faetal on 26/11/2014 at 09:24
Good article. I wish Deus Ex 3 had been a thing.
twisty on 4/12/2014 at 09:01
I've only read the first article so far. It was an interesting read, and surprising that they were simultaneously exploring and implementing other games in the franchise at the same time. It was also written very honestly I think, and I'm interested in why Art Min referred to TDS as a failure as well. While I personally didn't think that it was that great of a Thief game, does anyone know why he referred to it as a failure?
kaufenpreis on 2/1/2015 at 10:04
Thank you for your work. Good article.
Fafhrd on 4/1/2015 at 06:51
Quote:
While Deus Ex 3 was heavily fleshed out on paper however, little of it was ever committed to pixels due to Ion's commitment to Eidos that it would use the Crystal Dynamics engine for all future projects. Ion Storm had previously used it for Deus Ex: Invisible War, where its limitations had been clear in the response from reviewers.
I'm
pretty sure that Invisible War used the same heavily modified Unreal engine that Thief: Deadly Shadows used, not the Crystal Dynamics engine. The only Deus Ex game to use the Crystal Dynamics engine was Human Revolution.
Tip3r on 18/1/2015 at 04:12
Yeah, IW was made using a heavily modified unreal 2 engine. In my opinion the mission design in IW sucked. I don't know if that was due to limitations imposed by the unreal 2 engine or just bad design. Having done a great job on the original Deus Ex I think it's reasonable to assume that ion storm hadn't lost it by the time they got to IW.
DocSkrilla on 12/2/2015 at 01:25
At least one of Min's pitches sounds a lot like a prequel to Deus Ex that I worked on for a short time. Interesting.
DocSkrilla on 12/2/2015 at 03:07
Quote Posted by Tip3r
Yeah, IW was made using a heavily modified unreal 2 engine. In my opinion the mission design in IW sucked. I don't know if that was due to limitations imposed by the unreal 2 engine or just bad design. Having done a great job on the original Deus Ex I think it's reasonable to assume that ion storm hadn't lost it by the time they got to IW.
Actually, it was a heavily modified version of Unreal Engine 2, disgustingly dubbed the Flesh Engine (Unreal 2 was made on Unreal Engine 2.5 iirc). The limitations weren't because of Unreal Engine 2, but because of the fact that the architect/lead programmer of the Flesh engine departed part of the way through the project and left behind no documentation, leaving both the Thief and the Deus Ex teams to work with a semi-broken engine that the programmer they hired to rework could only partially fix, due to the lack of documentation. The unfinished modifications to the engine also stripped it of a lot of things (like the ability to render and process water, oddly), and pushed the limitations of the amount of memory on the Xbox. The game was developed with the Xbox in mind, because Eidos and Ion Storm wanted to expand both Thief and Deus Ex series into the profitable console space, with PC capabilities of the time a complete non-concern. Which, I guess, makes it bad design.