Categories
Groping The Map Level Design

Groping The Map: Liberty Island, Part 3.

“Everything was clear an hour ago. Then, BOOM!”

Liberty Island 8
Your first view after leaving the South Dock isn't very informative.

Annotated Walkthrough, 2:

Stepping up the ramp from the South Dock, the first sight to meet you is likely the dead body of a UNATCO Trooper, lying on the path ignored by the patrolling NSF.

Directly ahead there is a stone pillar of some sort, despite not blocking everything from view its position does mean that you will need to start moving off the direct path straight away. It’s subtle but the placement of this single stone pillar (Which was likely placed there to limited visibility for optimisation purposes), serves to push players off the direct line path to their objective in order to allow them to actually see the area ahead of them.

Pushed out to either the left or the right players will move into areas of shadow from which they can survey the area ahead of them and monitor the patrol paths of the NSF from a position of relative (That word again) safety. Providing players with this ability to see the area ahead of them before requiring them to move across it, serves a similar affect to that of the establishing shot in film. It allows players to mentally map out the position of object and NPCs within the environment, a mental map they can refer back to while moving through the area itself. This information enables players to make plans and encourages intentionality. Without these initial few moments to gain a lay of the land players will be forced to become reactive instead of proactive, and they may have trouble working out which direction to be heading in without some clear guidance from within the environment.

After a minute or so, it’s possible to locate the patrol routes of at least five NSF, two of whom pass close to the stone pillar north of the South Dock ramp making them easy targets for players who wish to take a direct approach to conflict resolution.

Combat in Deus Ex is a hybrid system that uses character skill more than player skill to determine the success of an attack, but not exclusively. With a Trained Pistol Skill (The level provided at the start of the game) it is still possible to kill an NSF will a single shot to the head, however from anything more than extreme close range players will need to hold the crosshair over the target’s head until the reticule shrinks to it’s smallest size. Only then is the shot guaranteed to hit; rapid movement and player stance also have an affect on the size of the reticule. With more skill points invested in each Weapon Skill the initial size of the reticule shrinks and the more player skill comes to the fore in determining the success of each attack. Increased levels of each Weapon Skill also provided bonuses to damage and weapon reload speed, though a headshot against an unprotected target remains instantly lethal.

Examining the corpse of the UNATCO Trooper shows that he was only carrying a Baton, a Candy Bar and a Carton of Cigarettes, another sign that he was a member of law enforcement rather than part of a paramilitary force. It is possible that the patrolling NSF removed any other weapons he may have had and if this is true then the NSF were clearly careful with regards to who was allowed to recover those weapons. While all the uniformed NSF on Liberty Island are armed with firearms (With a few exceptions) none of the additional plain clothed Mercenaries they brought with them are armed with anything more powerful than a Mini-Crossbow. Loaded with Tranquilizer darts these weapons are functionally lethal to JC Denton, still it is noteworthy that the Mercenaries and NSF are not exactly on equal terms.

Liberty Island 09
Pigeons, more than simply ambient wildlife.

Moving to the left upon reaching the top of the ramp seems a sensible decision as it enables you to search the dead body of your comrade, and continuing in this direction takes you into the darkness surrounding a shipping container. From this position none of the patrolling NSF will locate you provided you keep quiet. This is complicated somewhat by the presence of a number of Pigeons, which will take flight when startled, potentially alerting nearby NSF to something suspicious. This ability to be discovered indirectly is rare as it can be difficult to provide accurate feedback on which of your actions caused you be to noticed. Birds taking flight at your approach is something recognisable from the real world and therefore it doesn’t necessarily require an in game explanation, a suitable audio cue from the alerted NPC would probably be enough feedback to sell the idea.

Lacking the Light Gem of Thief: The Dark Project, or any other interface element to indicate current visibility it can often be difficult to judge exactly how hidden you are at any moment. As Alex Jacobsen reminds you darkness decreases your visibility, however the only certain way to avoid being seen is to break line of sight with any patrolling NSF. This requires you to pay close attention to the audio environment, listen for footsteps and use them to time your movements. These first sections of Liberty Island place the majority of patrolling NSF on the paved pathways making their footsteps clear and enabling you to pick them out easily against your own which, if you are keeping to the shadows, will be muffled by the grass.

This lack of clear feedback creates a large functional grey area between being seen and being hidden which increases tension at the expense of clarity, creating a conflict between improvisation and intentionality. The former often stems from taking actions without complete information while the latter requires players to make informed decisions.

Liberty Island
No matter where you are on Liberty Island your ultimate destination is always clear.

The route between the South Dock and the front entrance of the Statue is open, and patrolled by several NSF, the only cover being provided by several stacks of crates. A cliched symbol of level design Deus Ex once again manages to make this ubiquitous object serve multiple purposes.

Liberty Island
The humble crate, more useful than it first appears.

Breaking up the visual environment and providing cover in combat are the two most common uses of crates and other similarly shaped objects, they also serve as a cultural shorthand for ‘warehouse’ or ‘industrial district’. These requirements are all fulfilled by the crates on Liberty Island, however their placement also provides a route for stealthy players from the South Dock to the base of the Statue. Positioned in such a way as to provide cover from the NSF patrolling along the path, each stack of crates requires stealth players to time their movements between them to coincide with the patrol patterns of the NSF. Furthermore they provided a visual obstruction that at once keeps the player hidden from view while also preventing them from being able to see the NSF. Players are required to move without having first observed the area, in order to remain undetected they will need to constantly be comparing their current location, with the mental map they established earlier, along with any provided audio cues.

It is interesting to consider that if these positions of cover had been based on areas of shadow it is much more likely players would have been able to directly observe the patrolling NSF and so would not have to risk moving without complete information regarding the current state of the environment. Being forced to act on incomplete information? Once again the mechanics of Deus Ex mirror its broader themes.

Of course it is entirely possible for players to choose to obey their stated orders and “shoot on sight” any and all NSF they encounter, in which case the crates become useful points of cover, or positions from which to ambush the NSF at close range, thereby negating the affects of distance on their aiming reticule.

The presence of so many crates and shipping containers on Liberty Island indicate that it is some form of transit hub, and it was this that the NSF were targeting not the UNATCO Headquarters.

Liberty Island 12
If you didn't choose to take the Mini-Crossbow from Paul it can be found on this fallen NSF.

Taking a detour away from the Statue allows you to locate the UNATCO Headquarters, which is currently “under lockdown”.

Approaching the UNATCO Trooper inside the front gate initiates a conversation with what turns out to be Tech Sergeant Kaplan. Kaplan is less than thrilled to be on guard duty outside the sealed UNATCO Headquarters while the NSF are roaming the island. Trying to make some money to augment his UNATCO wages, he has a number of items which he has acquired and is willing to part with for a suitable price. Offering to “clean the place out” seems to impress Kaplan and leads to him providing the code to the Comm Vam in additional to your purchasing opportunities. A preferences for a “minimum-force approach” will still allow you to purchase items from Kaplan, though he will not provided you with the Comm-Van code and may comment on some of your purchases, particular if you choose to stock up on 10mm Ammo.

The door code for the Comm Van is the first code you will come across outside the tutorial and the number used for it has some special significance: 0451. A reference to Fahrenheit 451 and once the door code for Looking Glass Studios this number was the first door code in both System Shock and BioShock, it appeared in a modified form, 45100, as the first door code in System Shock 2, and it can be found written in reverse on a steamed up window as the first door code in BioShock 2, 1540.

The Comm Van is the first of the many examples of the Deus Ex mentality of ‘problems not puzzles’. Despite there only being a single door into the Comm Van there are several ways in which access through that door can be granted. If you have convinced Kaplan that you are a “born and bred killer” then he will have provided the door code and entry is immediate, otherwise some alternate means of access is required. Because the code is fixed it is possible to guess the combination, those with an understanding of the legacy of Looking Glass Studios might have done this anyway, though statistically guessing the correct code without any clues is extremely unlikely. The other way to gain access is to use a Multitool to bypass the Keypad thereby unlocking the door. If required there is a Multitool in a Crate between the Comm Van and the Satellite Dish.

Whatever method you use to unlock the door entering the Comm Van rewards you with an ‘Exploration Bonus’ of 25 skill points. Unlike other role playing games experience in Deus Ex is not rewarded for neutralizing NPC rather for achieving goals, or in this instance gaining entry to secured locations.

A couple of useful objects can be found within the Comm Van along with a Security Computer Terminal. Using either the login details found on a Datapad beneath the desk, or  your Hacking skill, this Terminal provides one means of opening the Hatch outside the Comm Van. Like the Comm Van this Hatch is initially locked but the variety of ways to unlocked it highlights the scope of the possibility space in Deus Ex. Locked and with an infinite door strength explosives are not an option so some other means are necessary. It’s possible to pick the lock, if enough Lockpicks are not available some exploration will reveal a crate containing a Lockpick behind the Comm Van, closer examination of this area will reveal the Key itself. Players who chose to access the Comm Van first have the previously mentioned option to unlock the Hatch via the Security Computer Terminal. Regardless of the method used, entering the small room below the Hatch is rewarded with an ‘Exploration Bonus’ of 50 skill points, a more complex problem has a commensurately larger reward.

Liberty Island 13
Security Bot, Camera, Turret, an arrangement that could be considered "patchwork security systems".

Not all of the problems on Liberty Island have such clearly delineated solutions nor do they have such absolute success conditions. The Hatch is either Locked or Unlocked, the same is not true for the patrolling Security Bot outside the Statue entrance. Unlike the two legged varieties operated by UNATCO this smaller wheeled bot was either been brought to the Island by the NSF or if it has recently been reprogrammed to be hostile to all non-NSF forces, yourself included. Its threat can be mitigated in a variety of different ways. Tools can be used to change its status from Active to Disabled, or from Alive to Dead, alternatively it can simply be avoided. This is a problem with multiple definitions of success depending on playstyle,  and often multiple means of achieving the required degree of success, how do you fairly reward players for a partial success? EMP Grenades (Such as the one found beneath the Hatch) can be used to Disable or Damage the Bot, it can be destroyed outright with explosives such as the GEP Gun or one of the TNT Crates found throughout the level. It is even possible to reprogram the Turret outside the Statue entrance to destroy it for you; the code for this Security Computer Terminal can be found on a Datapad between UNATCO Headquarters and the Statue entrance.

The direct route to the front doors of the Statue is a challenging one, the Security Bot is easily the most powerful enemy you will face during the first few hours of Deus Ex. Of course the direct method is not the only way to gain access to the Statue, and we will examine some of the alternative routes next.

Leave a Reply

Your email address will not be published. Required fields are marked *