Brainy Gamer's Vintage Game Club picks Deus Ex for Sept. '08 - by doctorfrog
june gloom on 8/9/2008 at 18:10
They're there because of Angela's presence in the hotel- those things are one of Angela's demons, not James'.
Angela's story is hands down one of the more depressing ones in a game.
[edit] damn it, van HellSing beat me to it
The_Raven on 8/9/2008 at 18:17
Wow, and here I was thinking that the bed monster was so incredibly overt and obvious that no one could have missed it. The monster isn't a James manifestation, but the personification of Angela's relationship with her father.
EDIT: Haha, I take the time to look up the character's name and already two people had answered that query.
Sulphur on 8/9/2008 at 18:28
Ah, I completely forgot about Angela there. As well as missed the point entirely by doing so. :D Thanks for clearing that one up, guys!
gunsmoke on 9/9/2008 at 11:18
I knew it was Angela's manifestation/demon, and that it was a symbol of molestation of her by pops (actually that whole room is w/the pistons in the walls.), but I still remembered them being called something related to doors. Thanks for clearing up their name.
van HellSing on 9/9/2008 at 11:35
By the way, the official Konami name for the monster in question is Abstract Daddy.
EvaUnit02 on 9/9/2008 at 13:57
I never really understood why examining Angela's knife (or reading the diary found on the hospital's roof) would make James suicidal.
The Maria ending had to be my favourite though. Since James is unwilling to deal with his demons and move on, he's punished by having to repeat the same tragedy.
suliman on 9/9/2008 at 15:27
Heh, I bet that if there WAS a reward after every puzzle he'd complain about it being game-y and immersion breaking. As for the plot, as dethtoll said, the basic story is perfectly understandable. You could go to FAQ's to figure out some metaphors and things like that(but you don't HAVE to- I guess the FAQ writers themselves didn't have more than the game itself to rely on), but that's no different than any average arthouse film, for example.
My biggest complaint about the game is it not being very... survivalish. I was walking around with hundreds of shotgun shells pretty quickly.
june gloom on 9/9/2008 at 16:20
And of course there's plenty of little things that make sense if you think about it, such as the painting in the prison cell of a large building burning down. Couple that with the way the hotel looks fireburnt and waterdamaged after watching the videotape and you realize you're seeing the hotel as it really is.
ZylonBane on 9/9/2008 at 16:56
Quote Posted by suliman
Heh, I bet that if there WAS a reward after every puzzle he'd complain about it being game-y and immersion breaking.
And that is why you're dumb.