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Deus Ex Language Patch카테고리 없음 2020. 3. 3. 12:13
.: March 26, 2002.: June 7, 2002,Mode(s),Deus Ex is a 2000 developed by and published. Set in a -themed world in the year 2052, the story follows, an agent of the fictional agency United Nations Anti-Terrorist Coalition (UNATCO), who is given superhuman abilities by, as he sets out to combat hostile forces in a world ravaged by inequality and a deadly plague. His missions entangle him in a conspiracy that brings him into conflict with the, and the.Deus Ex 's gameplay combines elements of the with elements, and genres, allowing for its tasks and missions to be completed in a variety of ways, that in turn lead to differing outcomes. Presented from the perspective, the player can customize Denton's various abilities such as weapon skills or lockpicking, increasing his effectiveness in these areas; this opens up different avenues of exploration and methods of interacting with or manipulating other characters. The player can complete side missions away from the primary storyline by moving freely around the available areas, which can reward the player with experience points to upgrade abilities and alternative ways to tackle main missions.The game was released for on June 2000, with a port following the next month. A modified version of the game was released for the in 2002.
In the years following its release, Deus Ex has received additional improvements and content from its fan community.The game received critical acclaim, including repeatedly being named 'Best PC Game of All Time' in 's 'Top 100 PC Games' in 2011 and a poll carried out by the UK gaming magazine. It received several Game of the Year awards, drawing praise for its pioneering designs in player choice and multiple narrative paths. It has sold more than 1 million copies, as of April 23, 2009. The game led to a, which includes the sequel (2003), and three prequels: (2011), (2013), and (2016).
Players are given multiple ways to traverse obstacles, from lockpicking to armed combat.Gameplay in Deus Ex emphasizes player choice. Objectives can be completed in numerous ways, including, sniping, heavy frontal assault, dialogue, or engineering and computer hacking. This level of freedom requires that levels, characters, and puzzles be designed with significant redundancy, as a single play-through of the game will miss large sections of dialogue, areas, and other content. In some missions, the player is encouraged to avoid using deadly force, and specific aspects of the story may change depending on how violent or non-violent the player chooses to be.
The game is also unusual in that two of its villains can be killed off early in the game, or left alive to be defeated later, and this too affects how other characters interact with the player.Because of its design focus on player choice, Deus Ex has been compared with, a game that inspired its design. Together, these factors give the game a high degree of replayability, as the player will have vastly different experiences, depending on which methods they use to accomplish objectives.Multiplayer Deus Ex was designed as a game, and the initial releases of the Windows and Macintosh versions of the game did not include functionality. Support for multiplayer modes was later incorporated through. The component consists of three game modes: deathmatch, basic team deathmatch, and advanced team.
Five maps, based on levels from the single-player portion of the game, were included with the original multiplayer patch, but many user-created maps exist. The release of Deus Ex does not offer a multiplayer mode. In April 2014 it was announced that GameSpy would cease their masterserver services, also affecting Deus Ex. A for the multiplayer mode has been created as a response to this. Synopsis chronology2027 –2027 – ( )2029 –2052 –2072 –.Setting and characters Deus Ex takes place in an unspecified near future in an where real-world are true.
These include speculations regarding, and, as well as, the network, (in the form of 'greasels'),. Mysterious groups such as, the, the, the, and the also either play a central part in the plot or are alluded to during the course of the game.The plot of Deus Ex depicts a society on a slow spiral into chaos. There is a massive division between the rich and the poor, not only socially, but in some cities physically.
A lethal, known as the 'Gray Death,' ravages the world's population, especially within the, and has no cure. A synthetic, 'Ambrosia,' manufactured by the company VersaLife, nullifies the effects of the virus but is in critically short supply. Because of its scarcity, Ambrosia is available only to those deemed 'vital to the,' and finds its way primarily to government officials, military personnel, the rich and influential, scientists, and the intellectual elite.
With no hope for the common people of the world, riots occur worldwide, and some terrorist organizations have formed with the professed intent of assisting the downtrodden, among them the National Secessionist Forces (NSF) of the U.S., and a French group known as Silhouette.To combat these threats to the world order, the has expanded its influence around the globe to form the United Nations Anti-Terrorist Coalition (UNATCO). It is headquartered near in a bunker beneath, placed there after a terrorist strike on the.The main character of Deus Ex is UNATCO agent (Jay Franke), one of the first in a new line of agents physically altered with advanced to gain superhuman abilities, alongside his brother Paul (Jay Franke), who joined UNATCO to avenge his parents' deaths at the hands of Majestic 12. His UNATCO colleagues include the and ruthlessly efficient field agents Gunther Hermann and Anna Navarre; Quartermaster General Sam Carter, and the bureaucratic UNATCO chief Joseph Manderley. Alex Jacobson's character model and name are based on 's nephew, Alec Jacobson.J.C.' S missions bring him into contact with various characters, including the NSF leader Juan Lebedev, hacker and scientist Tracer Tong, nano-tech expert Gary Savage, Nicolette DuClare, daughter of an Illuminati member, former Illuminati leader Morgan Everett, the Artificial Intelligences (AI) Daedalus and Icarus, and Bob Page, owner of Versalife and leader of Majestic 12, a clandestine organisation that has usurped the infrastructure of the Illuminati, allowing him to control the world for his ends. Plot After completing his training, UNATCO agent JC Denton takes several missions given by Director Joseph Manderley to track down members of the National Secessionist Forces (NSF) and their stolen shipments of the 'Ambrosia' vaccine, the treatment for the 'Gray Death' virus. Through these missions, JC is reunited with his brother, Paul, who is also nano-augmented.
JC tracks the Ambrosia shipment to a private terminal at. Paul meets JC outside the plane and explains that he has defected from UNATCO and is working with the NSF after learning that the Gray Death is a human-made virus, with UNATCO using its power to make sure only the elite receive the vaccine.JC returns to UNATCO headquarters and is told by Manderley that both he and Paul have been outfitted with a 24-hour and that Paul's has been activated due to his betrayal. Manderley orders JC to fly to to eliminate Tracer Tong, a hacker whom Paul has contact with, and who can disable the kill switches. Instead, JC returns to Paul's apartment to find Paul hiding inside. Paul further explains his defection and encourages JC to also defect by sending out a distress call to alert the NSF's allies. Upon doing so, JC becomes a wanted man by UNATCO, and his kill switch is activated by the (FEMA) Director Walton Simons.
JC is unable to escape UNATCO forces, and both he and Paul (provided he survived the raid on the apartment) are taken to a secret prison below UNATCO headquarters. An entity named 'Daedalus' contacts JC and informs him that the prison is part of, and arranges for him and Paul to escape.
The two flee to Hong Kong to meet with Tong, who deactivates their kill switches. Tong requests JC infiltrate the VersaLife building. Doing so, JC discovers that the corporation is the source for the Gray Death, and he can steal the plans for the virus and destroy the 'universal constructor' (UC) that produces it.Analysis of the virus shows it was manufactured by the, prompting Tong to send JC to to try to make contact with the organization and obtain their help fighting Majestic 12. JC meets with Illuminati leader Morgan Everett and learns that the Gray Death virus was intended to be used for technology, but Majestic 12, led by trillionaire businessman and former Illuminatus Bob Page, was able to steal and repurpose it into its viral form. Everett recognizes that without VersaLife's universal constructor, Majestic 12 can no longer create the virus, and will likely target, where X-51, a group of former scientists, have built another one.
After aiding the base personnel in repelling a Majestic 12 attack, JC meets X-51 leader Gary Savage, who reveals that Daedalus is an (AI) borne out of the program. Everett attempts to gain control over Majestic 12's communications network by releasing Daedalus onto the U.S. Military networks, but Page counters by releasing his own AI, Icarus, which merges with Daedalus to form a new AI, Helios, with the ability to control all global communications. After this, Savage enlists JC's help in procuring schematics for reconstructing components for the UC that were damaged during Majestic 12's raid of Vandenberg.
JC finds the schematics and electronically transmits them to Savage. Page intercepts the transmission and launches a at Vandenberg to ensure that Area 51 (now Majestic 12's headquarters), will be the only location in the world with an operational UC. However, JC can reprogram the missile to strike Area 51. JC travels there himself to confront Page.When JC locates him, Page reveals that he seeks to merge with Helios and gain full control over all nanotechnology. JC is contacted by Tong, Everett, and the Helios AI simultaneously. All three factions ask for his help in defeating Page while furthering their objectives, and JC is forced to choose between them. Tong seeks to plunge the world into a by destroying the global communications hub and preventing anyone from taking control of the world.
Everett offers Denton the chance to bring the Illuminati back to power by killing Bob Page and using the technology of Area 51 to rule the world with an invisible hand. Helios wishes to merge with Denton and rule the world as a with infinite knowledge and reason. The player's decision determines the course of the future and brings the game to a close.Development. Deus Ex director Warren Spector anddesigner Harvey SmithAfter and released in January 1993, producer began to plan Troubleshooter, the game that would become Deus Ex. In his 1994 proposal, he described the concept as ' Underworld-style first-person action' in a real-world setting with 'big-budget, nonstop action.' After Spector and his team were laid off from Looking Glass, of offered him the chance to make his 'dream game' without any restrictions.Preproduction for Deus Ex began around August 1997 and lasted roughly six months.
The game's working title was Shooter: Majestic Revelations, and it was scheduled for release on Christmas 1998. The team developed the setting before the. Noticing his wife's fascination with, Spector connected the 'real world, millennial weirdness, and conspiracy' topics on his mind and decided to make a game about them that would appeal to a broad audience.
The Shooter design document cast the player as an agent working against an elite cabal in the 'dangerous and chaotic' 2050s. It cited, and as game design influences, and used the stories and settings of, The X-Files, and as reference points. The team designed a that featured 'special powers' derived from nanotechnological augmentation and avoided the inclusion of and skills that required micromanagement. Spector also cited 's 1995 as an inspiration, stating that the limited in Suikoden inspired him to expand on the idea with more meaningful choices in Deux Ex.In early 1998, the Deus Ex team grew to 20 people, and the game entered a 28-month production phase. The development team consisted of three programmers, six designers, seven artists, a writer, an associate producer, a 'tech,' and Spector.
Two writers and four testers were hired as contractors. Chris Norden was the lead programmer and assistant director, the lead designer, Jay Lee the lead artist, and Sheldon Pacotti the lead writer. Close friends of the team who understood the intentions behind the game were invited to and give feedback. The wide range of input led to debates in the office and changes to the game. Spector later concluded that the team was 'blinded by promises of complete creative freedom,' and by their belief that the game would have no budget, marketing or time restraints. By mid-1998, the game's title had become Deus Ex, derived from the ('god from the machine') in which a plot is resolved by an unpredictable intervention.Spector felt that the best aspects of Deus Ex 's development were the 'high-level vision' and length of preproduction, flexibility within the project, testable 'proto-missions,' and the license. The team's pitfalls included the management structure, unrealistic goals, underestimating risks with, their handling of proto-missions, and weakened morale from bad press.
Deus Ex was released on June 23, 2000, and published by for. The team planned third-party for.
Design The original 1997 design document for Deus Ex privileges character development over all other features. The game was designed to be 'genre-busting': in parts,. The team wanted players to consider 'who they wanted to be' in the game, and for that to alter how they behaved in the game. In this way, the game world was 'deeply simulated,' or realistic and believable enough that the player would solve problems in creative, ways without noticing distinct puzzles. However, the simulation ultimately failed to maintain the desired level of openness, and they had to 'skill,' 'action,' and 'character interaction' paths through each level. Playtesting also revealed that their idea of a role-playing game based on the real world was more interesting in theory than in reality as certain aspects of the real world, such as hotels and office buildings, were not compelling in a game. The premise of Deus Ex was inspired by conspiracy theories such as those behind the JFK assassination.The game's story changed considerably during production, but the idea of an augmented counterterrorist protagonist named JC Denton remained throughout.
Though Spector originally pictured Deus Ex as akin to The X-Files, lead writer Sheldon Pacotti felt that it ended up more like. Spector wrote that the team overextended itself by planning highly elaborate scenes. Designer Harvey Smith removed a mostly complete White House level due to its complexity and production needs. Finished were repurposed or abandoned by the team. Pete Davison of USgamer referred to the White House and presidential bunker as 'the truly deleted scenes of Deus Ex 's lost levels.' One of the things that Spector wanted to achieve in Deus Ex was to make JC Denton a cipher for the player, to create a better immersion and gameplay experience.
He did not want the character to force any emotion so that whatever feelings the player may be experiencing comes from themselves rather than from JC Denton. To do this, Spector instructed voice actor to record his dialogue without any emotion but in a monotone voice, which is unusual for a voice acting role.Once coded, the team's game systems did not work as intended. The early tests of the conversation system and user interface were flawed.
The team also found augmentations and skills to be less interesting than they had seemed in the design document. In response, Harvey Smith substantially revised the augmentations and skills. Served as wake-up calls for the game's direction. A May 1998 milestone that called for a functional demo revealed that the size of the game's maps caused issues, which was one of the first signs that maps needed to be cut.
A year later, the team reached a milestone for finished game systems, which led to better estimates for their future mission work and the reduction of the 500-page design document to 270 pages. Spector recalled Smith's mantra on this point: 'less is more.'
One of the team's biggest blind spots was the AI programming for NPCs. Spector wrote that they considered it in preproduction, but that they did not figure out how to handle it until 'relatively late in development.' This led to wasted time when the team had to discard their old AI code. The team built atop their 's shooter-based AI instead of writing new code that would allow characters to exhibit convincing emotions. As a result, NPC behavior was variable until the very end of development.
Spector felt that the team's 'sin' was their inconsistent display of a trustable 'human AI.' Technology. Deus Ex used the, which was designed for first-person shootersThe game was developed on systems including dual-processor 200s and 800s with eight and nine gigabyte hard drives, some using. The team used 'more than 100 video cards' throughout development. Deus Ex was built using,. They also made a custom dialogue editor, ConEdit. The team used atop the Unreal game engine for map design, which Spector wrote was 'superior to anything else available.'
Their trust in led them to code 'special-cases' for their immediate mission needs instead of more generalized multi-case code. Even as concerned team members expressed misgivings, the team only addressed this later in the project. To Spector, this was a lesson to always prefer 'general solutions' over 'special casing,' such that the toolset works predictably.They waited to license a game engine until after preproduction, expecting the benefits of licensing to be more time for the content and gameplay, which Spector reported to be the case. They chose the Unreal engine as it did 80% of what they needed from an engine and was more economical than building from scratch. Their small programming team allowed for a larger design group. The programmers also found the engine accommodating, though it took about nine months to acclimate to the software. Spector felt that they would have understood the code better had they built it themselves, instead of 'treating the engine as a ' and coding conservatively.
He acknowledged that this precipitated into the issues in their final release, which slipped through their quality assurance testing. Spector also noted that the artificial intelligence, pathfinding, and sound propagation were designed for shooters and should have been rewritten from scratch instead of relying on the engine. He thought the licensed engine worked well enough that he expected to use the same for the game's sequel. He added that developers should not attempt to force their technology to perform in ways it was not intended, and should find a balance between perfection and pragmatism. 30-second sample from the theme song of Deus Ex.Problems playing this file?
See.The soundtrack of Deus Ex, composed by (primary contributor, including main theme), ('Naval Base' and 'Vandenberg'), ('UNATCO,' 'Lebedev's Airfield,' 'Airfield Action,' 'DuClare Chateau,' plus minor contribution to some of Brandon's tracks), and ('NYC Bar'), was praised by critics for complementing the gritty atmosphere predominant throughout the game with melodious and incorporated from a number of genres, including,. The music sports a basic dynamic element, similar to the system used in early 1990s games; during play, the music will change to a different iteration of the currently playing song based on the player's actions, such as when the player starts a conversation, engages in combat, or transitions to the next level. All the music in the game is - Gabrels' contribution, 'NYC Bar,' was converted to a module by Brandon.Release Deus Ex has been re-released in several iterations since its original publication and has also been the basis of several developed by its fan community.The Deus Ex: Game of the Year Edition, which was released on May 8, 2001, contains the latest game and a, a separate and a page from a fictional newspaper featured prominently in Deus Ex titled The Midnight Sun, which recounts recent events in the game's world.
However, later releases of said version do not include the soundtrack CD and contain a version of the newspaper on the game's disc.The version of the game, released a month after the Windows version, was shipped with the same capabilities and can also be patched to enable multiplayer support. However, did not release any subsequent editions of the game or any additional patches. As such, the game is only supported in and the 'Classic' environment in, neither of which are compatible with -based Macs. The Windows version will run on Intel-based Macs using Crossover, or other software to enable a compatible version of Windows to run on a Mac.A port of the game, retitled Deus Ex: The Conspiracy outside of Europe, was released on March 26, 2002. Along with character animations and pre-rendered introductory and ending cinematics that replaced the original versions, it features a simplified interface with optional. There are many minor changes in level design, some to balance gameplay, but most to accommodate loading transition areas, due to the memory limitations of the PlayStation 2. The PlayStation 2 version was re-released in Europe on the as a on May 16, 2012.worked on a version of the game, but the company went out of business before releasing it.
The layer they wrote for the port, however, was sent out to Windows gamers through an online patch, which also makes the game far more compatible with on Linux than it would have been with only.Though their quality assurance did not see major Direct3D issues, players noted 'dramatic slowdowns' immediately following the launch, and the team did not understand the 'black box' of the Unreal engine well enough to make it do exactly what they needed. Spector characterized Deus Ex reviews into two categories based on how they begin with either how 'Warren Spector makes games all by himself' or that ' Deus Ex couldn't possibly have been made by Ion Storm.' He has said that the game won over 30 'best of' awards in 2001, and concluded that their final game was not perfect, but that they were much closer for having tried to 'do things right or not at all.' Mods Deus Ex was built on the, which already had an active community of. On September 20, 2000, Eidos Interactive and Ion Storm announced in a press release that they would be releasing the (SDK), which included all the tools used to create the original game. Several team members, as well as project director Warren Spector, stated that they were 'really looking forward to seeing what the community does with our tools.' The kit was released on September 22, 2000, and soon gathered community interest, followed by the release of tutorials, small mods, up to announcements of large mods and conversions.
While Ion Storm did not hugely alter the engine's rendering and core functionality, they introduced elements.In 2009, a fan-made mod called ( TNM) was released by Off Topic Productions. The game's protagonist is a user of an Internet forum, with digital places represented as physical locations. The mod offers roughly the same amount of gameplay as Deus Ex and adds several new features to the game, with a more open world structure than Deus Ex and new weapons such as the player character's fists. The mod was developed over seven years and has thousands of lines of recorded dialogue and two different parallel story arcs. Upon its release, TNM earned a 9/10 overall from PCPowerPlay magazine. In 's 2009 Mod of the Year awards, The Nameless Mod won the Editor's Choice award for Best Singleplayer Mod.In 2015, during the 15th anniversary of the game's release, (who had acquired Eidos earlier) endorsed a free fan-created mod, Deus Ex: Revision which was released through Steam. The mod, created by Caustic Creative, is a graphical overhaul of the original game, adding in support for newer versions of, improving the textures and the soundtrack from the original game, and adding in more world-building aesthetics.
Reception Sales According to 's Stefan Janicki, Deus Ex had 'sold well in North America' by early 2001. In the United States, it debuted at #6 on 's sales chart for the week ending June 24, at an average retail price of $40. It fell to eighth place in its second week but rose again to position 6 in its third. It proceeded to place in the top 10 rankings for August 6–12 and the week ending September 2 and to secure 10th place overall for the months of July and August. Deus Ex achieved sales of 138,840 copies and revenues of $5 million in the United States by the end of 2000, according to PC Data. The firm tracked another 91,013 copies sold in the country during 2001.The game was a larger hit in Europe; Janicki called it a 'blockbuster' for the region, which broke a trend of weak sales for 3D games. He wrote, 'In Europe—particularly in England—the action/RPG dominated the charts all summer, despite competition from heavyweights like and.'
In the German-speaking market, reported sales over 70,000 units for Deus Ex by early 2001. It debuted at #3 in the region for July 2000 and held the position in August, before dropping to #10, #12 and #27 over the following three months. In the United Kingdom, Deus Ex reached #1 on the sales charts during August and spent three months in the top 10. It received a 'Silver' award from the (ELSPA) in February 2002, indicating lifetime sales of at least 100,000 units in the United Kingdom. The ELSPA later raised it to 'Gold' status, for 200,000 sales.In April 2009, revealed that Deus Ex had surpassed 1 million sales globally, but was outsold. Critical response ReceptionAggregate scoreAggregatorScore(PC) 90/100(PS2) 81/100Review scoresPublicationScore9/10A−8.2/1088/1009.4/10.095/100Deus Ex received critical acclaim, attaining a score of 90 out of 100 from 28 critics on.
Thierry Nguyen from said that the game 'delivers moments of brilliance, idiocy, ingenuity, and frustration.' Praised the title for its deep gameplay and its use of multiple solutions to situations in the game. Similarly, highlighted the game's freedom of choice, saying that Deus Ex 'never tells you what to do. Goals are set, but alter according to your decisions.' Former reviewer, though awarding the game a score of 8.2 of 10, was disappointed by the security and lockpicking mechanics. 'Such instances are essentially noninteractive,' he wrote. 'You simply stand there and spend a particular quantity of electronic picks or modules until the door opens or the security goes down.'
Kasavin made similar complaints about the hacking interface, noting that, 'Even with basic hacking skills, you'll still be able to bypass the encryption and password protection. By pressing the 'hack' button and waiting a few seconds.' The game's graphics and sounds were also met with muted enthusiasm.
Kasavin complained of Deus Ex 's relatively sub-par graphics, blaming them on the game's 'incessantly dark industrial environments.' Reviewer Chris Patterson took the time to note that despite being 'solid acoustically,' Deus Ex had moments of weakness. He poked fun at JC's ', 'just the facts, deadpan,' and the 'truly cheesy accents' of minor characters in Hong Kong and New York City. Called the graphics 'blocky,' adding that 'the animation is stiff, and the is just plain awful in some spots,' referring to the limited capabilities of the Unreal Engine used to design the game. The website, later on, stated that 'overall Deus Ex certainly looks better than your average game.' Reviewers and players also complained about the size of Deus Ex 's save files.
An Adrenaline Vault reviewer noted that 'Playing through the entire adventure, he accumulated over 250 MB of save game data, with the average file coming in at over 15 MB.' The game developed a strong cult following, leading to a core modding and playing community that remained active over 15 years after its release. In an interview with IGN in June 2015, game director Warren Spector said he never expected Deus Ex to sell many copies, but he did expect it to become a cult classic among a smaller, active community, and he continues to receive fan mail from players to date regarding their experiences and thoughts about Deus Ex. Awards and accolades Deus Ex received over 30 'best of' awards in 2001, from outlets such as, and The Adrenaline Vault.
It won 'Excellence in Game Design' and 'Game Innovation Spotlight' at the 2001, and it was nominated for 'Game of the Year.' At the, it won in the 'Computer Innovation' and 'Computer Action/Adventure' categories and received nominations for 'Sound Design,' 'PC Role-Playing,' and 'Game of the Year' in both the PC and overall categories. The named it 'PC Game of the Year.'
The game also collected several 'Best Story' accolades, including first prize in 's 2006 'Quantum Leap' awards for storytelling in a video game.Since its release, Deus Ex has appeared in several 'Greatest Games of All Time' lists and features. It was included in IGN's '100 Greatest Games of All Time' (#40, #21 and #34 in 2003, 2005 and 2007, respectively), 'Top 25 Modern PC Games' (4th place in 2010) and 'Top 25 PC Games of All Time' (#20 and #21 in 2007 and 2009 respectively) lists. GameSpy featured the game in its 'Top 50 Games of All Time' (18th place in 2001) and '25 Most Memorable Games of the Past 5 Years' (15th place in 2004) lists, and in the site's 'Hall of Fame.' Placed Deus Ex on its 'Top 100 PC Games of All Time' (#2, #2, #1 by staff and #4 by readers in 2007, 2008, 2010 and 2010 respectively) and '50 Best Games of All Time' (#10 and #27 in 2001 and 2005) lists, and it was awarded 1st place in 's '101 Best PC Games Ever' feature. It was also included in UK Video Games' '100 Greatest Computer Games of All Time' (28th place) list, and in 's 'The 100 Best Videogames' (29th place in 2007) and '100 Best Games to Play Today' (57th place in 2009) lists. Deus Ex was named the second-best game of the 2000s.
In 2012, Time named it one of the 100 greatest video games of all time, and ranked it as the 53rd best game of all time for its 'complex and well-crafted story that was really the start of players making choices that genuinely affect the outcome.' Listed it as one of the most important games of all time, calling its influence 'too massive to properly gauge.' List of awards and nominationsYearAwardCategoryRecipientResultRef.2001Excellence in Game DesignHarvey Smith, Warren SpectorWonGame Innovation SpotlightDeus ExWonGame of the YearDeus ExNominatedComputer InnovationDeus ExWonPC Action/AdventureDeus ExWonGame of the YearDeus ExNominatedPC Game of the YearDeus ExNominatedPC Role-PlayingDeus ExNominatedSound DesignDeus ExNominatedPC Game of the YearDeus ExWonLegacy. ^ Spector, Warren (December 6, 2000). From the original on February 27, 2008. Retrieved July 24, 2007.
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PlayStation 2. Eidos Interactive. UNATCO Handbook: UNATCO and the World:Not only did the United States become a charter member of UNATCO, but UNATCO headquarters are now located on Liberty Island in the shadow of that shattered monument to FREEDOM.' Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive. Albert, Brian (October 28, 2014).
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Paul: The Gray Death is a man-made virus. Everyone up to the President is at UNATCO's mercy as long as UNATCO controls the supply of Ambrosia. / JC: You believe that? / Paul: We have proof. We need to get the Ambrosia to Hong Kong. Heard of Tracer Tong? He can help us synthesize it ourselves.
Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive.
Daedalus: Majestic 12 seeks to use force and intimidation to seize absolute control. Of everything. They will not hesitate to use all means necessary to achieve this goal, and have engineered the disease you refer to as the 'Gray Death' in an effort to accomplish this.
The Gray Death is a nanotechnologically engineered virus. You must locate the Universal Constructor used to create the Gray Death and destroy it. My information indicates that it is in Hong Kong, housed in a Majestic 12 facility beneath the corporation known as VersaLife. Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive.
JC Denton: If we destroy the Aquinas Hub, we'll take down the global network. / Tracer Tong: Exactly. They dug their own grave, JC. We're going to eliminate global communications altogether.
/ JC: I don't know. Sounds like overkill. / Tong: As long as technology has a global reach, someone will have the world in the palm of his hand. If not Bob Page, then Everett, Dowd. / JC: Another Stone Age would hardly be an improvement. / Tong: Not so drastic.
A dark age, an age of city-states, craftsmen, government on a scale comprehensible to its citizens. Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive. Everett: No, JC. Spare the facility.
Spare Helios, the power station. They can be made to serve us.
/ Everett: You and me, JC. We'll rule the world in secret, with an invisible hand, the way the Illuminati have always ruled. Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive. Helios: You are ready. I do not wish to wait for Bob Page.
With human understanding and network access, we can administrate the world, yes, yes. / JC: Rule the world.? Who gave you the directive? There must be a human being behind your ambition. / Helios: I should regulate human affairs precisely because I lack all ambition, whereas human beings are prey to it. Their history is a succession of inane squabbles, each one coming closer to total destruction.
Ion Storm (2002-03-25). PlayStation 2. Eidos Interactive.
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