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** The [[UsefulNotes/GameEngine Unreal Engine]] at the time would not have been able to handle a fully-rendered city, causing the creators to box in the Paris and New York levels and justify it with a lock-down due to terrorists for the former, and a way to separate ghettos and other high crime areas for the latter.

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** The [[UsefulNotes/GameEngine [[MediaNotes/GameEngine Unreal Engine]] at the time would not have been able to handle a fully-rendered city, causing the creators to box in the Paris and New York levels and justify it with a lock-down due to terrorists for the former, and a way to separate ghettos and other high crime areas for the latter.
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* TroubledProduction: While the game was a big success for Creator/IonStorm, it wasn't less troubled for it, with lead director Warren Spector giving a detailed post-mortem in the November 2000 issue of ''Game Developer Magazine'' about the challenges and mistakes of its production.
** Warren Spector struggled for years to get the concept (initially titled ''Troubleshooter'') off the ground, with Origin Systems rejecting it and Creator/LookingGlassStudios unable to find funding. Spector nearly took a contract with Creator/ElectronicArts in 1997 when Creator/JohnRomero, having recently helped to establish Ion Storm, offered Spector the chance to make his game at Ion Storm without any limitations. Spector gladly accepted, quickly starting pre-production in Austin, Texas with a small team of former Looking Glass staff.
** Spector's team was soon bolstered by former Origin Systems employees, including ''VideoGame/UltimaIX'' lead designer Robert White, as part of a walk-out due to EA's ExecutiveMeddling at Origin, but problems soon arose as White's team had a very different design ethos. This led Spector to split developers into two camps with White leading a "traditional roleplaying group" against an "immersive simulation group" led by Harvey Smith, hoping that a FriendlyRivalry would bring the best out of both. Instead, the two groups clashed over '''everything''', with just the idea of a set name for the player character nearly inciting a "holy war". Spector ultimately merged the two groups into a single team with Harvey Smith as the lone design lead, and later regarded the two groups decision as a costly blunder.
** There were also troubles regarding art assets and engine choice. Early in development, assets were outsourced to Ion Storm's Dallas offices who seemed disinterested in the game, leading Spector to beg for a dedicated art team which he eventually got. As for the engine, the team licensed the Unreal engine and had to spend over half a year learning it, cautiously programming role-playing features like skill systems and dialogue trees for an engine built around shooting.
** Meanwhile, the Dallas branch of Ion Storm was under fire. Their real-time strategy game ''Dominions: Storm Over Gift 3'' had released to negative reviews and was utterly crushed by ''VideoGame/StarCraft'' in sales[[note]]most estimates for the sales of ''Storm Over Gift 3'' are around twenty thousand copies, though a [=GameSpy=] retrospective put it at less than ten thousand copies[[/note]], Tom Hall's ''VideoGame/{{Anachronox}}'' and John Romero's ''VideoGame/{{Daikatana}}'' were punching bags in the gaming press for their protracted developments and confrontational marketing, also casting doubts on ''Deus Ex'', and private emails were leaked to the public. The bad press hurt morale and made it nigh-impossible for Ion Storm to hire more developers. Ultimately, the Austin team adapted a "we'll show them" mentality to continue work on the game.
** As private prototype tests were held in 1999, the feedback was dire. Game systems were criticized for lacking tension while the realistic level design wasn't creating compelling gameplay. Realizing a "less is more" approach was needed, the team began toning down their ambitions and refocused their efforts, cutting their design document in half and trimming many locations from the story to allow the team to focus their efforts on what worked.
** And even as the game finally began to take shape, Creator/EidosInteractive (who had made a publishing deal with Ion Storm) grew increasingly concerned with the turbulence within Ion Storm's walls. Spector claimed that Eidos repeatedly pressured him to make the game a conventional shooter, while Romero claimed years later that he had to step in late in development to stop Eidos from canceling the game entirely.
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Technology marches on is for actual technological progress outpacing the events of the story - this presumes newspapers will stop being a thing in 2050s, which we can't know yet.


** The developers thought that ''newspapers'' would still be around in the 2050s. Not long after the game released they started dying off and the entire industry shrank considerably. They have however once again found a niche that might keep them around for a while yet, being an unprofitable tax write-off that billionaires buy to shove their narratives & ideology down the throats of the working class, which is fittingly dystopian for ''Deus Ex''.
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* TheWikiRule: [[https://deusex.fandom.com/wiki/Deus_Ex_Wiki Deus Ex Wiki]].

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* ActingForTwo: JC and his brother Paul share the same voice actor. [[spoiler:This makes perfect sense, really.]] As do the Triad leaders in Hong Kong, and given the number of NPC conversations that you can listen in on and the [[http://www.imdb.com/title/tt0286585/fullcredits cast sheet]], it's possible that some of these qualify.



* TalkingToHimself: JC and his brother Paul share the same voice actor. [[spoiler:This makes perfect sense, really.]] As do the Triad leaders in Hong Kong, and given the number of NPC conversations that you can listen in on and the [[http://www.imdb.com/title/tt0286585/fullcredits cast sheet]], it's possible that some of these qualify.

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