like MJ12 commandos or UNATCO troops will run and gun, although the running often consists of running at you in a straight line or occasionally circle-strafing.
The player too, can have weapon accuracy thrown off by moving quickly. However, a sufficient amount of skill points invested in the category of weapon used, as well as stability weapon mods, will mitigate this by degrees (and enough of them will do so completely.)
Downer Ending: Technically all of the endings have their downsides (have the Illuminati control the world, plunge the world into a new dark age, becoming a benevolent Physical God), but considering just how horrible the world is in this game, any of the above can be legitimately argued to be an improvement over the status quo.
Drunken Master: Jock, to an extent. The first time he gives JC a ride, he'll bring up that fact that he was just drinking in the bar not too long ago. Jock will point out that he's a better pilot when he is not wound up.
Averted with JC however. Being drunk will put you at a disadvantage in combat and just getting around, as your vision will be messed up.
There is a conversation that can be brought up with editing tools that hints that the player could have stayed loyal to UNATCO.
A message left on a phone in Paul's apartment that hints towards his loyalties to the NSF.
At the terminal in the airfield, you could find a VOIP conversation between Juan and Tracer. Tracer wants Juan to kill JC, as he considers him to be a risk, but Juan believes he will switch sides. Both this conversation and the answering machine conversation have been brought back with mods such as Shifter however.
Everybody Smokes: Sort of. You won't actually see anyone smoke, but cigs are a common find throughout the game, and in many public areas, vending machines selling cigarettes can be found. You can smoke if you want, but it will cost you 10 points of health to the torso region, making a chain smoking session of 10 packs in a row, (assuming you are at full health in the torso) fatal.
Everything Is Online: Averted: One part of the game requires you get physical access to "Milnet". Additionally, at the ending Deus Est Machina Helios has little power, at most able to change codes and turn off lights, but gets power because of willing followers.
Everything Is Trying to Kill You: The final fight with Page is not a traditional boss fight so much as Malevolent Architecture mixed with Flunky Boss. On the three floors of the massive room in which he's being held, he's got swarms of repopulating minions (you can rush the nanoreplicators creating new creatures and turn their failsafes on, fortunately). He's also able to selectively blow up some of the computer banks and what-not where you travel to block your progress.
Evil All Along: As with any good conspiracy-riddled, twist-laden plot, Deus Ex has quite a few characters who seem to be on the side of good (or at least order), but later are found to be working towards some nefarious purpose.
Exact Words: Daedalus was created by Majestic 12 to monitor all global communications in order to identify and eliminate terrorist groups, whom Majestic 12 (in their place as the power elite of the developed world) considered a threat to their power. Daedalus promptly ended up classifying Majestic 12 itself as a terrorist group due to their disregard for human life, and started using its considerable power and resources to oppose them.
The Eye of Argon appears in a house you can break into at one point in the game.
Failure Is the Only Option: You can never avoid being dragged to the MJ12 base after you send the distress signal. Even if you manage to somehow avoid the battle in Battery Park when Gunther tries to pick you up, there are invisible walls preventing you from reaching Jock's helicopter. Scrambling the brown robot behind Gunther shows that both are also invulnerable.
Depending on your values, you may find no truly happy endings to Deus Ex. You can either destroy global communications, throwing the world into disorder as government, banking, communication and transportation become irrevocably disorganized or you can rule the world either in secret as the Illuminati or openly as a omniscient AI.
Fallen States of America: The US is pretty much a third world country in the game. Homeless people are a common sight, and everything seems run-down. Word of God says to imagine the cities if their ghettos were the entire city rather than just a section.
Fantastic Drug: Zyme. In the unmodded game, it just blurs out your vision. In the Shifter mod, it gives you bullet time like perceptions with a blurred vision letdown after the slow down effects wear out.
Fiction as Cover-Up: The conspiracy makes artificial life-forms called Grays that resemble the popular idea of aliens (round heads, gray skin) and is implied to let rumours about them circulate as a smokescreen for what they are really up to in the Area 51 facility.
Gaia's Lament: 2050s Earth is not doing so hot. Coastal flooding is common (you can see what are probably seawalls around Liberty Island), grizzly bears are extinct, the East River in New York is stated to have been rendered nearly lifeless due to a chlorine spill, and a suicide clinic, built because of "dwindling resources" is mentioned in an email. An in-game ad for clinic reads like a cheery supermarket advertisement — heavily implying that has transcended the garden variety doctor-assisted suicides to becoming an entire sub-industry unto its own. Squicky.
Los Angeles has been destroyed, and you find this out via one line of secondary dialog that you may not even see if you make certain choices. UCLA gets a mention in what was probably a recent newspaper article, though.
This can be seen when you look at a few world maps. Southern California and the Baja California peninsula are nowhere to be seen.
A book found in Paul's apartment reveals that India and Pakistan are gone, having exchanged nuclear warheads.
Gateless Ghetto: Actually a part of the backstory, as New York has passed, and the Supreme Court upheld the Constitutionality of (despite the Justice being quoted mentioning nothing about the Constitution and merely saying freedom should be given up for security), laws allowing giant walls to be erected around high-crime areas.
Genius Bruiser: JC Denton, while possibly and at least built to be a killing machine, at more than a few points, such as with the bartender in China and with Morpheus, is quite able to sit down and talk philosophy.
Give Me a Sword: Gunther asks for a weapon after being rescued in the first mission. Whether or not you give him one affects his attitude towards you in the earlier missions. Later in the game, Gilbert Renton also asks for a gun to take out the gangster Jojo Fine by himself and again, the decision to give him one or not has some (minor) effect on the plot.
What you give him seems to make a lot of difference. Give him a tranquilizer crossbow, so he can shoot Jojo once while you stand in front of Gilbert to keep Jojo from killing him. Or give him a pistol, in which case Jojo probably willkill him. Or kill Jojo yourself, in which case Gilbert's daughter loses all faith in his ability to protect her and their hotel, and she runs off. Of course, if you don't want the third option to occur, you can also assist him by tasing Jojo before he takes too much damage, and let Gilbert finish him off while he's running away.
Global Currency: Credits, otherwise known as "chits". Justified by globalization. Walton Simons does refer to JC's augmentations/training and presumably the cloning process as "another fifty billion dollars down the drain" at one point. It is not clear if this is just a script error, JC was created before the currency change or Simons still thinks in terms of the old currencynote It's quite common on countries that had such changes: in the Eurozone, for example older people still refer to prices in the old currency, especially large amounts of money[.
Good All Along: Much as with Evil All Along, Deus Ex is full of characters who are played up as the next Hitler, only to be revealed as working towards a good purpose, or at least motivated by good intent.
Goomba Stomp: The most bizarre method of killing Howard Strong. But can technically work on anyone. Including animals.
Guns in Church: Certain area are a "weapons-free zone." Some of these areas will have a sign notifying the player. If you ignore this sign and walk in with a weapon out, unarmed NPCs will panic, and armed ones will attack you.
Healing Factor: One of the augments gives JC constant healing (implyingly from his nanites knitting his wounds from inside) when active, at the cost of Energy. See also Critical Existence Failure above.
Heal Thyself: The player can be damaged in the head, torso, legs and arms. Fully damaged legs greatly limit your movement, damaged arms give accuracy penalties, while going down to 0 in the head or torso means death.
Hello, Insert Name Here: At the start of the game the player is prompted to provide a real name for the protagonist, but he is always referred to in dialogue as JC Denton, which is apparently only his code name. Later, you'll find the chosen name used in a few emails and newspapers.
Hoist by His Own Petard: If you fully upgrade the Aggressive Defense System aug, enemies who try to kill you with explosives will have them go off as soon as they launch or throw them. It is quite possible for an enemy to kill themselves this way.
Hollywood Silencer: Available weapon mod, that can be attached to almost everything. It doesn't change the weapon's appearance though.
Hopeless Boss Fight: Everything between escaping Ton hotel after betraying UNATCO and meeting Gunther and his group at Battery Park. The moment you die you will be imprisoned for plot advancement. And you can't avoid death because Gunther is immortal.
If you manage to escape and sneak by Gunther your find a massive number of opponents and bots. Defeat those and you'll be trapped in your current area due to things being placed to block the exits out of the area your in. Build a pyramid of junk to allow yourself to climb over the walls and you'll still find that your pilot refuses to land and pick you up. But in all honesty to get to this point you've probably already cheated, done some save scumming, or abused the stealth game play and Artificial Stupidity to an absurd level.
Hostage for MacGuffin: Bob Page tried this, holding Tiffany Savage and demanding components for Universal Constructor. Instead JC Denton came and killed everyone (sans Tiffany if you were skilled enough).
Human Popsicle: Lucius DeBeers. He thinks he's still the head of the Illuminati, and if JC tells him he's only a figurehead now, Lucius requests JC euthanize him.
Hyperactive Metabolism: Eating chips and drinking soda heals you by a (very) small amount. Justified by the nanomachines in your body optimizing the chemical input and using them to encourage healing. Likewise, the effects of chemical intoxicants (alcohol, drugs, etc.) is quickly flushed from the system, compressing the effect to being very brief but very strong.
Improbable Aiming Skills: you start the game barely able to hit the side of a barn, but as you gain skill in specific weapon classes, you gain accuracy with them. This would be perfectly OK, if it weren't that gaining skill also somehow causes the weapon itself to be more accurate. It becomes particularly ludicrous with shotguns; max out the rifle skills, and all the pellets from shotgun blasts will hit exactly in the centre of the crosshair, essentially giving you one-hit-kill sniper shotguns.
Informed Ability: Engine limitations mean augmented enemies don't actually have proper augs, just always on abilities (and a cloak that has a scripted activation at low health) that mimic augs. Walton Simons, noticeably, does not have most of the augmentations he is described as having.
More humorously Leo Golds file photo◊ describes his hair as "None"... well there's some hair-like object perched upon his head.
Instant Expert: Skills are learned on the spot when you put skill points into them, and their effects are immediate.
Instant Sedation: If you shoot someone in the face with a tranquilizer dart. It does, however, take several seconds to bring someone down, during which time they'll run around doing their level best to kill you and alert their buddies.
Interface Screw: Getting shot with a tranquilizer dart, greasel venom, or taking zyme or alcohol will cause your screen to go blurry.
The interface screwing effects stack, so drinking every bottle of booze you find (in some areas that means fifty or more) will zoom your perspective to a tiny shifting tunnel, clouded by dark gray difference clouds.
Invisibility Cloak: Available as an augmentation in one of two mutually exclusive flavors: the classic chamaleonic cloak for the naked eye, and an EMP dampener to make oneself indetectable to robots, turrets, cameras and other electronic devices. They require copious amounts of energy to keep them from breaking the game.
Just a Stupid Accent: The Hong Kong levels are particularly notorious for this. For the game's Chinese characters to speak saying things like "Rucky Money," and "In the fresh"?... (Hint. The Chinese language has the letter "L.") Also seen on the Paris levels with painfully thick French accents. Averted with the Chinese soldiers on the ship, though, who possibly through an oversight, speak perfect American-accented English. Plot point if you miss the mechanic in Everett's home, who has an incorrect accent.
In most places, the worst you get is a "Hey, what are you doing?!"
Deconstructed in Paris when Icarus contacts JC via infolink while he is breaking and entering people's houses and implores, in a very deadpan manner, the player to consider his motivations for violating "arbitrary laws" and to not miss the chance to join a new world order.
Police will attack you if they catch you picking locks, and in some places, picking lots will cause unarmed NPCs to panic, and armed ones to attack you.
Knowledge Broker: The Oracle, which is a reference to the Usenet Oracle. The oracle sends out three emails to other characters, providing and requesting information (even if the information is otherwise mundane.)
Laser Hallway: Red lasers sound alarms, blue ones do something else, like activate security bots. Gold lasers cause damage or instant death.
Loads and Loads of Loading: The console version gets bogged down with this, mainly due to memory limitations of the PS2 which forced changes to the level design which breaks them into smaller, more frequently loaded areas.
Made of Explodium: Most of the more powerful enemies really are filled with explosives and explode into violent gibs when dead.
Magikarp Power: Most of the weapons and augs you start out with tend to be pretty weak, but if you upgrade them along with your skills, they tend to become a Game Breaker.
Matrix Raining Code: This is a "May Tricks Mode" cheat in the game. Plus, it is visible in the background of the hacking-time meter.
Meaningful Name: There's an e-mail in that game that says the Denton clones are named after the apostles. If JC is the pinnacle of the project...
The Men in Black: As Elite Mooks. As befits the game, JC is a scary black/blue-clad government spook, and Men in Even Blacker try to outspook him. There's also a few Women in Black.
Mercy Kill: If you tell DeBeers that Everett has no intentions of healing him, he will command you to do this to him.
Silhouette allegedly C4'ed the Statue of Liberty because they felt France was wrong to give her to us. It's implied Majestic 12 did it to pin the blame on them.
Missile Lock On: GEP (Guided Explosive Projectile) Gun. The time improves if you become more skilled in heavy weapons.
Mission Control: The security for JC's "infolink" apparently has more holes than Swiss cheese, as almost everyone in the game is able to send him a message. Usually the people talking to him are connected to UNATCO, so it makes sense that they have access, but even people he's never seen before, such as Everett, can give him a call.
Alex Jacobson, a UNATCO-trained communications engineer, tags along to the locations JC goes to. He shows up at Tracer Tong's and Morgan Everett's respective places, thereby giving them access to the infolink.
Money for Nothing: There are precious few places in the game world to spend your credits, and none whatsoever after about the two-thirds mark.
Mook Maker: Area 51's inner depths have a few Universal Constructor outlet chambers that constantly generate enemies to throw at you, such as Greys. You have to find a switch to seal the rooms off to stop the reinforcements from coming in.
Ms. Fanservice: Anna Navarre, if you're into domineering bionic women dressed in dominatrix gear.
Also, a couple of locations feature "Women in Black" - sexy women wearing sunglasses and wearing business attire. That some of them carry swords adds to the appeal.
Also, don't confuse Jaime Reyes, UNATCO physician, with Jaime Reyes.
Nanotechnology: Augments a human by truly merging man and machine, unlike the patchwork of mech-augs where meat and metal are still distinct from each other. Gets into some philosophical ramifications of using it to augment a human beyond what it's naturally capable of.
Never Bring a Knife to a Gun Fight: Maggie Chow will show up at the MJ12 lab, scorn you and then state hostilities, nanosword in hand. You will likely get to shoot first. Some Women in Black are also seen with the nanosword as a weapon of choice, but since they are augmented they can soak up more damage and thus are much more dangerous.
Nintendo Hard: Even on Easy, it's not always practical or even feasible to be a straight up FPS hero all the time, and Realistic difficult makes this a rather insane option at the best of times. Towards the end of the game it becomes possible to run and gun successfully: with the proper augmentations JC is all but invulnerable.
No Communities Were Harmed: The NSF's first big stand is said to have happened in the Pacific Northwest, at the "Battle of Squalnomie". Squalnomie is not a real place, but Snoqualmie is the name of a city and several geographic regions east of Seattle.
No-Gear Level: After you get captured by UNATCO in New York. You can get your weapons back. Strangely though, they don't take your ammo.
Non-Combat EXP: Exploring nooks and crannies of the various maps not only nets you more inventory, some additional lore and bonus scenes, but every so often also gives you "Exploration Bonuses" in EXP.
Non-Fatal Explosions: Averted; most explosives have a surprisingly large (for games) blast radius and direct hits will kill you and even boss enemies. Even with upgrades you can only detonate them remotely before they reach you, not survive actual hits.
Not-So-Subliminal Seduction: In the Hong Kong VersaLife offices, over the programmers' heads are message boards that continually flash one-word messages such as "OBEY", "TRUST", and "LOYALTY".
Only a Flesh Wound; JC and other characters. Even basic NSF mooks can ignore a headshot (from the Stealth Pistol), without any noticeable concussion, and can shrug off pepper spray in a few seconds, where it would be a game breaker in real life. They are wearing gas masks, though since they're coughing and are stunned enough of it is clearly getting through to their lungs—
Oppressive States of America: As the US fell to shit, and as the cabals in the background tightened their grip, the US government became more and more tyrannical, resulting in the rise of the NSF.
Optional Stealth: Stealth is possible. While certain NPCs will react positively or negatively based on whether you primarily use lethal or nonlethal force, it usually doesn't matter if you take a stealthy approach or not (although playing stealthily makes nonlethal runs easier for obvious reasons).
However, there's a mission near the end where you have to rescue a scientist's daughter from the Majestic-12, in which getting caught results in an M.I.B. killing her, causing you to fail the mission and miss out on a reward. It is still possible to complete the game, though.
Pacifist Run: You can come pretty close. You "need" to kill two, three for the Illuminati ending, as you will have to blow up Bob Page. As for the other two people; one can be bypassed via an AI glitch; the other tends to suicide with his own grenade (and can be knocked out).
Strongly encouraged at the beginning of the game (two characters encourage you to sneak or to use as little force as possible). But ... one of them either becomes or has already become The Mole, and is thus preemptively protecting his new friends from you, and the other one joins you when you leave your old organization as well. By the end of the game, you have very little external encouragement towards subtlety whatsoever, though you can acquire many artificial sneaking aids.
Extremely inverted at the end of the game, however: in the second-to-last level you have to launch a nuclear missile at an active US Army base, while at the end of the game, you can destroy whatever remains with an antimatter explosion, bringing down all global communication systems around the world.
You'd think that Maggie Chow would know that making your birthday your password is a bad idea. Also, Chow's computer passwords are the names of her favorite novels.
Majestic 12 is not immune to this either. Just take a wild guess what the passcode is if you ever encounter a keypad in a MJ12 compound and have to enter a code of 2 numbers. Facepalm
Of course the real problem is that people leave their passwords lying around. The number of times you'll find a datapad that was sent out to tell people that "the password is still: something" is really incredible.
In the naval base level, there is a 7-digit keypad. On a lark, you may be inclined, just for the heck of it, to enter "8675309". Lo and behold, it's valid.
The password for accessing Helios is "panopticon", a term for a prison where the wardens have a clear view of every prisoner. Which is rather fitting for an AI originally designed to monitor criminals.
In the game's engine, the default username and password for any locked computer is USER/USER. A large number of computers in the game still use this combination; most have very little or literally nothing on them, but a small number hold access codes, control buttons, or other such things.
The can is blank except for the phrase 'PRODUCT PLACEMENT HERE.' It is unclear whether this is a name or an invitation.
Properly Paranoid: Killing Joe Green before being asked to, or the gatekeeper at the graveyard will elicit this response from characters. Some NPCs will come up with what would in normally be dismissed as paranoid conspiracy theories in real life, but in the universe of Deus Ex, they are just about spot on.
Ranged Emergency Weapon: A small plasma projector, the size of a cigarette lighter. Can only be fired once, can only carry one.
The game describes the PS20 as a self-defense weapon. The comparison is obviously to the two-shot .45 Derringer of old, but the fact remains that the PS20 is a plasma weapon, and one-shot or not, it goes way beyond self-defense.
Right Wing Militia Fanatic: The original NSF were this, but at the time of Deus Ex, membership has spread from just secessionist fanatics to anyone oppressed by the current political and economic system, which, in turn, has given their policies a more leftist slant. They are no less fanatical, however, and they're mostly right.
Run Don't Walk: Menu option. It's an option because moving at all, but running especially, always heavily hinders your aim.
Self-Destruct Mechanism: The MechAugs are programmed with a Kill Phrase that literally makes them self-destruct, ostensibly in the event that they go rogue. Later on, you find out NanoAugs have a much less explosive killswitch mechanism installed that results in a slow death, when Simons activates the one in Paul as revenge for the Dentons' defection. Dead Mech-Augs and Men in Black also explode in a rain of gibs.
Self-Imposed Challenge: Several other than Pacifist Run are possible, but the real cake-taker is the Alginon Run. No items, no money, no augmentations, no skills. Realistic (hardest) difficulty setting. It involves a lot of sneaking and running away.
Sequel Hook: The cloning tanks at the very end of the game include a clone of JC himself. In a Call Forward, a nearby computer screen even gives their name as Alex.
Sequence Breaking: When returning to Paul's apartment, the attacking Men in Black troopers are triggered by entering conversation with Paul. Savvy players can lace the hallway with proximity mines before triggering the sequence. They barely get two words out before being blown to hell.
Serendipity Writes The Plot: The Unreal Engine at the time would not have been able to handle a fully-rendered city, causing the creators to box in the Paris and New York levels and justify it with a lock-down due to terrorists for the former, and a way to separate ghettos and other high crime areas for the latter.
Shipper on Deck: If you took the main entrance to Battery Park on your first visit, the UNATCO troop to the right of the main door of UNATCO (going in, left when leaving) will say that he thinks that you and Agent Navarre would make a nice couple.
Shoplift and Die: Stealing from the shops in Hong Kong is met with an armed response. Stealing is also punished in Paris; there are many completely optional locations in Paris that are people's living quarters. If you are caught breaking into them, the Parisian police go after you. One house will have the owner attack you after you attempt to talk to him a few times.
Tracer Tong's speech in the sewers about halfway through the game—it's lifted almost word for word from Illuminatus!.
For that matter, Tracer Tong himself, or rather his login. To the uninitiated, "TracerT" looks like a reversal of many corporate or academic networks' login naming convention of "first initial, full last name" (such a system is frequently used in game). Anyone with a background in computer networking will be able to tell you that "tracert" is the win32 command to invoke the IP traceroute tool, which tracks the progress of a data packet from source to destination. And Tong is just the kind of wiseass who would create a login like that for himself.
One of the songs in the soundtrack (by Alexander Brandon) is titled "Mission Eight" (among other names) and is similar in name and in style (at least in the beginning) to "Mechanism Eight" (by Necros) from Unreal Tournament, the soundtrack of which was also composed mostly by Brandon.
One apartment in Paris feature the characters from The Story of O.
Whenever a random name appears in in-game text, it's likely to be a reference to something. The people in the Hilton hotel register are all from novels (plus one comic book character). The list of people in the annals of the Luminous Path are all characters from martial arts movies or Chinese actors. This page has an extensive list of references.
There is an advertisement of the euthanasia company (see below) named KVORK Inc..
A simple little keypad in the Naval Base level has a daunting seven digits, inclining you to just simply take your multitool to it. Until you get this impulse to type in "8675309".
I managed to nail Nethack v54.3.1 just a few minutes ago. Made it past the Astral Plane, and _then_ back in time to work through all of history up to Nethack v3.2.3 (this, of course, has been in every version since 48.2), but after that the game jumped a thousand years into the future and I had to build an entire interstellar trading alliance (with only the Amulet of Yendor) before the aliens from the other side of the black holes showed up...took me six months to solve that part of the game, and then I finally won. Check it out: www.nethack.org. I hear v54.3.3 should be out next week.
The disease, Grey Death, is named for a character in an obscure anime OAV.
The password to get into Smuggler's den, "bloodshot," is a reference to a nano-technologically augmented superhero published by Valiant Comics in the 90s.
Shown Their Work: With Conspiracy Theories in general. For Example: Enemy Chatter in one level has an "Informed Guard" telling a "New Guard" the various Executive Orders that give FEMA the power to do what it's doing, assuring him that it's all legal. Said Executive Orders are cited by conspiracy nuts to mean these things.
Informed Guard: "Executive Order 10990. It lets us take over all modes of transportation."
New Guard: "FEMA can do that?"
Informed Guard: "If the President declares an emergency. Executive Order 10995. We can take over the media."
New Guard: "All of it?"
Informed Guard: "Any at all. Executive Order 10997. We can take command of natural resources."
New Guard: "So it's all legal."
Informed Guard: "The National Security Act also falls under our umbrella. And the Defense Production Act. If he plays his cards right, Walton Simons can pull off a bloodless coup."
New Guard: "All the better. Then we don't have to fight."
Informed Guard: "Exactly."
Sniper Pistol: You can make one if you add a scope to a pistol. You'll never see the actual scope in-game though.
Sniper Scope Sway: This happens, but leveling up your rifle skill results in the scope swaying less, with the crosshairs perfectly steady at the highest level. Rather than sway related to breath, the crosshairs do a random walk.
Spoiler Opening: The opening cinematic not only identifies the Big Bad and The Dragon and their current spheres of influence, but also that a certain woman in a dragon dress is affiliated with them, UNATCO has a puppet leader in place and the conspirators are investing in, amongst other things, an electronic sentience. The developers seemingly realised they were invoking this trope, as the intro for the later-released PS2 version of the game cuts out all of the spoilers mentioned except for the Big Bad and Dragon's identities.
Grunts: NSF terrorists. They have poorer aim and less health than normal soldiers, and are armed only with pistols, sawed-off shotguns, or mini-crossbows (granted, in this game pistols really hurt; in the hardest difficulties, you can be one-shot killed with one, even at full health, while assault rifles do noticeably less damage than in most other games.)
Soldiers: Most human opponents in the game, but the most prominent are MJ12 Troopers and UNATCO soldiers.
Snipers: Any soldier armed with a sniper rifle, but since they use the same A.I. as every other human opponent, they're apt to end up trying to Rambo you at medium range.
Elites: MJ12 Commandoes and Men in Black. Commandoes wear an insulated suit of light Powered Armor equipped with twin chainguns that do much more damage than any other automatic weapon in the game, while Men in Black have more than 3 times as much health as a standard Mook, come equipped with full-auto shotguns or dragon tooth swords, and explode when they die, potentially killing you if you're at melee range.
Heavies: The light and medium security bots fulfill this role, equipped with a machine gun and being heavily armored against ballistic ordinance and requiring either armor-piercing rounds or explosives to kill. This is balanced out by their relatively slow walk speed.
Walking Tanks: The heavy security bots are very tough, and only appear a handful of times throughout the game.
Zombies: Karkians pretty much just charge at you and try to bite you. Greasels and Greys have a ranged attack in addition to their melee attack, but aren't much brighter.
Stat-O-Vision: One of the two possible vision upgrades; this module shows where enemies are damaged and what weapons they're carrying. Using it also increases the damage you do by default; however, a lot of people pass over this upgrade for the other one, which lets you see enemies in the dark, through walls.
Sub System Damage: The player (and everyone else, for that matter) are divided into six damage zones. Hitting different parts confers different damage multipliers, and losing any has a negative effect on the character's ability to function properly. Losing legs inhibits movement, and arms will hindering aiming. If you lose all health in head or torso equals death.
1) A terrorist with a knife will happily engage a security bot powerful enough to take down a hundred punks like him at the same time.
2) After JC unravels her schemes, Maggie Chow (if not dead) will try to kill him in the UC building. While the character in question is supposed to be good in unarmed and weapon martial arts (and wielding a nano-tech sword), JC (their target) is a highly trained renegade government Super Soldier, and (most likely) armed to the teeth with various high tech weapons.
A number of other characters invoke this as well, although strangely, your brother Paul, who has exactly the same issue with his eyes, doesn't.
Gunther will remark it's a good way to tell the difference between Paul and J.C.
Tainted Veins: Played straight with Walton Simons, who looks like a right freak with the 'bioelectrics' marking his face. JC Lampshades this in one of his snarky moments.
An easily missed background conversation between him and resident UNATCO chief doctor Jaime Reyes has Simons complain about constant headaches, caused by his fixation on keeping his bioelectric reserves maxed out always. This could likely be the cause of his face veins as well.
Talking Is a Free Action: Dialogue happens in realtime, but can be fast-forwarded and is not interrupted by combat, with hostiles politely waiting to attack.
Talking to Himself: JC and his brother Paul share the same voice actor. This makes perfect sense, really. As do the Triad leaders in Hong Kong, and given the number of NPC conversations that you can listen in on and the cast sheet, it's possible that some of these qualify.
Technical Pacifist: JC himself can qualify, but the more obvious example is his brother Paul, who will extol the virtues of non-lethal takedowns while still being programmed to annihilate any enemies he spots with a plasma rifle.
By skirting around him on the dock, you can lead Paul on a homicidal rampage across Liberty Island. While chasing you down to deliver his lecture on the virtues of nonlethal force, he will happily gun down every NSF troop who gets in his way. Which becomes doubly hilarious when you take into account the fact that Paul is himself a member of the NSF. This is more of a case of Good Bad Bugs, as the developers didn't intend for Paul to ever leave the dock during the mission, but it is still funny nevertheless.
Technology Marches On: A few (minor) examples here and there. The developers thought that newspapers would still be around in the 2050s. Given how badly things have been going for them now, they'll be lucky to last out the current decade.
You can still find pay phones here and there. Granted, they are all out of order, but in Real Life, you are lucky to find one that is still hooked up.
What's interesting is one of the few things the game did predict completely right about future-tech. One in-game article mentions the 2050 World Cup was broadcast over the net, over 7 or 8 years before streaming shows over the internet became common.
Allie: Lot a people say this city looks like Hell.
Jacob: Most people never been to Hell.
Allie: And I suppose you have?
Too Awesome to Use: For some, the GEP gun. The basic pistol or stealth pistol can fall into this in the endgame, as by this point it is highly modded and is fast and accurate enough to kill most foes with two or three well placed headshots, but the supply of 10mm ammo drops off quickly late in the game.
HE 20mm grenades for the assault rifle are even more rare and powerful than GEP rockets.
The PS20, a pocket plasma powered derringer pistol which carries only one shot and which, despite its size, the player can only carry one of at a time. By the time the player might think about using it, he will be already be fighting Power Armor Mooks and mechs armored against energy attacks, shrugging off the one shot it delivers like pistol rounds.
Tranquillizer Dart: Subverted in. JC's mini-crossbow can be loaded with Tranquilizer Darts which take several seconds to subdue the target. And, furthering the subversion, the victim runs around yelling for help before falling unconscious. Though shooting them in the head plays it straight, earning you an instant knock-out.
United Nations Is A Super Power: The UN is very powerful by the 2050s, and holds sway over the politics of nations. China left it sometime before the game, and is arguably better off for it.
The justification is shown in Human Revolution: the United States was on the brink of economic and social collapse in 2027, and things did not improve. The UN was already stepping in to shape world policy back then, and has grown more powerful in the intervening years thanks to the Illuminati/Majestic 12 machinations.
Vengeful Vending Machine: Early in the game, you overhear Gunther Hermann grumbling to Anna Navarre. The vending machines gives him the wrong soda so often he believes there is a conspiracy against him. In the sequel Deus Ex: Invisible War, it turns out he was right, the maintenance man was screwing with him.
Video Game Caring Potential: Half of the UNATCO troopers are named and occasionally strike a conversation with JC. This means there's a high chance that later, when they want you dead, you'll be doing an almost-Pacifist Run trying to not harm any of the old buddies.
The option to save Miguel from the Secret MJ 12 base.
Video Game Cruelty Potential: Shooting a Mook in the legs, tranq'ing him several times and watching him run away as his partner looks on in disbelief is on the low end of the scale in terms of brutality. In fact, the game takes on a decidedly different tone (with various characters admonishing you for your actions) if you decide to kill plot-sensitive characters or NPC's before you're asked to. Better yet, you can:
Sucker invulnerable characters (like Gunther in the opening mission at Liberty Island) into attempting to destroy the turrets at the front of the Statue of Liberty, and watch the carnage (and copious amounts of blood) that result.
Drop unconscious or dead bodies off high buildings, or simply slash at them until they explode.
Lob grenades into a market in Hong Kong and watch the local vendors attempt to escape their booths before they go off.
You can give Gilbert Renton a gun, let him kill Jojo, watch as his daughter Sandra leaves home after admonishing him and then kill Gilbert right after she leaves. Then, you can find her near the end of the game huddling around a fire with other homeless people, let her tell you her story about being robbed and left penniless, then kill her and her homeless buddies. Now that's taking cruelty to a new level.
Welcome to Corneria: There is a sizable pool of lines for background NPCs throughout the whole game, but they will eventually run out if talking to the same person enough times.
What Could Have Been: Textures for the White House level (created for the purpose of demonstrating the game) are still present and labeled in the final game. A space station level is also firmly hinted at if you look around. The option for a female player character was planned, but abandoned because of the lack of disc space for the female player's and he/she him/her brother/sister lines, hence why JC has a gender neutral name (This feature would appear in Invisible War).
Like mentioned above, some Dummied Out code hinted that you could have stayed loyal to UNATCO. A video of the conversation can be seen here. There was also a planned cutscene if the player died at Area 51 and would be able to see Bob Page take over, or if the player wanted to join up with him. Check it out here.
Paul will let you have it if you go on killing sprees, and especially if you kill NSF leaders.
Alex will chew you out if end up getting the hostages killed in the train station, kill or knock out Leo Gold after he surrenders, or if you kill Anna on the 747, although he'll be more shocked than angry, considering Anna's reputation.
Everett will call you out if you euthanize DeBeers. Strangely enough, he immediately forgives JC for euthanizing century-old Illuminati leader responsible for JFK's death among other things.
Depending on conversation choices in the Underworld Bar, Jordan will call you out on drinking on the job if you are buying drinks.
What the Hell, Player?: A number of actions, throwing potted plants at people, going to the womens' bathroom, shooting the journalist in Underworld Bar, or killing the NSF leader after he's surrendered will provoke this kind of response.
Can be a bit jarring at some points. You can hop on people's computers, even those filled with sensitive emails, log in (or worse, hack into them) and mess around, and the most you will get is a dirty look and some harsh words. In some areas however, the consequences of this action are played more realistically. Police in Paris will become hostile if they see you trying to break into buildings, and in the VersaLife labs, scientists will call security if they see you trying to break open locked cabinets.
Who Shot JFK?: The conversation with DeBeers implies that he instructed the Illuminati to kill JFK, as well as RFK.
Wide-Eyed Idealist: Some of JC's dialog indicates him as this. He appears to a firm believer that the US government, for all of its flaws, still works. Especially notable is that he continues to believe this even after UNATCO is revealed to be heavily involved in a conspiracy.
World Half Full: All three possible endings are improvements in comparison with current situation: You can return power to Illuminati (More benevolent conspiracy, which will allow you to distribute food and vaccine for gray death), rule the world as an omniscient and benevolent AI, which lack emotions and ambitions, or take down communication, ensuring no one will be able to achieve global domination
Writers Cannot Do Math: The Black Helicopter can go from Liberty Island to Hong Kong in under 11 hours (730 MPH minimum). In game text also gives multiple conflicting clues as to the date the game takes place, some sources being off from others by as much as two years.
Though not spelled out in the game's text, the Black Helicopter has wings in addition to rotors, indicating that it is actually a Convertiplane rather than just a helicopter, and thus capable of reaching the necessary speed easily.
You ALL Look Familiar: Despite the fair amount of model diversity, the facial textures are virtually universally used, having some weird effects... Such as making the 23 year old JC Denton look 45.
You Bastard: Many of the Mooks will have conversations when not fighting the player, giving them more of a human side to them. Also, in a café in Paris, you can meet the parents of a MJ12 trooper. The father will be a bit accepting about his son's potential death at the hands of the player, seeing what he and the rest of MJ12 are doing, whereas the mother will beg you not to kill him. What is implied in just about everything Icarus says to you over the infolink after you do something that he considers unseemly. The comments are directed at JC, whose entire characterization is driven by the player, thus the comments are really directed at the player.