Note: as before, this post was featured on GamaSutra. Also, my tendency to let incidental thoughts between parentheses meander into entire paragraphs has now been remedied through the use of footnotes.
Throughout Deus Ex: Human Revolution's development, Eidos Montréal has joked that "we all played Deus Ex, and some of us were even forced to play Deus Ex: Invisible War". It is a fairly flawed game, even when considering its near-impossible task of following and rivaling an iconic predecessor. My thoughts have already been mentioned in this post, and they were only affirmed by a recent playthrough. It occurred to me that there is a very specific way in which Deus Ex: IW fails to engage the player, beyond some of the more obvious shortcomings that the Short Script picks up on ((To anyone thinking about (re)playing Deus Ex: IW, I highly recommend downloading John P's Unified Texture Pack here. It dramatically enhances and improves the quality and resolution of the game's textures, and I can't imagine playing without it.)).
Welcome to Playthroughline, a personal blog focused on the implementation of stories in games. In addition to general musings about narrative design, you’ll also find a collection of Scripts that basically do for videogames what The Editing Room does for movies.