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Gunther
Hermann, a top UNATCO agent, who is being held in a cell on the compound's lobby level. Finally, the player climbs the statue to interrogate NSF commander Leo Gold. The player can either kill the commander or talk him into surrendering without becoming hostile. Either way, this allows UNATCO to take over the island. Denton then enters UNATCO HQ, meeting his boss,
370:. The end of the level reveals that the attackers were simply unable to obtain the Ambrosia vaccine due to its distribution to the rich and powerful, casting the morality of killing them into doubt. The Statue of Liberty is depicted without its head, a metaphorically significant visual reminiscent of
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the level was
Caroline Spector, wife of Warren Spector. The level contained physics simulation of objects, which was at the time a novelty. The team assumed the level had failed at first, because she spent 20 minutes experimenting on the dock and playing with the objects. However, shortly afterwards,
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The player heads to the north dock to meet a UNATCO informant, Harley Filben. Filben gives Denton the key to the statue after the player promises not to kill the NSF commander. The player can either use the front door, or a stack of crates in back to enter the statue. Once inside, the player can free
275:
Developers were conflicted on the amount of freedom the player should be allowed during the level. Some on the team argued that the level should be based on a single set of powers, while others advocated for a completely different set, and yet others believed all possibilities should be open to the
344:
magazine called
Liberty Island an "iconic opening mission", a "fine tutorial", and an example of a setting that complemented the core gameplay. Describing it as both an introduction to freeform gameplay and a means to build on the game's lore, the magazine stated that the "simple objective" of
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and
Liberty Island. Smith was not familiar with New York, but was excited by the island's large, open space. He stated it was "different and exciting" to design a level around something large. He stated it was indicative of the "go anywhere game" they were attempting to make, despite the long
308:’s unsurpassed freedom of play", noting the numerous ways the player could infiltrate the complex. However, he stated that it was a difficult level, especially for first-time players. Tom Francis of the same publication claimed that he always used Liberty Island as an example of what made
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great, calling it "huge for an open-air level" despite being small by real-world standards. He further elaborated that it "showcased everything that was unique and exciting about the game's open-ended approach to missions, demand for tactical planning, and constant surprises".
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she told the developers that it was the most fun she had in a game, causing them to double down on the game's object physics. Liberty Island was ultimately the last level to be finished – the developers believed it was "high stakes", and were anxious to get it correct.
376:(1968) that indicates the loss of democracy, and showing that war in the 21st century would be waged with symbolic acts. Keverne called the level's symbolism "heavy-handed, but effective". The foggy, dark, nighttime setting also represents the declining health of
345:
infiltrating the Statue of
Liberty allowed the player to pivot around a "fixed point". They also noted that the level's entire makeup changes if the player is spotted by a security camera, functioning as a "twist" that changes the player's path. Justin Keverne of
326:, forcing players to ask questions more complex than simply which weapon to use. Citing the level's patrolling, automated security robot, Hughes pointed out how the player can either choose to destroy it with the GEP gun, attempt to sneak past it by hacking a
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between encounters, leading to
Liberty Island being designed with empty areas for "quiet, reflective moments". Roughly halfway through the game's development, it was decided that each path should support at least a combat, stealth and hacking approach.
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to disable it. Stating that it pioneered the idea of a video game remembering the player's decisions, he expressed the belief that the level felt like a "digital playground" with "unprecedented levels of choice".
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player at all times. Some also believed there should be clear paths indicating each style of play, whereas other team members advocated for an open area. Ultimately, the team developed rules that there should be
303:
described
Liberty Island as "one of the greatest opening gambits in PC gaming", as well as the most iconic level in the game. Calling it a "trial by fire", he remarked that it was "the perfect introduction to
233:, Alex Jacobsen, advises him to shoot on sight, demonstrating a marked difference between UNATCO's stated policy of non-lethality, as suggested by Paul, and its orders in practice.
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described the island as "close enough to feel like a real place" despite its lack of complete accuracy, calling the "sensation of reality" common to locations throughout the game.
201:, and the other two can be obtained within the level itself. Ironically, Paul criticizes the player's choice of the less destructive sniper rifle, despite being part of a
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to demonstrate the gameplay. It was created due to Warren
Spector having grown up in New York City, leading him to want to feature locations such as
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366:, and the game's lore justified it by claiming they had been attacked, seen as an uncanny prediction, as the game had been released a year prior to
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design and the many potential means to clear the level, and is known as an iconic video game location. It is also notorious for depicting a damaged
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Game designer Harvey Smith had first intended the level to start with Denton showing up for work and meeting his colleagues, but was inspired by
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255:(1992), one of his favorite games, to start the player in a hostile environment. Liberty Island was intended as a
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force. The player is given their main objectives after selecting the weapon. Nearby, the player can also use a
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197:. Of the three, the GEP gun is generally considered the most useful, as it can destroy a patrolling security
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organization. The level was well-regarded by critics for being the player's introduction to the game's
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in the 21st century. Due to memory constraints, the Twin Towers were omitted from the level's
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stated that
Liberty Island was the most clear example of the philosophy of choice present in
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The content in the level itself was later considered prescient in predicting the rise of
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Liberty Island was described as influencing Smith in subsequent games, such as
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457:"The story behind Liberty Island, Deus Ex's most iconic level"
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franchise. Based on the New York City upbringing of designer
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542:"In Y2K, Deus Ex taught gaming the true meaning of Liberty"
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621:. Baltimore: Johns Hopkins University Press. p. 122.
418:"Level Design Analysis: Deus Ex's Liberty Island – Part 1"
488:"Deus Ex at 20: The oral history of a pivotal PC game"
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35:View of the level, looking towards the skyline
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904:Fictional locations in the United States
588:Wordsworth, Richard (February 4, 2021).
573:(33): 37. February 27, 2020 – via
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516:"Taking Liberties: a Deus Ex story"
590:"How Deus Ex Predicted The Future"
130:, has been sent to quell an armed
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416:Keverne, Justin (July 28, 2010).
169:starts out on the Liberty Island
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272:on some machines to "nosedive".
99:is the first level of the 2000
514:Francis, Tom (June 14, 2010).
486:Peel, Jeremy (June 22, 2020).
126:, where the player character,
101:action role-playing video game
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455:Kelly, Andy (June 22, 2020).
138:, a fictional United Nations
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225:cell from nearby wooden
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72:In-universe information
118:and functioning as a
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833:Square Enix Montreal
617:Wills, John (2019).
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373:Planet of the Apes
316:William Hughes of
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894:Video game levels
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802:Adam Jensen
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270:frame rates
245:Development
223:bioelectric
175:Paul Denton
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398:References
391:Dishonored
266:sightlines
219:multi-tool
211:binoculars
209:to obtain
132:insurgency
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356:terrorist
342:Wireframe
293:Reception
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128:JC Denton
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790:Universe
762:The Fall
520:PC Gamer
462:PC Gamer
394:(2012).
300:PC Gamer
286:playtest
268:causing
221:, and a
215:lockpick
191:crossbow
183:stun gun
120:tutorial
85:Location
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551:May 20,
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429:May 20,
335:grenade
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207:crowbar
189:, mini
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384:Legacy
364:skybox
227:crates
179:pistol
136:UNATCO
80:Island
49:(2000)
199:robot
171:docks
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.