Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026
1 2 3 4 5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

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'

Deus Ex: Invisible War has its defenders, including PC Gamer's own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying it was a worthy sequel to the original. Where Deus Ex ripped up the rulebook and set an example that the immsim genre has struggled to replicate ever since, Invisible War was a much more trammelled game that, for all the good ideas, felt less expansive and ambitious.

Is it a decent game? I'd say yes. Is it the Deus Ex 2 we should've had? Not in a million years. Sorry Josh.

In a new retrospective in Edge magazine, the game's developers discuss the various issues Invisible War faced. Fear was not one of them: the Ion Storm Austin devs were itching to get to work on it. The original game's designer Harvey Smith is asked if he ever felt intimidated about following up such a well-loved title:

"The truth is, no," says Smith. "We finished Deus Ex and everyone loved it, and we just thought, 'Well, the games we want to make are the right kinds of games'. And then you go and do something else, and you fall flat on your face.”

The issues began in 2001 when there was a top-down decision that Ion Storm Austin’s two in-development games should use the same engine. The games were Invisible War and Thief: Deadly Shadows, and the idea was that team members could more easily transition between projects that were built on the same tech. Only problem was, they didn't have the actual tech.

The plan was to modify Unreal Engine 2 with an improved shadow and lighting system. But this was a tonne of work that needed to be handled in-house, and the focus of these modifications was Thief rather than Deus Ex. "I was a leader at the studio and I should have pushed back on that more," says Smith.

Invisible War's lead designer Ricardo Bare expresses his feelings rather more bluntly: "It was a super-boneheaded call. A very bad decision. It really tanked development."

The new engine was being built for a Thief game, with smaller environments and reactive lighting, but struggled to cope with the much larger environments of a Deus Ex. Invisible War was packed with environmental details that brought the game's frame rate lower and lower, until the devs had to strip out assets and objects just to get decent performance.

"The point of our game was to be object-dense," says Bare. "Using that engine meant we had to compartmentalise." Hence Invisible War's abundance of loading screens.

(Image credit: Ion Storm)

"I wish we could redo that project and just stitch the maps together," says Smith. "You get to a room, there’s a load. Another room, another load. It hurt the game. It sucked."

Added to which, Eidos had suddenly started paying a lot more attention to Deus Ex after the original's sales, and was pushing for one change in particular that would cause enormous controversy.

"Eidos had some weird theories like 'FPS games don’t sell' or 'RPGs don’t sell'," says Smith. "And I was like, 'Are you kidding?' But people have their opinions and they’re trying to lead their companies, and if you have a mortgage and have a job, sometimes you have to do what the boss says. So, there was pressure from Eidos for it to be a console game."

So: blame Xbox. Microsoft’s console became the target platform, alongside PC, but obviously had a fixed spec and couldn't compete with the high-end gaming PCs of the day. All of which meant that the existing problems with the new engine were exacerbated even further.

"You go to console and you have a lot fewer systems for memory," says Smith. "You need to develop for the baseline console. You can’t assume people are going to be able to upgrade, or be on the bleeding edge.

“But there were legit complaints," he continues. "As we adapted Invisible War to console with the map sizes, the UI and everything, we walked into this kind of buggy, inelegantly-made-for-console game. It angered our most hardcore followers."

Ultimately, Invisible War's final form came down to these background problems rather than the team's ideas for the sequel: they just couldn't make the game they wanted to make. And for Harvey Smith in particular it was a painful time, though with hindsight he says his regrets are more about decisions he made as project director, rather than the final product.

"It was very painful to go from Deus Ex, where everyone was lauding us, to Invisible War, where I felt like I’d done a bad job," Smith says. "Disappointing the fans hurt. People not liking the game as much hurt. Acknowledging that I had made mistakes hurt. It was painful. For me, hypersensitive to criticism at the time, it felt brutal."

But painful as the fallout was, there would ultimately be a silver lining for the genre. Dissatisfied with Eidos and its management of Ion Storm Austin, Smith and Bare both left the company in 2004, alongside other senior staff like Warren Spector, and it was shut down a year later. Smith and Bare have subsequently maintained a long-lasting collaborative relationship, working on some of the best immersive sims ever made like Dishonored, Dishonored 2, and Prey.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



Читайте также

AMD's CPU division is booming as CEO Dr. Lisa Su says sales 'far exceeded my expectations'

Meta's new FrameSync feature aims to make VR a little less nauseating

Acer Nitro V 16 AI review




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.