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Blending Deus Ex with Escape from Butcher Bay, Deficit is one of the best-feeling indie immersive sims I've played—even if the stealth system needs serious work
Deficit, an upcoming immersive sim from Item42, offers a highly physical and satisfying combat experience reminiscent of The Chronicles of Riddick: Escape from Butcher Bay, with impactful melee and reactive environments. While the game draws clear inspiration from Deus Ex, its stealth mechanics are currently problematic and require significant improvement. Despite these issues, the demo is playable and showcases strong potential for the full release.
A multi-month delay for Deus Ex turned into a huge payoff for one of its best characters, says designer Harvey Smith
Designer Harvey Smith shared how a multi-month delay for Deus Ex significantly improved the game by allowing for expanded character development, particularly for the NPC Gunther Hermann. Initially, Hermann had a minor role with no closure, but the extra time enabled his integration into key missions and a more impactful narrative arc, ultimately enhancing the overall player experience.
"Through the looking glass": as Arkane fight for their future, Dishonored veteran Harvey Smith reveals new studio dedicated to immersive sims
Harvey Smith, a veteran developer from Arkane Studios, has announced the formation of Black Pony Immersive, a new studio focused on creating imaginative first-person action RPGs and immersive sims. The studio, which includes other former Arkane developers, aims to build single-player games that reward player creativity and exploration. This announcement comes during a period of industry volatility, with Microsoft having recently closed Arkane Austin and currently negotiating the future of Arkane Lyon.
Deus Ex And Immersive Sim Founding Father, Warren Spector, Retires From Game Development
Warren Spector, a pivotal figure in the creation of the immersive sim genre known for his work on Deus Ex and Thief, has announced his retirement from game development after a nearly 45-year career. While he has mixed feelings, Spector, aged 70, feels it's time for a new generation to innovate and plans to focus on writing books and consulting. His final game, Thick as Thieves, was released earlier this year.
Deus Ex creator Warren Spector announces retirement – "it's time to ride off into the sunset"
Deus Ex creator Warren Spector has announced his retirement after more than 40 years in game development. Spector, who also worked on franchises like Thief, Ultima, and Epic Mickey, cited his long career and a desire to pursue other interests as reasons for his departure. He expressed hope for continued innovation in the industry from the next generation of developers.
Deus Ex director and immersive sim legend Warren Spector is retiring, despite having "three games in particular" he'd still like to make
Legendary Deus Ex director Warren Spector has announced his retirement from game development after a 44-year career. While he has "mixed feelings" and three specific games he'd still like to make, Spector feels the industry has changed and it's time for a new generation. He plans to write books, lecture, and possibly consult, but leaves the door open for a potential return.
Opinion: Deprofessionalization could foster toxic work environments on small teams
The article discusses the concept of 'deprofessionalization' in the game industry, where reduced general employment drives out career professionals, potentially fostering toxic work environments, particularly in indie development. It draws parallels between historical instances of harassment at both large and small studios, highlighting how relaxed professional standards can lead to inappropriate conduct and drive talent away from the industry.
The best Deus Ex sequel is a 2009 fan-mod set in a living forum where you attack enemies with sporks and foons, and no I…
The Nameless Mod, a fan-made sequel to Deus Ex released in 2009 and updated in 2026, is lauded as potentially the best sequel to the original game. Set in a forum where the moderator has been abducted, the mod features unique factions, quirky humor, and a conspiracy-heavy story that captures the essence of the Deus Ex series. Its expansive world design and ambitious scope, developed by volunteers, are highlighted as key strengths.
2026's best RPG might look like Disco Elysium, but it was heavily inspired by Deus Ex, and its creator wants 'to do a first-person game at some point'
Developer Christoffer Bodegård discusses his journey into PC gaming, highlighting influential titles like Dragon Age: Origins and Deus Ex. His recently released CRPG, Esoteric Ebb, was inspired by tabletop RPGs and aims to replicate their unpredictability. Bodegård is exploring ideas for his next project, potentially a first-person game, and shares his current gaming habits, including extensive play of Paradox Interactive's grand strategy titles like Victoria 3 and Europa Universalis IV.
Are these the 100 most influential games of all time?
Kitfox Games CEO Tanya Short discusses a list of the 100 most influential video games of all time, compiled by professional game designers. The list, assembled through the Polaris game design retreat, aims to serve as a tool for designers to improve their craft and create influential games.
I picked out 31 must-play games going for $5 or less in the Steam Summer Sale
This article highlights 31 must-play games available for $5 or less during the Steam Summer Sale. The curated list includes a variety of genres such as RPGs and first-person shooters, with many titles developed by well-known studios like Larian and BioWare.
After seeing Thief Remastered, I'm calling it: That doomed Deux Ex remaster should get rebooted with Nightdive in…
The upcoming remasters of Thief: The Dark Project by Nightdive Studios and Deus Ex by Aspyr present a stark contrast in approach and reception. While Nightdive's Thief remaster is praised for its faithful yet enhanced visuals, Aspyr's Deus Ex remaster has drawn criticism for a perceived dated graphical overhaul. The article suggests that Aspyr's project should be rebooted, ideally with Nightdive's involvement, given the positive reception to their work on System Shock 2 and Thief.
In 1997, Warren Spector told us the upcoming PC classic Deus Ex was inspired by Final Fantasy, Miyamoto, and 'the…
A 1997 interview with legendary game designer Warren Spector reveals his early inspirations for the upcoming PC classic Deus Ex, including Final Fantasy VII and Shigeru Miyamoto's work. Spector discussed his move to Ion Storm and his vision for a first-person RPG that blended console accessibility with deep simulation, initially planning to use the Quake II engine before ultimately opting for Unreal.
Playing Deus Ex: Invisible War like it always should have been
This article revisits Deus Ex: Invisible War, arguing that with the Visible Upgrade mod, the game can be played as it was originally intended. It highlights the game's strengths in its immersive sim elements, side stories, and surprisingly prescient commentary on AI and parasocial relationships, despite its initial criticisms regarding loading screens and simplified mechanics.
Doom co-designer still has the real chainsaw that inspired the OG FPS's iconic weapon, even though it leaks oil and…
Doom co-designer Tom Hall still possesses the actual "Eager Beaver" chainsaw that inspired the iconic weapon in the original first-person shooter. The chainsaw, which leaked oil and was kept in a bowl at id Software offices, was modeled after Hall's personal tool. Hall, who also co-founded Ion Storm and contributed to Deus Ex, was a key figure in Doom's development.
Deus Ex's maligned sequel was the most 2026 game of 2003: It clocked the 21st century even harder than Metal…
This article argues that Deus Ex: Invisible War, despite its critical reception, was a prophetic game that accurately reflected the socio-political landscape of the early 21st century. It draws parallels between the game's narrative of societal collapse and inequality with real-world events and political figures, suggesting the game's themes resonate more strongly now than at its release.
Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision… it really tanked development'
Former Ion Storm director Harvey Smith discusses the development challenges of Deus Ex: Invisible War, citing the decision to move the studio to an engine built for Thief: Deadly Shadows as a major setback. Pressure from Eidos to make the game a console title for the original Xbox also exacerbated technical issues, leading to a product that fell short of the original Deus Ex's ambition and disappointed fans.
The devs on Deus Ex: Invisible War knew its most-hated part was a 'terrible idea,' and they give the director…
Developer Harvey Smith discusses the universally disliked universal ammo system in Deus Ex: Invisible War, admitting it was a 'terrible idea' that stemmed from a flawed attempt to incorporate nanotechnology. Despite this and other criticisms, Smith defends the game's core immersive sim elements and expresses his ability to now discuss the title openly.
Meet the man who stuffed as much Deus Ex into Fallout 3 as was "humanly possible"
Emil Pagliarulo, lead designer and writer for Fallout 3, discusses the significant influence of Deus Ex on his design philosophy for the game. He aimed to incorporate as much immersive sim gameplay as possible, particularly focusing on enhancing stealth mechanics and emergent consequences, drawing parallels to his work on earlier titles like Thief II: The Metal Age.