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Now, nobody's trying to avoid the honest truth here -- games like Wolf and Doom were conceptual and technical successes only. Their plots can be summarized roughly by a mere handful of words: "Get weapons. Shoot [insert appropriate undesirables here]. Repeat." (The only ambiguity I see here is what exactly I'm shooting at... pixelated vampire-Hitler?) But with their undeniable popularity, these proto-shooters gave rise to a genre that has blossomed into a powerful vehicle for complex narratives. Much as Rapture's lighthouse represents but a narrow portal into the depths of its underwater city, gamers have come to expect not only an entertaining variety of gameplay dynamics in their first-person shooters, but also a wealth of story and character that they experience through that gameplay.
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Enter Deus Ex, which I regard as the magnum opus of the modern cyberpunk-thriller genre (have you reinstalled it yet? got it running in the background while you read this?). Read my review here, or skim the Wikipedia article for more info. Dark, serious, and solidly based upon real-world politics and theoretical sciences, Deus Ex extrapolates logically upon current social climates and technological development (circa 2000) to a future overrun by parasitic, corporate capitalism (that's not too far-fetched for you, is it?) and troubled by increasingly questionable uses of bioengineering and genetic modification. The player character represents the synthesis of those two motives, a superhuman created by a "cabal of technophiles" to defend national interests against various "terrorist" groups (noteworthy is the fact that national and corporate interests are essentially equivalent in this context). Your job throughout the game is, in the simplest terms, akin to peeling an onion -- an onion whose every layer is another conspiracy of global portent.
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Many games offer the player options; a (sometimes paralyzing) degree of control over your character serves as a supporting pillar of basically every RPG in existence, and several other franchises have also capitalized on player choice as the impetus of plot development (see the Star Wars Jedi Knight series), but these choices are largely relegated to very black and white, good vs. evil situations (do I wantonly slice that hapless bystander with my lightsaber, or... not?). Deus Ex is one of a relatively small contingent of games to thoughtfully, persistently delve into moral territory so grey as to be virtually impossible to navigate. There are no right choices in Deus Ex, only choices.
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But consider, in contrast, the conclusion of a film like The Dark Knight, with Batman accused of multiple homicide. It's certainly not the ideal outcome, but the way the characters deal with it says a lot more about them than a knee-jerk reaction to the tired "rescue X from Y" trope ever could. In Deus Ex, it is the player who must react effectively to an unyielding, unforgiving environment, and I think the process of that reaction unlocks not just an exploratory gaming experience, but a self-exploratory one. Isn't that exactly what "art," however we define that almost totally useless term, is supposed to provoke? Explorations like that are vital to our media because they require us to examine and sometimes redefine the beliefs and the values with which we approach the world; they're especially vital to our video games because they continue to prove that this medium can make worthwhile contributions to modern culture.
I digress. Next time, I'll dive into Rapture in search of a little thing called "cultural relevance." Sounds thrilling, doesn't it? I know. I've had Django Reinhardt's "La Mer" on repeat for days in anticipation. (Just for clarity, that's repeat in my head. I apparently can't make it stop.) So, readers -- what other games haunt you with their moral complexity? Any I absolutely can't afford to miss? And yes, I'm already working on Fallout 3.
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