Deus Ex - All News
Friday - July 17, 2015
Deus Ex - Let's Play
The creators of the original Deus Ex, Warren Spector, Sheldon Pacotti and Chris Norden, take a trip down memory lane while playing their game fifteen years after its release:
Friday - June 26, 2015
Deus Ex - 15 Years Later @ TechRaptor
Micah Curtis (TechRaptor) writes about the legacy of Deus Ex:
While not a unique setting in and of itself (many Cyberpunk stories are similar), Deus Ex’s setting is superior due to the narrative treating its outlandishness with seriousness, thus allowing for much better player immersion. In essence, Deus Ex was an early master of narrative plausibility. Rather than pointing at the setting with a tongue in their cheek and winking, they treat it with a serious face.
From a design standpoint, Deus Ex still stands as one of the bastions of player choice. Similar to Fallout, there are no classes within Deus Ex. Well, unless “awesome guy with sunglasses” is a class. Thus, during the course of the game, your skills are tailored to your play style. This kind of freedom is almost always welcome by the player, but if the world around you doesn’t allow for any type of play style to conclude in victory, it’s ultimately a hollow gesture. In Deus Ex, if you don’t want to kill a single soul, nothing is forcing you to. If you want to become Nanobot Rambo, that option is open to you.
You see, Deus Ex teaches developers everywhere a very important lesson. Player freedom is ultimately decided by the mechanics and the level design. If they aren’t in tandem with one another, the game is less of an experience for it. The fact that the game’s design is still referenced in this regard after fifteen years speaks for its staying power. When the player feels in control of their character, they’re immersed.
So, what is the legacy of Deus Ex? From my perspective, the series stands as definitive cyberpunk when it comes to its genre as fiction and definitive role playing in regards to video games. Fifteen years later, Deus Ex is still very relevant. With the upcoming Mankind Divided continuing the series, the expectations will continually be set high for the developers. When you’re one of the best, you’re expected to be the best, and many gamers out there hope that the series will continue to match the legacy of its predecessors. Even if things were to go sour for the current development team, Deus Ex has solidified its legacy, and one would even argue its immortality.
Tuesday - June 23, 2015
Deus Ex - History of the Game
Gamasutra looks back to the development of Deus Ex (15 years ago) based on separate conversations with project director Warren Spector, lead programmer and assistant director Chris Norden, composer Alexander Brandon and lead writer Sheldon Pacotti.
Warren Spector: There's no question the development of Deus Ex was a high point for me. The team was like a dysfunctional family at times, but their commitment to the project and our mission was complete. People worked very, very hard to deliver on the promise and potential, that's for sure!
There was a very strong sense that we were doing something special... unique. That kind of opportunity - to make the game of your dreams with no creative interference - comes up very rarely in life, and I think everyone, not just me, knew that and, as a result, really swung for the fences.
Sheldon Pacotti: Deus Ex was total immersion for me. I lived and breathed Deus Ex for a year, seven days a week, fourteen hours a day. I was just that excited by the potential of the game. The only comparison I could make is to writing a novel, where you completely lose yourself in a fictional world until it becomes indistinguishable from reality.
At the time, few people expected video games to represent reality or tell a story you actually believed in, so I was thrilled to find a team that was trying to make that happen. But I had no idea if fans would "get it." The most gratifying thing for me is the number of players, continuing up to today, who -- like good players in a paper role-playing game -- have stepped into the fiction and abandoned themselves to it. A collective hallucination.
Alexander Brandon: Deus Ex is the game I hear the most about. I'm proud of everything I've worked on. Unreal pushed boundaries of level design and fantasy world exploration in the context of an FPS. Unreal Tournament honed multiplayer combat. But Deus Ex blew the doors off genres, and at the time, hardly anyone had done that.
The time that I spent on it was pretty incredible. And I hardly made any revisions to anything I did. I'd certainly change that in hindsight, but at the time what we did just worked.
Chris Norden: At the time, we had no idea what it was or what it would turn into. We really had no idea. We hoped it would be a success, at least critically, and it kinda turned into something...big.
Sunday - May 10, 2015
Deus Ex - Why I Loved it @ Games Industry
Alex Kennedy has written an editorial at Games Industry on why he loved this game.
A quote about the world:
Often you survive a firefight with a limp, which is pretty cool, and occasionally you apparently have both your legs blown off, leading to a desperate Pythonesque hump-for-cover. The same goes for the world. It drips with colour and incident, and there's so much of it. New York, Paris, Hong Kong ruined petrol station, jetliner, cathedral, nightclub, undersea lab, supertanker; graveyard, mansion. There was a White House level; there was a level in a space station. Neither made it into the finished game, but there are still way more levels than any sane player has a right to expect.
A quote on the story:
There are people who will try to tell you that that DE's storyline is silly. Technically, I suppose they're correct. I feel, though, that there should be more joy in their lives. The storyline is meant to be an unlikely kitchen-sink mash-up of X-Files conspiracy theories, and it is, but it's mashed up with verve and grace. Those seven years of scheming and preproduction show. The characters are uneven but elaborate, with the rough organic edges that come from editing and reworking the larger plot, like the sprues of extrusion-moulding. The revelations come steadily one after another for thirty hours of gameplay. There are books and newspapers everywhere, and none of them outstay their welcome: they all deploy this secret weapon at the end of a paragraph or two of text....
Do you agree with Alex Kennedy?
Friday - May 01, 2015
Deus Ex - The Best Game Ever Part Six @ RPS
John Walker of RPS published the sixth and final part of his articles about whether Deus Ex is still the the best game ever. We finally get his verdict this time.
In the end, if I tweak the question to be, “Is this the best game ever of its kind?” then I think the answer has to be yes. But then, there are so few games of its kind, and there are even fewer that are any good.
But let’s not evade any longer. Is Deus Ex the Best Game Ever? No, I don’t think it is. And I’m surprised to see myself typing that, certain that I’d emerge from this experiment emboldened in my conviction.
What is? Well, like I said, it’s a stupid question. But I suspect that Thief might be the best Looking Glass/Ion Storm game. I think Planescape: Torment might be the best RPG. I think Day Of The Tentacle may be the game I love the most. I think The Longest Journey may be the game that has the strongest personal connection for me. I’m pretty certain you’ll disagree.
Friday - April 24, 2015
Deus Ex - The Best Game Ever Part Five @ RPS
John Walker of RPS shared the fifth part of his article about whether Deus Ex is still the the best game ever. The fifth update talks about the ending as we await his verdict.
So it’s finished. It’s an awful lot longer than I remembered, and I had certainly forgotten huge chunks of it. Now I need to get my thoughts in order, take this wealth of new evidence and experience, and address the question that’s titled all these entries. Is Deus Ex still the best game ever?
Thursday - April 23, 2015
Deus Ex - The Best Game Ever Part Four @ RPS
John Walker of RPS shared the fourth part of his article about whether Deus Ex is still the the best game ever. The fouth part talks about Fratricide, Gratified & Dissatisfaction.
And so continues my chronicle of returning to Deus Ex fifteen years later, to see if I’m right when I tell anyone who comes near that it’s the best game ever. You can read the whole saga here.
In this fourth edition, I once more fail to save my brother, become increasingly frustrated with the limits of the game’s intelligence, and ponder whether real choice is actually usefully conveyed to the player.
Saturday - April 18, 2015
Deus Ex - The Best Game Ever Part Three @ RPS
John Walker of RPS continues his article about whether Deus Ex is still The the best game ever. The third part talks about a few problems he encountered with the game.
As my re-exploration of Deus Ex continues, I find my memories clashing with the reality of the game, as I try to establish if it’s still the Best Game Ever™. You can read the whole saga here. It’s accusing me of crimes I didn’t commit, an in turn, I start committing some crimes.
Thursday - April 16, 2015
Deus Ex - Another Short Article Roundup
Just like the Witcher 3 it seems a few sites have published some new articles for Deus Ex this week. The first article is the second part of John Walker's editorial on RPS.
Here continues my attempt to discover if Deus Ex really is the best game ever, like my brain thinks. Part One is here. Today I yet again struggle to get the game working, then struggle to work within the game.
The second article is from Game Informer who continues their exclusive coverage of Deus Ex: Mankind Divided, but talk instead on how Deus Ex changed the face of gaming.
In the early ‘90s, id Software flipped the gaming industry on its side when it popularized the first-person shooter with Doom and Wolfenstein 3D. Now shooters are one of the most common video game genres on the market, delivering everything from high-intensity shootouts like Call of Duty to thought-provoking stories like BioShock and even sprawling loot-fests like Borderlands. The diversity of today’s first-person shooter market is due – in large part – to the inventive trailblazing of the original Deus Ex. But to better understand the impact of Ion Storm’s original shooter/RPG hybrid, you have to time travel back to the beginning of its development, in the early ‘90s.
Tuesday - April 14, 2015
Deus Ex - The Best Game Ever? @ RPS
John Walker of RPS published a new article with his opinion on whether Deus Ex is still The the best game ever. The first part talks about memories, and hardware renderers.
When asked, “What is the best game ever?” I always give one reply. “Deus Ex.” Back in the days when my passport still allowed me into PC Gamer Top 100 meetings, I would furiously argue that it should be no. 1, and indeed become furious whenever it did not. While I may pick another name if asked for my favourite game, when it comes to “best”, I always say Looking Glass/Ion Storm’s greatest moment. But what if I’m wrong?
Wednesday - December 31, 2014
Deus Ex: Revision - February Release Date?
In-case you still play the original Deus:Ex the following news should interest you. The Deus Ex: Revision mod will be released in February according to a new update.
We’re aiming to wrap up production, and ideally, launch sometime within the next ten weeks. As before, this is a loose estimate based on current progress and team member availability, and until environment design is finished, it will remain difficult for us to commit to a fixed launch date. In other words, we won’t know when we will release until we’re nearly ready to do so. This is simply part of making a non-commercial project with a widely distributed team; as much as we would love to, we can’t guarantee a steady development pace.
We know that development on this project can be frustratingly slow at times, so thank you for bearing with us. We’re closer than ever to completing this project, and we always appreciate your support.
Friday - September 26, 2014
VideoBrains - Deleted Scenes of Deus Ex
Some of you maybe interested in the following article from VideoBrains. Joe Martin shared new information on deleted Scenes for Deus Ex, and the plot of Deus Ex 3.
Last week I spoke at VideoBrains and shared never-seen-before design notes for Deus Ex 3. This was an unmade Deus Ex game which Ion Storm was developing when it collapsed in 2005 – not Deus Ex: Human Revolution, which was developed by a different team.
I’m writing more about Deus Ex 3 at the moment for a larger article, but I also spoke about the importance of deleted scenes and why developers and journalists need to take a more active role in game preservation.
Monday - August 11, 2014
Deus Ex: Remastered - GamesCom Announcement?
I came across a site called Play Stationing where they have news that we might be getting a Deus Ex: Remastered edition announcement at this years Gamescom.
Deus Ex. Whenever this game is mentioned, someone reinstalls it on to their computer. This is a gamer meme that started out as a bit of a joke, but it’s probably true. The original Deus Ex is often thought of as one of the best games ever made, and still stands out from the rest of the franchise. When the game originally released in June 2000, it had some truly innovative features. It was one of the first few games to mesh the RPG and FPS genre really well, and provided an almost open-world environment for you to explore. The amount of freedom is probably one of the best aspects of the game, because you could do almost everything you could think of. See a robot and think you might be able to hack it? You probably can. It was this freedom that made the game so good, despite the main character, JC Denton, looking like he had his head placed in a trash compacter.
I'm not getting my hopes up. and it might also be the next game in the series.
Friday - August 08, 2014
Deus Ex - How It Predicted The Future
Richard Wordsworth posted a new article yesterday on kotaku with his opinion on how Deus Ex predicted the future. Here is a small sample of his article.
A piece of driftwood internet wisdom that sometimes floats past on gaming messageboards goes something like this: every time you mention Deus Ex, someone will reinstall it. Somewhere, wheezing for breath under the clutter of my room/workspace/habitat, is my original Deus Ex CD-ROM, which I bought aged 12 on a whim with pocket money. My reasoning was solid: I'd never heard of the game, but the back of the box promised guns and conspiracies, and the dude on the front was rocking some dangerously cool shades. Little Me might not have known much about global banking conspiracies or the Trilateral Commission, but you could coax him onto the cyberpunk neo-anarchist bandwagon with a pair of polarised Wayfarers and a trench coat.
Fourteen years later, I've lost my fake RayBans and even the local Brixton drug dealers don't wear trench coats. Sunglasses at night went out with Corey Hart (or at least with Keanu Reeves). Deus Ex did indeed have guns, but even at the time they were inexcusably horrible to use. The game's not even a looker anymore – more a kind of papercraft tribute to how you think you remember it looked, with weirder walking animations.
So why do I go back to it? Because leaving aside its wackier conspiracy theories, it's the quality – the prescience – of Deus Ex's story that makes it such a great game to play in 2014 – in a horrible, unsettling sort of way. Revisit the game today and nano-augmented super-agent JC Denton's quest to unravel a global conspiracy doesn't seem twee or outdated. Somehow, it seems timely: moment after moment of sneering, political philosophising about money, health, corporations and the poor, punctuated by regular, 400-volt jolts of "wait, when was this written?"
Monday - October 28, 2013
Deus Ex - Retrospective @ EDGE
EDGE has posted a new retrospective about the orginal Deus Ex.
JC Denton was just a codename; Deus Ex’s sunglassed protagonist was really named after you. Emails from your closest friends used your real name even while mission briefings called you JC – a neat conceit to let voice actors address you naturally without robbing you of your identity. But the personality transplant of you into JC Denton gets more involved the more you play. He riffs off your dialogue choices, second-guessing your attitude to the people you talk to, but remaining non-committal enough to reserve your right to a mind-change. However gravelly his voice, that gently inquisitive tone makes him unusually soft-spoken, philosophical and smart for a hero, which makes it all the easier to stomach becoming him.
Characters know JC when the game opens, but no one knows what he can do. He has no significant past or track record because you weren’t there; the game can no more judge what he would have done than it can guess at his real name. Whether your brother, afterwards, is gruffly congratulatory of your professionalism or apoplectic at your insanity – “You’re a complete jackass!” his exact words – is a function of your personality rather than JC’s.
The story, intended in 2000 as enjoyably pulpy trash, looks meatier stuff to modern eyes. Ion Storm Austin excluded the World Trade Center from the New York skyline – to save on texture memory – and postulated that the twin towers were destroyed in a terrorist attack in the near future. You end up working for a terrorist group responsible for decapitating the Statue of Liberty with explosives – the copper carnage of which now serves as the headquarters of the anti-terrorist unit you betray and ultimately destroy. Bizarrely, there are even references to a worldwide avian flu pandemic breaking out shortly after the turn of the millennium.
Thursday - September 05, 2013
Warren Spector - Commandments of Game Design
Warren Spector has a new article on gamesindustry.biz talking about game design. He goes over what he calls the ,"The Deus Ex Rules of Roleplaying".
Back in the day - that'd be sometime in 1997 or, maybe, 1998 - we, the Ion Storm Austin team and I, were just getting started on the development of Deus Ex. There were plenty of people on the team who thought we should make an Ultima Underworld-style roleplaying game set in a near future setting and probably an equal number who asked, “Why don't we just make a shooter?” All you need to do is consider the end result, as neither of those was what I, and a small (but correct!) group, wanted to do.
If the game director and producer have just one job that matters it's to ensure that the entire team heads in a single direction, staying on course throughout the years-long development process. To that end, I drafted a set of rules, "The Deus Ex Rules of Roleplaying."
Friday - May 31, 2013
Deus Ex: Nihilum - Mod Released
Modder FastGamerr has released a new total conversion mod for Deus Ex called Nihilum. The mod takes place in an alternate Deus Ex continuity.
In 2049, unsavory conditions are rampant throughout the world. As soon as it becomes clear that a terrorist attack in Shenzhen, China, was carried out by perpetrators with ties to international groups and that Hong Kong may be their next target - the United Nations Anti-Terrorist Coalition (UNATCO) dispatches their first nano-augmented agent, Mad Ingram, into the city to prevent the situation from escalating any further.
Deus Ex: Nihilum (DXN, DEN or Nihilum for short) is a First Person Shooter mod taking place in an alternate Deus Ex continuity. It features new made-from-scratch original content, while also extensively featuring material from the UNATCO Born mod (used with permission from fender2k1, UB's project leader) and Deus Ex: Revision (used in accordance with the mod's license).
* Completely new score with 80+ tracks (over 2 hours of music)
* 2,200+ lines (more than 3.5 hours of audio)
* 7-13 hours of gameplay (estimate based on testers' playthrough times)
- Exploration is everything! While it can be baffling that people are leaving valuable items and other belongings out in the open, agent Ingram doesn't seem to mind!
- Encrypted datacubes: Remember, once you've hacked an encrypted datacube, you have to click on it again to make the datacube information window disappear.
- General rule on hacking: Keep in mind that you do not need this skill to advance the main plot itself. However, its general usefulness cannot be underestimated!
Tuesday - May 14, 2013
Deus Ex - Sonic Augmentation Album Is Now Available For Free
“This EP arranges music from Deus Ex, released in 2000 for Windows, and also contains nods to both sequels, Invisible War and Human Revolution. The album features 8 songs from 10 artists that re-envision the original compositions of Alexander Brandon, Michiel van den Bos and Michael McCann in a wide variety of styles and genres while channeling the moods, sounds and imagery of the world of Deus Ex. The album also includes two tracks featuring original series’ composer Alexander Brandon collaborating with BAFTA-nominated composer Jimmy Hinson.”
Friday - January 04, 2013
Deus Ex - The Deleted Scenes @ Eurogamer
Eurogamer looks at how Deus Ex evolved during the development process:
Story wasn't the only reason for editing Deus Ex away from its original vision, however - fiscal and technological realities played a role too. Sheldon mentions a mid-game level in the White House level as a particularly complex task for the level designers to realise and the decision was ultimately made to focus that effort elsewhere. In a post-mortem lecture filmed in 2008, Warren Spector lays decisions like this at the feet of designer Harvey Smith.
"On a daily basis I was building the rooms," explains a humble Smith. "So, I knew how big a room could be before the renderer would choke and how many guys we could have on screen. I had an intimacy with the tools."
Armed with this technological understanding, Smith approached Spector and argued for what he considers the two most critical changes to the original vision. The first was a new skill system with fewer abilities but more demonstrable effects - so the guns didn't do more damage but instead got easier to use as you advanced. The second was a trimmed down version of the story that abandoned the Mexican invasion and space stations in order to become more technologically feasible and narratively intimate.
Friday - November 30, 2012
Deus Ex - New Vision HD Mod v1.5 Released
The New Vision mod for Deus Ex offering a HD overhaul with new textures and renderer has been updated to v1.5 - the final release:
Deus Ex - New Vision 1.5
The final release of New Vision.
I'd like to sincerely thank everyone in the community for their support over the years; without you, I wouldn't have had the motivation to continue working on this project for 5 years of my life. I'd also like to thank someone else; if you're reading this you know who you are: thank you.
I hope you all enjoy the mod and I wish you all the best.
Source: Blues News
Tuesday - August 21, 2012
Deus Ex - Retrospective @ Game Informer
Game Informer has done a retrospective piece on this game. Here's the introduction:
Ben Hanson, Adam Biessener, myself, one of Epic Mickey 2's producers Raul Ramirez, and Warren Spector all sat down only to stand right back up and take a stroll down memory lane, making sure to stick to the shadows wherever possible. Spector talks about how he was moments away from signing a contract with Electronic Arts to create a Command & Conquer RPG, when John Romero called him up and made him an offer he couldn't refuse. We also take a look at at one of Warren's favorite games that influences his work even today with the development of Epic Mickey in our Replay Roulette.
Monday - July 30, 2012
Deus Ex - Retrospective @ IndianVideoGamer
A retrospective for this game can be found at Indian Video Gamer. A quote on how time has been to this game:
How does it hold up today?
In a word, fugly. Yes, the years haven’t been kind to the game. In fact, you might find MGS1 a lot more palpable than a game based on the Unreal Tournament engine. However, there are a few high-def mods around that make it tolerable. If you’re a graphics wh*re, play the superlative Deus Ex: Human Revolution instead. Also, reading skills are a must because there’s a ton of interesting books and emails to be read within the game’s world that add to a story that’s as layered as it gets without getting overtly complicated.
Thursday - January 26, 2012
Deus Ex - GotY Edition on GOG
GOG has added Square Enix to their catalogue, which means Deus Ex: Game of the Year Edition is now available through the service.
Saturday - September 10, 2011
Deus Ex - Unreal Revolution Parody Mod
I don't normally post this sort of stuff but I got a good laugh out of this. Deus Ex Unreal Revolution is a parody mod that "acts as a parody of Deus Ex: Human Revolution while providing commentary on the video game industry and modern gameplay mechanics. Features yellow highlighting, cinematic takedowns, iron sights, and regenerating health."
If you don't want to play the mod, watch the trailer at ModDB at the link above.
Source: Blues News
Tuesday - August 09, 2011
Deus Ex - New Vision Mod Released
The first full version release of New Vision, a HD mod project for Deus Ex, has been released:
It's been 4 years in the making, but Deus Ex : New Vision is finally seeing the light of day in it's full form. With around 75% of the world textures remastered at high definition, the project is finally complete - and is available to download right now!
Wednesday - June 29, 2011
Deus Ex - Retrospective @ Gamasutra
There's a Deus Ex retrospective on one of the Gamasutra blogs; here's a snip that rang true for me:
Despite its faults (the pulverisingly unforgiving difficulty for new players, clunky graphics even for turn of the millennium gaming and repetition throughout the middle act), the most depressing thing about Deus Ex is how little influence it has had over subsequent gaming culture. As the games industry grew and became more mainstream, much of the reckless experimentation that produced many of the greatest games of the late '90s (and a few of the worst: take a bow, Jurassic Park: Trespasser) was left behind in favour of a formula mentality. Derived in thought and execution from the sensibilities of the Hollywood blockbuster, for all its financial success the gaming landscape was made a less exciting place to play. Even Deus Ex's maligned sequel Invisible War dumbed down the RPG elements to make them more palatable, while the trailer for the series' third entry ignores real gameplay in favour of pre-rendered spectacle.
Wednesday - June 23, 2010
Deus Ex - 10 Year Anniversary @ RPS
The 10-Year anniversary of Deus Ex inspired an avalanche of material at Rock, Paper, Shotgun. This page gathers it all together, with highlights including a re-review and Deus Ex Made Me, with two developers explaining the influence of the game in their work. It's also worth looking at The End of Looking Glass - 40 minutes of footage shot by a LG developer as everyone leaves the building for the last time, the dream over.
Thursday - April 29, 2010
Deus Ex - DX10 Renderer Mod
Rock, Paper, Shotgun is pointing out a DirectX 10 renderer by Marijn Kentie for Deus Ex (and Unreal, Unreal Tournament and Rune). The change doesn't have a huge impact on the look of Deus Ex but it does help with future compatibility and perhaps combined with texture exhancement projects and the like might make for a for pleasant experience. RPS points out the New Vision Texture Pack and, of course, there's the HDTP project.
Source: Rock, Paper, Shotgun
Wednesday - April 21, 2010
Deus Ex - Steam Sale
Nice timing with our current poll, Steam currently has Deus Ex (and Invisible War) on sale for $2.50 each. Those polygons are aging but you can't go wrong with a classic for that price.
Friday - September 11, 2009
Deus Ex - The Making Of @ Edge Online
Warren Spector teams up with Edge Online for The Making of Deus Ex, which outlines everything from plot problems to technology issues to government conspiracies (you couldn't have Deus Ex without a government conspiracy, could you?):
Along with Washington, further locations were purged. A visit to Russia, an abandoned space station, a moon base – all, according to Spector, jettisoned as the design tightened. “We redid much of the plot mid-way through development, when the designers realised our original story, in its totality, was inexpressible given our technology.” Other late changes would follow. “After blindtesting by some other studios, we redesigned the skill and augmentation systems fairly dramatically. And I think we were early in beta when we realised that we hadn’t planned things so players encountered NPCs several times – players weren’t establishing relationships with the characters so the story lacked resonance. We made a major pass at the plot so folks from early missions showed up again and again. That was a critical moment in the game’s development and it came very late.”
Monday - March 16, 2009
Deus Ex - The Nameless Mod Now Available
Rock, Paper, Shotgun has noticed The Namless Mod for Deus Ex that we have discussed a couple of times has been been released. Head over to the official site grab the file (923Mb), a DVD ISO image (1.4Gb) or a link to the official torrent.
Source: Rock, Paper, Shotgun
Sunday - March 08, 2009
Deus Ex - The Nameless Mod: New Site, Trailer
The folks from the Deus Ex project The Nameless Mod wrote in to say they've launched a new main site and released a launch trailer. Head to the site to view it.
Sunday - March 01, 2009
Deus Ex - The Nameless Mod Coming Soon
* An imaginative new setting unlike any game you've played before (yet very familiar to any netizen).
* 59 levels of gameplay plus a new training mission, 6 intro and endgame cinematics, and three secret bonus maps!
* 20 original new weapons, many of which are unique and may only be acquired once through the game.
* Several unique pre-modded versions of original Deus Ex weaponry to be stolen from particular characters upon defeating them.
* The ability to fight with your bare hands, or to make use of several different gloves to augment your furious blows.
* A weapon shop where you can buy original DX weapons, equipment, and ammunition.
* Hundreds of emails, books, newspapers, notepads, and datacubes.
* Multipage info-devices allow for many pages per book or datacube for the really inquisitive player.
* Over 100 entirely new character skins and many more combinations of old skins!
* Actual nanoaugmented enemies. You can view their augmentations with the Targetting aug and disable them with EMP attacks.
* More customization: Choose between two different character models, 5 different faces for each, and eyewear!
* A ton of new decorations and items.
* Two parallel story arcs, that branch early in the game, and plenty of side-missions.
* An almost ridiculously responsive story with a detailed denouement at the end.
* Choice and consequence: Major characters will remember if you knock them out.
* A script of 200,000 words of dialogue, monologue, infolink messages, and AI barks.
* More than 13,000 fully recorded lines of very high quality.
* Eye-pleasing graphical detail with HDTP support!
* New high-quality ogg music for every level (well over 100 tracks!).
* A myriad of secrets, easter eggs, and little details to encourage replaying.
* Goals will be updated as you progress through the missions.
* Greater implementation of difficulty levels: Enemies and pickups will depend on your chosen difficulty.
This project apparently emphasises choices and you can check out a preview at ModDB.
Thursday - May 29, 2008
Deus Ex - Coming Free to Gametap
Rock, Paper, Shotgun has news that Deus Ex will be part of Gametap's free roster. Here's a snip form their newsbit:
Gametap, that surging faucet of digital delivery, has announced that it’ll be featuring candidate for best game ever, Deus Ex, on its free games roster as of next week. The Big Ex joins Psychonauts and Thief: Deadly Shadows on its free game thinger. You will again be able to celebrate some of the greatest moments in gaming.
Well worth a look if you never got around to it originally.
Source: Rock, Paper, Shotgun
Monday - January 07, 2008
Deus Ex - Retrospective @ Gametap
Well-known gaming journalist Tom Chick has penned a Deus Ex retrospective for Gametap. It's worth noting Tom isn't a fan but the article remains fairly balanced:
The world created by Deus Ex was a memorable one. It was oddly prescient, though not for supposing a terrorist attack on a New York City landmark (remember that the World Trade Center had already been bombed in 1993 and the Statue of Liberty had been destroyed in Planet of the Apes in 1968). Instead, it was prescient for suggesting a dramatically shifted political landscape in the aftermath of the attack. This was the starting point for wide-ranging flights of dystopian fancy, which tied together diverse plots and machinations. By the time you saved or doomed the world, depending on your choice of ending, you had dealt with every conspiracy theory in the book: black helicopters, the Illuminati, Area 51, Majestic 12, and so on. Deus Ex was nothing if not generous. Along the way were memorable characters like your cohorts and eventual rivals at UNATCO, your brother Paul, the snake-like Walter Simons, Tracer Tong, and of course, Bob Page.
Monday - November 26, 2007
Deus Ex - Third Game in Series Announced
There is very little information on what's planned for this game as yet, so it may not turn out to be an appropriate game for RPGWatch coverage, but Shack News reports that Eidos Studios today announced officially the third game in the Deus Ex series:
There's a bit more info, primarily on team and studio setup, here at Gamasutra.
Eidos has announced the long-awaited third entry in the Deus Ex franchise. The game is being developed at the company's Montreal studio for unspecified consoles, though PC, PS3, and Xbox 360 editions are likely.
The game is currently at an extremely early stage. General studio manager Stephane D'Astous told Gamasutra that the team just received approval for the title's proof of concept. The team will be allotted up to two years for development, suggesting the game is targeted for holiday 2009 release...The existence of the title was suggested in an Eidos interview earlier this year...
...Deus Ex creator Warren Spector, who was also responsible for System Shock 2, is not likely to be involved with the project.
Source: Shack News
Sunday - July 22, 2007
Deus Ex - Nixed Ending @ CVG
Harvey Smith is quoted at CVG about a moon-base ending that never made it into Deus Ex. Presumably the topic came up because Witch boy is currently working on an Area 51 game called BlackSite:
"I didn't want to put Area 51 in Deus Ex!", its illustrious lead designer told PC Zone magazine recently. "I didn't find it that interesting. In fact, initially it was a moonbase. You were going to use the rocket to get to the international space-station (which in our fiction was just sagging and falling apart and barely held together), and from there you were going to use a shuttle to get to a luxury space-station which was going to be like the Titanic."
Friday - April 27, 2007
Deus Ex - Best Game Ever @ CVG
CVG is carrying a piece from PC Zone where Deus Ex was voted the best PC game ever in a 101 game countdown feature. Warren Spector gets to join in the celebrations with a few comments award-night style:
First, let me say what an honour it is to have been associated with the development of Deus Ex - to see it named the "best game ever" is pretty incredible. I'd be lying if I said I didn't have great expectations for the game when I started thinking about it, and the team really rallied around the idea of changing the way people thought about and played videogames. But actually to be honoured as the best game ever? Well, that's just amazing.
Spector goes on to describe the input of various team members such as Chris Norton, Harvey Smith and Sheldon Pacotti.