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One of DX's clear strengths was the fact that it gave players a surprisingly high degree of latitude in how situations could be resolved; a room full of guards could be cut down with a modded shotgun, blown to pieces with a well-placed grenade, or given a good stiff dose of tear gas. Not enough options? How about hacking into a nearby terminal to take control of a gun turret to tear them to shreds, after you lure them out with the sound of a random item dropped on the floor? You could open up the nearby pen holding some genetically engineered monsters to cause some havoc. You could open a poison gas valve in an engineering room to flood opposing guards with noxious fumes, or shoot an explosive barrel to set it off with a silenced pistol. Or, you could go into a ventilation duct and sneak right past them. We've seen bits and pieces of these game play elements in countless third-person and first-person RPGs and shooters over the past decade since the release of DX, and in an interesting example of emergent gameplay, these elements have led to new ways of playing and experiencing games, like the famed pacifist runs for Deus Ex and its recent prequel, Human Revolution. We've also seen countless attempts to replicate and recreate this level of freedom, and sadly, they've not quite been as successful or as engaging as we'd have liked.
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