When I went two weeks without writing a
Deus Ex post I felt bad about it until, in the course of writing a post at Ana Mardoll's Ramblings, I realized how much I did write in
those two weeks. Then a third week passed without me getting a Deus
Ex post done and I didn't have the same excuse. This week I haven't written anything, but I didn't
want to go another week without a Deus Ex post, so I'm writing this.
It might be a bit rushed.
When we last left off Gunther had told
us to head over to the next area, and here we will get a
chance to use a new kind of weapon. An explosive. It can function
as both a grenade and a proximity mine and it is called a Light
Attack Munition which is shortened to LAM. The pronunciation of that
is just like it would be if you were talking about young sheep.
This is the demolitions training
area. First you will learn to use a LAM as a proximity mine.
Approach the bay window and you will see a LAM placed on the target
board on the black and red wall.
Yes, Gunther. I just told them it can
be used as a proximity mine.
If you look at the window what you see
is a sort of hall with two robots at one end and, yes, a target board
with an explosive attached. It is blinking red to show that it is
active. It's so pretty.
Actually, before you even get to the
window you should notice a medical bot in the room which is there in
case you, you know, blow yourself up in a non-fatal fashion and need
some healing.
When you approach the window Gunther
will tell you more stuff:
Press the first button next to
the window and a security bot will be released. Watch as he nears
the LAM. LAMs placed on walls are proximity triggered.
Ok, I've pressed the button. Oh look, it's a robot. It's all shiny
and metal and it has two legs and pistons and I wonder if it'll be
frien- BOOM!
Ok. There's no longer a robot there.
I think I'll add this to my list of, “A real training program would
be nothing like this,” things. Not just because they could simply
sit you in a classroom and show you a video and thus get things done
without damaging robots, but also because if you somehow
unaccountably felt the need to use real weapons to show people that
something like a LAM could be used as a proximity mine, there is a
weapon better suited to the lesson.
There are four types of of
grenade/proximity mine in Deus Ex and they all work the same way when it comes to how you go about using them. They just do different things when used. In addition to the LAM, which goes boom, there is the gas grenade which releases teargas that will immobilize human enemies for a time*,
the scrambler grenade which screws with bots iff** system, and the
EMP grenade which disables electronic devices including bots.
If you did this same thing with an EMP
grenade you wouldn't be left with a pile of scrap metal (you'd have a
mostly intact bot) and you wouldn't risk the trainee blowing
themselves up.
Anyway, once the bot blows up we
finally get to handle the explosives:
This time you will place your own
LAM. Take a LAM from the munitions bay and proceed to the red and
black wall below.
So, since the medical bot was there, I
was wondering what are the chances someone detonates a LAM in their
face and doesn't die from it. So I dropped a LAM and had it blow up
more or less exactly where I was standing. I was left without legs,
and ninety percent of the health in my torso was lost, but I
survived. Then, as I was starting toward the medical bot I hit the
wrong button (I threw a LAM when I meant to put it away) and blew it up. The rest of this exercise was preformed
crawling along the floor.
As it turns out, and I didn't realize
this at first, you cannot die in this level. So no matter how badly
you screw up you will still be alive to use a medical bot. Of
course, you can only use one if you don't blow it up.
Get as close to the wall as
possible when you place the LAM. If you aren't close enough, the LAM
will fall to the ground and detonate.
In other words, don't do by accident
what I did intentionally. It's important advice because if you're
not standing right next to a wall the game assumes you want to use
the LAM as a grenade and you throw it. Throwing it into a wall isn't
necessarily a bad thing, I once saw someone do that in order to send the grenade in the direction of their pursuers without having to turn
around, but it's a highly specialized move and not one you want to do
by accident, especially since if you throw it at the wall when you're
trying to put it on the wall it's probably going to hit you, and then end
up falling right at your feet.
Of course it almost goes without saying
that this is another case of game training doesn't possibly match
realistic training because there would be entirely different
directions in realistic training. Something more like, “Make sure
you secure it to the wall well and have it set to proximity mode
instead of a three second fuse.” And you wouldn't need to use live explosives.
After the second bot goes boom we get
to move on.
Very good, Agent Denton. You may
proceed to the next area for more demolitions training.
Um, Gunther, I don't know if you
noticed this, but I don't have legs anymore. I mean technically I
think I'm supposed to assume that I do have legs and they simply
don't work at the moment, but seriously, I could barely reach the
switch to release the second bot. My eye level was about the same as
the very bottom of the window I was supposed to be looking through.
I'm crawling on the floor. I'm not sure that qualifies as, “Very
good.”
Ok, so between this area and the next
we meet yet another UNATCO trooper who is in a sort of storage room
separated from us by bulletproof glass. Except this one is
different. He has different lines and a different function. The
other ones were here to take our stuff, he is here to give us stuff.
He also has a different story, and some thoughts on how to run things
for better employee morale.
You'll need a few extra LAMs for
the demolitions area. Here, catch!
I just like to kid around.
Yes, making jokes about explosives is very funny.
Gets boring down here.
Didn't have my boots polished.
That's why they put me here.
They just make up excuses because
they like to harass us.
This place would run a lot
smoother if they'd just rotate assignments, instead of always making
you feel like you're being punished.
Bastards. I don't have to take
this crap. There's lots of things I could be doing.
I had offers on Wall Street, you
know. Top corporate security divisions.
Corporate work's not so
glamorous, but it sure pays better.
One of these days, I'm going to
resign. Then they'll be sorry. Then they'll wish they'd treated the
troops a little better.
He also has two different lines for what to
say if he can't give you LAMs because your inventory is full. One if
you already have a full compliment of LAMs, which is impossible
because there were only 8, one if you don't have any LAMs. In either
case this is impossible to trigger because you simply cannot have
found anything to fill your inventory with.
The development team had a habit of
planning for the impossible and taking a look in the conversation
files one will occasionally stumble onto a comment along the lines
of, this situation should never come up, but just in case it does,
here's the lines we'll play.
Also, beyond LAM-Trooper's eventual
resignation, UNATCO has other reasons not to alienate their
employees. If you should run out of explosives, you can return to
him and he'll say:
Out of explosives? Here's some
more. Hell, I don't care. I'm not paying for 'em.
In an organization that fostered
loyalty in its employees he probably would care. He'd want to know
that resources weren't being wasted. Of course UNATCO does foster
loyalty in broad terms, largely because many or most of it's
employees believe that UNATCO is all that stands between the innocent
people of the world and utter ruin, but that doesn't necessarily make
people take an interest in whether or not resources are being wasted.
Anyway, we use those explosives to
learn that there are some doors we can blow up, and some we cannot,
and also that damaged walls can be destroyed using a LAM. We do this
by throwing one first at a set of doors, then at a damaged wall.
At this point we've learned two ways to
detonate a LAM. We can use it as a proximity mine and we can use it
as a grenade. I'd like to bring up a third way not mentioned here.
You can shoot it.
If you see a LAM attached to a wall and
want to be rid of it but don't want to risk screwing up defusing it,
shooting it will work just fine as a means of disposal, just make
sure you stand well back because you are detonating it.
This also works for LAMs in flight so
when someone tries to attack you with one the result can be quite
impressive. You can't shoot it while it's still in their hand, the
game isn't quite that good at handling possible interactions
with explosives, but the moment that it leaves their hand, which is
to say in actual game design terms: the moment the projectile is
spawned, then you can shoot it. You might not even realize they've
thrown it yet.
You could just be trying to stop the
person before they kill you, fire off a shot at them, and hit the LAM
that they've just thrown. The first time this happens it will take
you off guard. Assuming there are not other people trying to kill
you but instead you are allowed a moment of quiet reflection, what
happens is this:
You look at the place where your enemy
was standing just a moment ago. You look at the pistol in your hand.
You look back that the site of the explosion, you return your gaze
to your pistol*** and look back at the scorched site of the
explosion. You think, “Did I do that?”
And the action-movie coolness of what
just happened dawns on you. It's like this scene from the movie RED.
Anyway, at the moment you don't have a
gun and even if you did the helpful munitions trooper, with the standard lines, would take it away from you. So as you move on to
the disarming course you have to do this the hard way, which involves
getting to the LAM before it has a chance to detonate, then clicking on
it. After you do that you can click it again to pick it up to use for yourself.
This is hard to do when you're slowed
down because you're crawling on the ground due to incapacitating
damage to your legs. Fortunately you cannot die in this level, which
I realized when the first one blew up in my face.
A word of warning, Agent Denton.
This was a simulated experience; real LAMs will not be so forgiving.
You may proceed to the next area.
I feel like that would be a more
powerful statement if he only said that when you screwed up. It
still works if you do everything right because he could be saying
that real LAMs will not be so easy to disarm, but I think it would
work better if he said that only if you'd managed to damage yourself
and said something different if you'd gotten through unscathed.
Down some halls and it's a medical bot.
I Can Walk!
Also a munitions trooper. No more
explosives for me.
Passed that is the next level, where we
will hear from Anna Navarre.
-
* Which makes it very powerful because
the standard response to being hit with the teargas in Deus Ex is to forget
about everything and rub your eyes, which leaves the victim standing
still and defenseless. The only thing that can snap them out of it
is direct damage, but since you don't have to worry about them
fighting back until then, you can take your time in making sure that
the damage will be effective.
You do not respond the same way to teargas, probably because that would be incredibly annoying and possibly result in sure death. (You have to stand still while your enemies can shoot you, what could go wrong?) But the flip side is that you take actual damage from teargas which no one else does. If you're sufficiently injured already, teargas could kill you.
** Identification, friend or foe. The
bots use complex algorithms to determine who they should and should
not shoot. If you scramble that they have been known to identify
birds as the enemy. (And that was how the great robot seagull war
began.) Iff doesn't always mean that. In other contexts iff means
“if and only if”, for example, but in Deus Ex I'm pretty sure iff
is always referring to identifying friends and foes.
*** If you've seen the 1999 film Thrill Seekers you might wonder if you somehow ended up with one of the guns
from the future that look normal but fire explosive bullets. You
have not. Sorry.
-
This sequence has already had vastly more thought put into it than most. It seems a shame to criticise it for having gone a long way in the right direction, but not quite far enough.
ReplyDeleteOn the other hand, it wouldn't have been hard to write a trigger for the medical bot getting destroyed.