![]() ![]() ![]() If Deus Ex was ever going to have a future, then, a new team would have to be sought to take up the mantle. And so, having shipped Thief: Deadly Shadows in 2004 and unable to get a new project off the ground afterwards, Ion Storm shuttered its doors a year later in 2005, before which Deus Ex mastermind Warren Spector had moved on to eventually partner up with Mickey Mouse. Project Snowblind, Crystal Dynamics’ last game before taking over Tomb Raider, was also originally intended to be part of the Deus Ex canon, but ultimately became its own thing after Invisible War underperformed. Ion Storm themselves tried it twice, first with Deus Ex: Insurrection and then an open-world take on the franchise only ever referred to as Deus Ex 3. There were numerous attempts at developing a third Deus Ex game. Even for its creators, replicating the original Deus Ex’s successes proved to be a steep challenge, and so it was with great trepidation that a third game, a ‘true sequel’, was awaited. ![]() While still an enjoyable game in its own right, Ion Storm’s attempts to make the follow-up more accessible resulted in the team scaling back Deus Ex’s defining traits and diluting the formula (universal ammo system, anyone?), losing some of the magic that made the first game so special, incurring the wrath of its fans, and forever cementing Invisible War’s status as the black sheep of the series. Its sequel, on the other hand, 2003’s Invisible War, is less fondly remembered. A ground-breaking RPG blending shooting, sneaking, and everything in between, Ion Storm’s original Deus Ex from 2000 is highly regarded as an all-time gaming classic, granting you unprecedented freedom to shape its story and tackle any objective however you please in its darkly realised cyberpunk setting. With so many facets and variables to account for in its design and writing, it’s little wonder there have been so few games, if any, quite like it. Making a Deus Ex game can be no mean feat. ![]()
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