To add even more to the customization the game already allowed, you could install nano-augmentations in your body which could be used to enhance your existing abilities or, at times, give you access to entirely new ones. You could upgrade upto 9 parts of your body using certain Augmentation Canisters, which were scattered throughout the game similar to hidden treasures for players to uncover. Other than the customization options, even the inventory system seen in the game was pretty similar to those seen in some popular RPGs like Diablo; it gave you a limited amount of slots which restricted the number of weapons/equipment you could carry, forcing you to drop the pack-rat attitude.
Could the FPS/RPG elements, even if extremely well mastered, be enough to make this game such a huge success? No, it takes more than just that. Until and unless there’s a good and stable base to place these features upon, they’re completely meaningless. And that is just what Deus Ex had – a superb storyline, an amazing setting to build the game upon. The game put you in the shoes of J.C. Denton, a nano-augmented agent working for the United Nations Anti-Terrorism Coalition (UNATCO). This organization had been formed to suppress terrorists in all corners of the world, who would make desperate and frustrated attempts to gain control of a substances named ‘Ambrosia’, which is a vaccine and the only cure to a deadly new disease named the Grey Death. Your fight against these terrorists takes you to New York, Paris, Area 51, and many other places, all of which are dark shadows of their former selves. To enhance the dark setting of the game, all the missions in the game were performed during the night, allowing for a good amount of stealth and making the story’s grimness reflect in the game’s setting. At the end of the day, Deus Ex was a long, open-ended and wholesome experience that would please anyone who enjoys a good story, along with some awesome gameplay.



