Talk:Development of Deus Ex/GA1

GA Review
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Reviewer: ProtoDrake (talk · contribs) 19:57, 2 August 2014 (UTC)

I'll have a stab at this. Expect a input in a day or two. --ProtoDrake (talk) 19:57, 2 August 2014 (UTC)

Review
Generally fine. Just some minor points that need addressing. That's all I can see there. Fix those issues and it should be okay. --ProtoDrake (talk) 08:07, 7 August 2014 (UTC)
 * "Their text editor would let players could take notes in-game as well." - Poor grammar here.
 * "He also felt that matrix management structure under which the Dallas art team worked for the project but were not the project's staff hurt the game's progress." - Perhaps "that the matrix management" would work better.
 * "The game was designed to be "genre-busting"—partly simulation, role-playing game, first-person shooter, and adventure.[5] It's an "immersive simulation" (similar to Ultima Underworld[4]) in that there are no reminders of being in a game, such as interface or backstory.[5] Spector described the player's role-playing in player-character decision-making as developing a "unique alter ego" built from the ramifications of their unique gameplay choices.[5] The game is from the first-person perspective and includes shooting, but there are other non-violent gameplay options. And like an adventure game, Deux Ex is primarily based on a linear narrative story and item collection, though its puzzles are open-ended with many possible solutions and consequences. Ion Storm viewed the game as about "player expression" rather than themselves appearing "clever".[5] They treated the player as a "collaborator" and sought to empower to "make choices and ... deal with the consequences".[5]" - This whole paragraph doesn't read very well: when read out, it sounds more like pieces of promotional material strung together.
 * , thanks for the review. Look good now? czar ♔   12:46, 8 August 2014 (UTC)
 * Alright. I think this can be considered a Pass. --ProtoDrake (talk) 12:52, 8 August 2014 (UTC)