You've read articles in which men of a certain age get misty-eyed about Deus Ex before. Throw an unwanted packet of soya food into the internet, and the first thing it will no doubt strike is an article bent-double around just what makes Bob Page tick.
I am, in fact, typing this with my right hand alone - the other is delicately balanced palm-up on my forehead in preparation for the dramatic swoon that will no doubt follow me writing the inevitable line: "And darling! What about the bit where Manderley told me off for going into the ladies' loo! That was so, so... meta!"
So first, let's cover some ground that all the other internet odes to Jeezy 'Chreezy' Denton probably don't get around to.
Number one: shiny floors. Deus Ex had the best shiny floors ever in games. Not everywhere (that would have been overkill) but floors like the one beneath the Versalife Hand/Earth statue would dominate reflective surfaces in games for years after.
Number two: the way the Men in Black talk with the most gut-wrenchingly neutral and emotionless voices ever put into an audio file.
Number three: the way a LAM grenade re-angles itself in your palm as you draw close to a wall so it can double up as a proximity mine.
Number four: the way you could check people's email while they were sitting, and looking a bit grumpy, a mere 12 inches from their keyboard.
Number five: the greatest range of secret doors and cubby-holes ever concocted in gaming. Whether in a mysteriously descending phone box, Paul Denton's secret spy cupboard or a gun-rack hidden behind a painting in a posh French chateau - when it came to places where people could secretly stash a packet or two of tranquiliser darts Deus Ex was way ahead of the competition.
There you go then, job done. On with the expected...
A modern-times replay of Deus Ex is a fascinating experience. On one hand you get to relive the simple joys: pecking a UNATCO drone on the neck with a tranquiliser dart then watching him collapse inches from the panic button,or planting a LAM below said alarm then taking a few shots and sitting back to watch your prey haphazardly scuttering into a fiery death-trap.
On the other hand you complacently whip through the game, completely forgetting that in the days of Ion Storm the concept of an autosave was an intriguing novelty - and you suffer from your forgetfulness.
You also look back at your past self and wonder just how the hell (if you're anything like me) you didn't see that early twist coming when your co-workers are cyborg euro-villains and your brother is content to potter around putting flowers down the gun barrels of the NSF.
The biggest shock when going back to a decade-old game, though, is how much you've probably forgotten. Perhaps this, again, only applies to me - but whereas in an old game like Half-Life you can remember the story through set-pieces, in a multi-layered and complex narrative drama like Deus Ex (where different characters are notable for their opinions on how human society should be furthered), the old grey cells drop off on a few issues.
And with them go late-game hostage situations in petrol stations, MJ12 submarine bases and the fact that a character called Gary Savage even exists. I mean, I even forgot about the Greasels - pot-bellied reptile birds that strut around like Terry Pratchett's Swamp Dragons. To forget their existence must be a crime against the very greatest of misplaced videogame creatures.
I mention this because there are other events in Deus Ex that have stuck with me for the best part of said decade, a phenomenon that I strongly suspect is common among everyone who has played it.
Stuck in the forefront of your mind you still have those tentpeg moments of design genius that stitched the game together. Moments such as the flight or fight decision in the 'Ton hotel when three Men in Black and a cohort of UNATCO troops are calling you out, and about to blow the door of Paul Denton's room in.
Some players will dart out of the window and escape, others will defend their brother to the death, others still will hide in the cupboard. One set of players will continue with Paul, the rest may well assume that his time had simply come - his death seemingly ordained by the game developers.
The game's brilliance is that it wraps itself around your character, making you an active participant in the most vital parts of the story - whether you're shooting early holes in Anna Navarre on an NSF plane, or (ahem) deciding the fate of humanity by going into one of three rooms at the game's close.
There's something else about Deus Ex though, which once soldered together neurons that now can never be severed. Deus Ex allowed for experimental gameplay like no other, and it remains the quintessential 'Hmm. I wonder if...' experience.
My personal anecdote, which has bored 10 years' worth of pub tables, was also in the early Hell's Kitchen hub. It came at the point at which you have climbed through four floors of UNATCO troops, and once you've sent a signal out from its roof a message from Walton Simons informs you that all of the troops you've just sauntered past now have orders to kill.
Bereft of medikits and shot about in the chest, I may have been a big man - but I was out of shape. Rather than fight my way down through the building I followed a gut instinct - tossed a few crates off the side of the building to cushion my fall and jumped down.
I smashed my legs to pieces and had to deliver a hasty headshot from pavement level, but I dragged myself away from the danger zone and lived to fight another day. 10 years on, the magic I felt then is still with me. I may have forgotten the Greasels, but I remember breaking my legs like it was yesterday.
Deus Ex not only gave you a degree of control in the way it told an otherwise linear story, but also gave you the tools to muck around within its game world in the way you saw fit.
This wasn't just restricted to the way you built up your character, or solely in how blood-thirsty you were, but also in the way you negotiated your way past its challenges and characters. Brilliantly, Ion Storm also had enough ken to program in a show of awareness of how you were playing the game.
It's a simple thing, but get a repeated nugget of information from a bum on the street and JC will pipe up that he already knows it. Other games would be content for NPCs to bark at you in a vacuum - in Deus Ex there is both action and reaction.
Kill too many people and the chap in the armoury will refuse to give you extra ammunition, watch Simons interrogate the NSF and the Men in Black will indicate his displeasure top-side, go into the ladies' toilet and... well you know what happens when you go in the ladies' toilets. Swoon!
There's a myriad of reasons that Deus Ex was a great game - by my estimation the greatest I ever played. It's a crime that it not only never got a worthy sequel, but also that no-one thought to cut and paste the template and at least create more games of it ilk.
Vampire: The Masquerade - Bloodlines came close, in spurts, and perhaps you can see some echoes in the wares of BioWare and Obsidian... But somehow gaming let the most part of the magic disappear up into the ether. That Deus Ex: Human Revolution looks as good and worthy as it does is nothing but a blessing.
In any case, and please excuse me for attempting to direct something as organic as a comments thread, I'd love to hear your own personal Deus Ex stories. The moments that just blew your mind, and made you fall in love with that big sunglass-wearing hunk JC Denton before he unified with that great big mainframe in the sky.
Stuff other than the simple joy of piling pot plants and furniture on people's desks would probably be best though. Even if that's yet another good reason for the game being ace.