I'm sorry, didn't look at the dates, just the amount of activity on the threads. My bad.
As for Deus Ex, great as the game is, it didn't have anywhere near as much freedom to influence the story as it claimed. There was plenty of freedom tactically though, which was great - a roleplaying game where stealth and combat were well-balanced! Still a rarity.
But there's something wrong if you think the level design is good by modern standards. It's truly primitive.
The environments are MUCH too restrictive to feel immersive. I thought that when the game was new - and the game I based that opinion off was Unreal - The game Deus Ex was built from. Yeah, being upstaged by an earlier iteration of your game engine doesn't bode well. The game added plenty of new features to the engine, but it stripped out or ignored a lot that could have been done with it. And the chokepoints between loading screens were terribly done. May as well signpost "this corridor was specifically built so that we can control where you enter the next area" on a lot of them. Liberty Island was where I first noticed this. Yes, I had trouble with immersion in the game because of the level design on the FIRST LEVEL. And it never gets better.
If they cut half the loading screens and made the areas bigger (easy to do with current-gen systems), HDed up the graphics, and preferably included the option to switch between PC and console aiming systems. In the PS2 version they added an auto-aim that was affected by the stats of your weapon and character. It was kind of a necessity with the lack of precision in the controls because Unreal Engine didn't port to console well. I wished I had the option on PC, because my mouse had issues.