{"id":7364,"date":"2023-01-28T18:25:58","date_gmt":"2023-01-29T02:25:58","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=7364"},"modified":"2023-01-28T18:25:58","modified_gmt":"2023-01-29T02:25:58","slug":"deus-ex-assault-on-battery","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/7364","title":{"rendered":"Deus Ex: Assault on Battery"},"content":{"rendered":"<p>The second mission sends us to Battery Park, on Manhattan&#8217;s southern tip, where the NSF are holed up in Castle Clinton (a 19th century fortification of <em>Doom<\/em>-brown stone) and in the subway tunnels below, and desperate, starving people, the ones UNATCO is in theory supposed to be defending, are dodging the crossfire.<\/p>\n<p>The whole level starts with a very explicit choice between storming the castle and finding a sneaky way in. I chose the latter, obviously. I&#8217;m still trying to continue keeping anyone from dying, even as my allies do their best to make this difficult. Not far from the starting point, there&#8217;s a place where UNATCO forces are already in a pitched battle with the NSF over a small shantytown. Just getting close enough to do anything about it before anyone dies is a challenge &#8212; maybe throwing a tear gas grenade in would help? (Tear gas in this game is a nonlethal substance that temporarily disables those caught in its cloud. In real life, its use in warfare is banned by the Geneva Conventions, but for some reason it&#8217;s considered okay for police to use, so it&#8217;s kind of up in the air whether its use here is a war crime or not.)<\/p>\n<p>Regardless, it seems like the fighting doesn&#8217;t get started until you&#8217;re close enough to see it. So if I want to keep everyone alive, the simplest solution is to just not go over there. But that&#8217;s the exact opposite of the thoroughness I was talking about in my last post! There&#8217;s some decent loot in those plywood shacks, too &#8212; goodness knows how the ragged inhabitants of this future dystopia got their hands on it, but I want it.<\/p>\n<p>That&#8217;s my ethic in this game: I must go to extraordinary lengths, not just to never kill of my own volition, but to make sure no one dies on my watch &#8212; but robbing them blind? Even those in the most desperate circumstances? That&#8217;s fine. The game kind of tricks you into this back in the Statue of Liberty mission: it presents you with an ATM that you can hack for some extra cash, and then shortly afterward you can find a note written by the person whose account you hacked, letting you know just how much it&#8217;ll crush his dreams when he sees he&#8217;s been wiped out. And you can decide you&#8217;ve crossed a line there, I suppose, and go back to an earlier save, but here&#8217;s the thing: if you do that, you&#8217;ll have less money. (Refraining from killing people doesn&#8217;t have this problem; you can loot an unconscious person as easily as a corpse.) My feeling about this is basically that this isn&#8217;t <em>Undertale<\/em>. My code against killing isn&#8217;t really motivated by caring about the characters. It&#8217;s more motivated by, well, the same thing it was motivated by in the beginning parts of <em>Undertale<\/em>, before I made any friends: challenge, and novelty, and a desire to see as much of the game&#8217;s content as I can. I really think that last point is too often overlooked as a motivator.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The second mission sends us to Battery Park, on Manhattan&#8217;s southern tip, where the NSF are holed up in Castle Clinton (a 19th century fortification of Doom-brown stone) and in the subway tunnels below, and desperate, starving people, the ones UNATCO is in theory supposed to be defending, are dodging the crossfire. The whole level [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[395],"class_list":["post-7364","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-deus-ex"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7364","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=7364"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7364\/revisions"}],"predecessor-version":[{"id":7365,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7364\/revisions\/7365"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=7364"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=7364"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=7364"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}