Eidos Interview Suggests New Deus Ex Game

By Chris Remo, May 17, 2007 5:15pm PDT A new game in Ion Storm's acclaimed RPG-infused shooter franchise Deux Ex may soon be in development by an Eidos team. Numerous online outlets have pointed to an interview with Patrick Melchior, managing director of Eidos France, conducted by Canadian music network Musique Plus and re-hosted on Musique Plus' site (note: the site seems to be intermittently failing). In an interview otherwise largely centered around Crystal Dynamics' upcoming Tomb Raider: Anniversary, Melchior praised the Deus Ex franchise and touched on Eidos' plans to add a third entry. Melchior noted that publisher Eidos has not yet locked down final plans, but development may well start this September. Further details and confirmation are expected in the coming months.

The new Deus Ex game would be handled by Eidos Montreal, the company's new studio announced earlier this year. Approximately 350 jobs are expected to be created by the studio. One of Eidos' three teams, comprised of around 40 staffers, would be responsible for the upcoming Deux Ex project.

It is unlikely that Warren Spector, series creator and project director on Deus Ex, or Harvey Smith, lead designer on Deus Ex and project director on its sequel Deus Ex: Invisible War, will be involved with the project in any capacity. Spector is currently working on a Source-powered game at his Austin, Texas-based Junction Point Studios, while Smith is serving as creative director at Midway Austin on the upcoming BlackSite: Area 51.

Eidos' domestic operations have yet to comment on these reports.

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19 Threads | 68 Comments
  • I never expected this, at least not so soon. I had mourned what I thought was the death of DX, Bioshock certainly eased that pain.

    I'm very afraid. I'm afraid they're thinking "hay guys we need a franchise for our new team based cyberpunk/rpg multiplayer shooter, despite DX2, they loved DX1! so we should use that universe to capitalize on that!".

    I'm a glutton for punishment, they're digging the thing I buried out of its grave and I'm very uneasy because even though they're probably going to just make it worse and bury it again - there's this vague chance in my mind that someone out there actually gets it and could do a singleplayer Deus Ex game properly with up to date technology.

    I've probably said this a million times but I still loved DX2 a lot more than most games, despite the flaws.

    It's typical internet behavior of course but I think the abuse they get for DX2 is completely idiotic. People shout about Harvey Smith like he pissed in their face when they don't really know what was going on (not that I do either). I honestly don't see what he did that was so bad aside from some the universal ammo/multitools which wasn't as big a deal to me as it was to everyone else apparently. I don't think anyone actually saying things about him really has any actual clue about which problems he was responsible for. He could have been advised by Eidos/his tech team that using a unified GUI on both platforms was going to help the game get through QA faster but instead everyone assumes it was all his decision.

    My understanding from reading between the lines of it was that several things went wrong:

    1. Eidos relentlessly starved them of the development time they needed to do it right.

    2. They made some bad tech decisions and basically bit off more than they could chew:
    - They thought they could take the Unreal engine and add their own lighting but it was harder than expected.
    - The integration of Havok for physics caused them a huge amount of trouble also.
    - Taking the unified xbox/pc engine and resources approach didn't work out very well.
    - Performance problems everywhere.
    They got it all working in the end but nobody remembers that (a) despite the performance problems, they were the very first game to ship with unified lighting and shadowing (long before Doom3 finally shipped). They're implementation of Havok was far better than other games at the time. It's all overshadowed by Half Life 2 now but at the time most games boasting Havok physics had nothing more than boxes and bottles that could be knocked over if a stray bullet happened to hit them.

    3. A lot of the intended story had to be cut because of time.

    It's so easy for people who have never actually worked for a games developer to throw shit around and blame it all on the few names they are aware of who were involved with the project.

    End of rant.