Talk:Development of Deus Ex

Latest comment: 7 years ago by InternetArchiveBot in topic External links modified

DYK nomination

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{{Did you know nominations/Development of Deus Ex}} czar  16:25, 13 July 2014 (UTC)Reply

GA Review

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This review is transcluded from Talk:Development of Deus Ex/GA1. The edit link for this section can be used to add comments to the review.

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


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

Review

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Good Article review progress box
Criteria: 1a. prose ( ) 1b. MoS ( ) 2a. ref layout ( ) 2b. cites WP:RS ( ) 2c. no WP:OR ( ) 2d. no WP:CV ( )
3a. broadness ( ) 3b. focus ( ) 4. neutral ( ) 5. stable ( ) 6a. free or tagged images ( ) 6b. pics relevant ( )
Note: this represents where the article stands relative to the Good Article criteria. Criteria marked   are unassessed

Generally fine. Just some minor points that need addressing.

  • "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.

That's all I can see there. Fix those issues and it should be okay. --ProtoDrake (talk) 08:07, 7 August 2014 (UTC)Reply

@ProtoDrake, thanks for the review. Look good now? czar  12:46, 8 August 2014 (UTC)Reply
Alright. I think this can be considered a Pass. --ProtoDrake (talk) 12:52, 8 August 2014 (UTC)Reply
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