Power and liberty in Deus Ex: Human Revolution

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Monday, January 09, 2012
EDITOR'S NOTEfrom Rob Savillo

What is freedom? How does the power of influence -- both political and social -- intersect with our sense of liberty? Danny examines these narrative themes within Deus Ex.

This article may contain spoilers for Deus Ex: Human Revolution.


Deus Ex: Human Revolution has several themes worth examining; one of which is the relationship between power and liberty. It’s explored through both the story and the gameplay.

 

Adam Jensen, the game’s protagonist, is an ex-S.W.A.T. member and chief of security for Detroit-based Sarif Industries. He is prompted to report to his boss, David Sarif, as soon as the game begins.

Players can interact with the room a little but will eventually be put on rails to see David. The meeting is interrupted when augmented mercenaries attack the building, and Adam is sent to investigate.

The attack on Sarif Headquarters serves as the game’s tutorial. The level design is fairly linear, and players only have a rifle to defend themselves with. At this point, Adam Jensen isn’t augmented. He’s helpless when the enhanced soldiers severely beat him, shoot him in the head, and then kidnap a research team.

Luckily enough, Sarif Industries is a biotechnology company specializing in mechanical augmentation. The company rebuilds Adam with every possible augmentation they could.

After a few months, the new and improved protagonist returns to Sarif HQ.

Adam’s newfound power is immediately apparent the next time players take control of him. The game now has a heads-up display. David calls for Adam to meet him at the helipad, but unlike last time, players aren’t automatically put on rails to speak to him.

A new game mechanic is now introduced: dialogue choices. The once-stoic character can now converse with others freely.

The environment is also less linear than it was during the prologue. Players can take as long as they want to meet with David. Adam isn’t anywhere near his max potential, and the game has already opened up for players.

Adam is presented with two choices regarding the mission once he boards the helicopter: Lethal or non-lethal engagement? A short range or long range weapon?

These options explicitly show the game’s new flexibility. For the most part, players can go through the game however they choose. They’ll never be forced to use a specific weapon, and they rarely have to kill anyone.

As Adam travels around, the world takes on larger entities; the player’s augmentation upgrades give him more freedom. 

The Icarus Landing system and stealth cloaking augments allow players to jump from rooftops without receiving damage or briefly become invisible. Players can also invest in their social or hacking skills to clear objectives as they please.

David Sarif typically holds police off from intervening in the Detroit missions. This is another display of how power and freedom are linked in Deus Ex: A large company having some influence over a government agency. Several corporations in the game operate without government interference. When players arrive at Heng Sha, they'll notice that there are no police. Instead, private military contractors (PMCs) maintain order.

Deus Ex also explores the media’s power. After Adam sneaks into the PMC-guarded HQ of Picus TV, he discovers the network’s most popular anchor, Eliza Cassan, is actually an A.I. construct. Eliza is programmed by the Illuminati, a league of multinational corporations, to control and manipulate public information.

The most powerful entities not only possess unlimited freedom but also hold control over everyone else’s.

The Illuminati run the World Health Organization (WHO), which, in turn, has control over augmentees in the form of neuropozyne: A drug that combats side effects associated with augmentation. A drug that augmentees need in order to stay alive.

The syndicate takes their control further when they have the WHO issue a recall on neural implants. All augmentees who get the new implant, including Adam Jensen if the player chooses so, ultimately end up at the mercy of the Illuminati.

The game’s final chapter begins when Hugh Darrow, the Illuminati member behind augmentation, activates a signal that causes all augmentees with the new implant to behave wildly violent. Hugh does this in the hopes that mankind will fear and abandon the technology once they experience how it can be corrupted by those who control it.

Adam will have undergone a transformation by the time he deactivates the signal. Throughout the game he has become more autonomous as players have upgraded him. Eliza then offers him the chance to start his own broadcast and tell the world what happened.

Now, Adam Jensen, the most augmented man in the world, has the power to make a final choice: Lie and sway humanity towards augmentation? Lie to give the government more control over it? Tell the world the truth so they fear it? Or destroy all evidence, and let them make their own decisions?

In Deus Ex: Human Revolution, players go from being guided by rails to determining how the game ends. Through gameplay and story, both the protagonist and the player experience the relationship between power and liberty.

 
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Comments (9)
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January 07, 2012

The ending of DE:HR did what it could given what it leads into. Really though no matter what you choose the Illuminati control the ending.

I mean if you tell the truth, they just white wash it, if you sway humanity to being augmented the Illuminati controll it, if you leave it to the government the Illuminati still controlls it, and if you blow it all up the Illuminati will still say what happened.

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January 07, 2012

In Deus Ex: Invisible War, they went with a mix of all the ending possibilities of the first game.

I wouldn't be surprised if that's how things unfold in Human Revolution. The Illuminati still have control, and Panchaea did get blown up. So far that's two out of the four.

I still don't know the entire series' lore, but maybe the other two endings lead to some of the backstory before the first game.

Trit_warhol
January 07, 2012
Thanks for the memories, Danny. Deus Ex: Human Revolution was my favourite game of 2011 because of the freedom it afforded me (the intriguing plot also won a few points). Great write-up!
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January 07, 2012

Thanks a lot Tristan. I still can't decide if my GOTY is Portal 2 or Deus Ex. Portal 2 is near flawless, but Deus Ex has that "special something" that kept it on my mind after I finished playing. I can't say the same for many other games. I guess Deus Ex it is!

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January 07, 2012
My GOTY is between Portal 2 and Catherine. Based on your analysis though, I might have to try Deus Ex for myself. I'm always fond of cyber punk games.
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January 07, 2012

I highly recommend it. Some of the game's individual aspects have flaws, but the overall package is definitely something worth playing.

Hopefully I didn't spoil too much for you. There are still a few important surprises I didn't mention.

Trit_warhol
January 07, 2012

Jonathan!!!! You must play it!

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January 08, 2012
Haha, I know. I'm shaming the entire cyber punk community. I'll get to it soon.
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April 24, 2012

Deus Ex: Human Revolution was my favorite game of 2011. It was one of those games that if you invest time into it, the world would feel more and more real. I like how you formed the relationship between power and freedom within the game, but that only brings us to another question: should the powerful have freedom? Or is freedom even a good thing to have in such a world?

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