Deus Ex – Dealing Drugs, and the Dumpster That Should Not Be

This post is the third in my series which chronicles my journey through the original Deus Ex. Read part two here.

The working theory is that the terrorists took the stolen vaccine to the warehouse, then dropped down into some abandoned subway tunnels to transport the goods elsewhere. First step: get to the old subway tunnels. A chopper takes me away from UNATCO HQ and drops me off at battery park, outside Castle Clinton. There’s a shanty town nearby where I press sum bums for informatio. Though I have no memory of the encounter, in a previous mission I was told the Mole People’s secret password. A bum in the shanty town pressed me for the passphrase, which JC knew. He gives me a secret code to activate a hidden entrance behind a phone booth in the nearby subway station. After punching in the code the entire booth sinks into the floor, granting me access to a passage that leads to the old subway station.

Ah, good old decrepit subway stations. Dark, moody, and just not a whole lot to see. A couple of bums walk the platform, as well as a hooker and a junkie. There’s a door on one end of the station, but the hallway behind it is blocked by some heavy debris. One of the bums on the platform tells me that everyone living in the station has been suffering since the water got shut off. There’s a valve that, when opened, will restore the flow of water; but it’s located past the blocked hallway. I do have an explosive, a LAM, in my inventory, but I don’t want to use it just yet. It’s usually best to search through the area and make sure there aren’t any other pathways forward.

On the level above the platform I run into a group of stout and well-armed gang members. All of them instruct me to talk to their leader because “he manages the business”. So that’s what I did. Upon seeing my augmentation, he offers me a job: take out the drug dealer on the platform below in exchange for some high explosives. I decline the offer; I didn’t sign up to do anyone else’s dirty work. Upon reflecting on his method of payment, it’s pretty obvious that the only path forward is through the blocked hallway. After turning the water back on and clearing the path, a nearby bum tells me that there’s a secret passage in the women’s restroom. The NSF moved “a bunch of barrels” through there an hour before I arrived. The secret passage is opened via keypad under the sink. Owing to my inability to tell the difference between the men’s room and the women’s room, I find myself in the men’s bathroom. There’s a junkie here named Lenny, and he’s in bad shape. He threatens to blow me up unless I can get him a fix. As luck would have it, I picked up some drugs in Hell’s Kitchen. Here is where I have a brief moment of internal crisis. Do I really want to be a low-level drug dealer? Is that why I play video games? I already blew through the passage, so I don’t really need more explosives. But then again this is Deus Ex, and I’m certain that there will always be a need for explosives. I tell my conscience to shut up and trade the drugs for a LAM. It’s only as I’m writing this I realize I never did anything about the drug dealer on the platform. Oops. Maybe Lenny will live to take a hit another day. 

Downward towards the Mole People! The secret passage takes me to another closed-off section of the abandoned subway tracks. In these depths are more bums, barrel fires, and patrolling NSF troops. In one corner, a kid and his dog are standing by a barrel. Two NSF troops stand nearby, talking to themselves. From my best estimation, the enemy troops are far enough away not to notice me. I approach the boy and ask him if he’s seen the troops moving any barrels of Ambrosia. He begins telling me his answer when I hear a rapid beeping sound. Yeah, we blew up. As it turns out, those two NSF troops were in range! While I started talking to the boy, they tossed a grenade in my direction, blowing up all three of us. Jerks! I reload my game and decide to try again. This time, I sneak up to the corner and launch a tranquilizer dart at one soldier, switching to my pistol to take out the other. Satisfied that I had cleared the area, I again approach the boy to listen to what he has to say. We blow up. Again. Turns out there was a third NSF soldier that I hadn’t seen the first time. I reload my game again, then equip my pistol and go Liam Neeson on them. Finally, I can listen to the boy! He tells me that the terrorist leader lives down here. He’s got a hidden residence nearby, and the button that grants access to it is hidden; shaped like a brick. I never found it.

Instead I went what turned out to be the opposite direction and find a set of bathrooms. Again, one of them leads to a secret passageway. What is it with cyberpunk terrorists and hiding secret passages in bathrooms? Where do they go when they actually have to use the loo? In short, I wind up in sort of a large hallway protected by two security robots. There’s only one way forward, and it’s through them. I suppose it may be possible to shoot them down, but I haven’t the firepower for it. There’s a manhole cover nearby. Out of curiosity, I check it out and find it leads to a section of sewer. At the end of it, there’s a crate that conveniently contains an EMP grenade. It makes short work of the bots, allowing me to progress. Thank goodness our terrorists hide crates containing live ordinance at the bottom of a sewer!

As I approach the next section, Alex, my tech handler, comes in over the radio to tell me I’m approaching a helibase terminal. It’s connected to LaGuardia airport, and it’s where the NSF is ferrying all the drugs through. He even tells me that they’re close to identifying the person responsible for moving the shipment. Sounds ominous. This would be a story beat that occupies the forefront of my thoughts, but I get distracted by something completely trivial. Look at the screenshot below. Do you see it? If you can, then you know it is nothing other than The Dumpster That Should Not Be.

The Dumpster That Should Not Be

Okay, I realize that this probably wouldn’t bother most people, but it sticks out to me like – well, a dumpster that has no right of being there! Think about what a dumpster is and where you see them in real life. When you go to a strip mall, it’s a long series of shops and storefronts. All the customers go in through the front doors, do their business, and walk straight out again. All the ugly, smelly business goes out the back door to the dumpster. There’s usually a service road where the dump truck drives through in the wee hours of the morning and hauls all the nasty garbage away. In an office complex, it’s on the back end of the building, surrounded by an open expanse of parking lot. Even shopping malls have collection points that allow a garbage truck enough space to maneuver around them.

Why is there a dumpster here? Look again at the screenshot above. I’ve just come to an underground helibase through service passageways and tunnels. This would presumably be where garbage is taken away, but none of the passages I walked through are large enough for a dumpster or a dump truck to drive through. No lifts, no garage doors, no open passageways. Check out the screenshot below: the double doors might presumably be large enough to push a dumpster through, but why would people take their trash out of the office only to have to cart it back through again? It makes no sense! It’s little things like this that make me do a double-take in games. These missed details pull me out of the world just a little bit and make me wonder if the game’s level designer really thought things through. 

Deus Ex is certainly not the only game ever to make these mistakes. Doom, Half Life, and Far Cry have all done the same thing. Crates, vehicles, or other large objects are present in a space where there’s no logical way for them to have gotten there. It’s a sort of spatial anachronism that just eats away at my sense of immersion. Does it really matter? Not at all! But it does shed a bit of light on the evolution of game design as a whole. Years ago, before games had the ability to render believable spaces, they relied on artistic license to convey their setting. When technology started to catch up with artistic vision, there was a bit of an awkward period where it was hard to create semi-realistic environments just right. Details like this and the logistics of how that game world really functioned were overlooked. All it would have taken for some of these areas to make sense would be to place a large garage door on one wall. It doesn’t need to open or to lead anywhere, just serve as a suggestion that the game environment is bigger than what the player can see. Game developers got better at this with time, and it’s just interesting to see what some of the growing pains were. I don’t think it invalidates the experience at all; moments like this are the exception rather than the norm. Anyway, back to our regularly scheduled blog post:

Sneaking Into the Helibase

I’ve been crawling through service tunnels, trying to make my way up to LaGuardia airport to track down some stolen drugs. Right. There’s an atrium before me, surrounded by a series of offices that I need to sneak through. Enemy troops are very active here. At least five of them have patrol routes that take them through or overlooking the atrium. It’s going to be difficult to sneak past all of these guys.

Trying to be the nice anti-terrorist agent, I do my very best to neutralize the guards on patrol in a non-lethal manner. My results are mixed since some of these enemies are quite far away. If I can hit someone in the head with a tranquiler dart, they’re rendered unconscious immediately. Hit them anywhere but the noggin and they panic and try to alert everyone in sight. It’s a challenge to be an accurate shot with the darts, since their trajectory drops significantly over long distances. Trying to factor a the path of a projectile against a moving target makes incapacitating guards at long range a tricky proposition! What usually winds up happening is that I aim too low and land a dart in their upper torso. Victims know the toxin is moving in their body and they’ve got a few seconds to do something before losing consciousness. They panic and run to their allies. In this particular case, there’s an alarm in the base. All they have to do is press the giant red button and everyone comes swarming to that location.

After a few attempts to disarm the base the nice way, I decided the only way to progress was to play for keeps. It’s time to whip out the silenced pistol and take down these terrorists one by one. The downside to this is that fallen bodies alert other soldiers. Now I not only have to neutralize the enemy, I have to clean them up. In a cold and logical way, it makes sense that I would have to do this. How many times have we watched a spy movie and and seen the secret agent drag a body to a closet so they could safely continue clandestine operations? In video game form, it’s really no different. Discovery means failure. Neutralize the target, wipe the evidence, and move on to the next one. The only problem here is that by the time I cleared the area I felt less like a secret agent and more like a twisted serial killer.

Hmm. There were more enemy troops around than I first expected. But my cover is still intact, somehow! That’s a good thing right? With the area clear, I can proceed to the maintenance elevator and go up to the ground level of LaGuardia airport. As I survey the helicopter landing pad one more time, I can’t help but wonder how all of those giant shipping containers got there…


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