Deus Ex: Politics and Morality

I have to correct myself now. The ending of the first mission isn’t quite as I remembered. It’s subtler. You’re never told not to talk to the alleged terrorist militia guy — in fact, you’re reminded to do it just before reaching him, and then, when you do reach him, it happens automatically. It isn’t even as coercive as the term “interrogation” suggests: he immediately surrenders and gladly talks, seemingly relieved that you’re willing to listen. When you have the information you came for, some grunts show up and say “We’ll take it from here”. It’s at this point, when it’s implied that you’re finished, that you have the opportunity to keep on talking instead.

And it’s a little odd how that goes. First he talks about how UNATCO (the global anti-terrorist organization you work for) is a tool of oppression, a catspaw of the wealthy and powerful. And it’s easy to agree. But then he starts talking about the Rockefellers and the Rothschilds and the Trilateral Commission. Now, conspiracy theories are far from implausible in the universe of this game, given what we saw in the opening cutscene, but these really seem like the wrong ones. They’re yesteryear’s conspiracies, and this is a sci-fi world, with cyborgs and nanomachines all over the place. To still be worried about the machinations of international Jewish bankers seems almost pitiable.

I didn’t mention the cyborgs and nanomachines before, did I? It’s all part of the premise. The player character, codenamed J. C. Denton, is a nanomachine-enhanced cyborg himself. And yes, that means he and the entire organization he represents is a symbol of technology supplanting humanity. Your fellow cyborgs in the organization are blatantly brutal and unsympathetic, as well as pale and dressed in gothy black outfits and speaking in foreign accents. Books scattered around HQ explain UNATCO’s high-minded principles and precepts just to underscore how far the organization is from them in practice. Me, I’ve tried to live up to those ideals, despite the other cyborgs making fun of me for it — and the game indulges me in this iconoclasm, giving me non-lethal weapons like tranquilizer darts and knock-out gas grenades to deal with the few guards I can’t sneak past. All of which is rendered somewhat pointless at the end of the first mission, when your colleagues sweep in and slaughter anyone still standing while you’re chatting with Mr. Militia. Not to mention that the second major goal is to recover a barrel of plague vaccine that the so-called terrorists stole to give to the poor. No matter how non-violently you complete that mission, there’s blood on your hands because of it.

It all reminds me a bit of the beginning of Final Fantasy IV, where the first player character is Cecil, a Dark Knight in the service of a tyrannical overlord. Cecil overcomes his beginnings, and doubtless the player character here can do so as well. Mind you, it eventually turns out that Cecil’s employer was as ruthless as he was because he was desperately trying to contain an even greater evil. Will something like that happen here? Quite likely, if you ask me. It’s all too black-and-white at the moment for a game about secrecy and deception.

2 Comments so far

  1. tempestdash on 3 Aug 2010

    I’m fairly certain that doubt about UNATCO was supposed to be there from the start. I can’t recall a time when I thought UNATCO was the unabashed good guys, especially since your “brother” implies otherwise almost every time you see him.

    The intended mystery I think is just exactly what they’re doing and how bad it is. Figuring out the answer to those questions is the challenge, because it forces you to choose whether you let yourself be used by UNATCO in the hopes of finding out more, or go off the grid and come at it from the outside.

    Oddly, this setup reminds me of Wing Commander IV’s story, although that game was a little more subtle at first at who your villains were going to be.

  2. malkav11 on 3 Aug 2010

    I wanted to keep working for UNATCO, but I couldn’t. :(

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