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Deus Ex
Developed by: ION Storm
Published by: Eidos Interactive
Genre: Role-playing
Expected Release: Third Quarter 1999

2052, Pollution, drugs and disease are more rapidly spreading then anyone could ever have conceived. Terrorist organizations are openly killing off people by the thousands, and conventional medicine can't cope with the overwhelming viral and bacterial outbreaks that run riot through the impoverished cities' populations. The gap between the filthy rich and seriously poor is greater than anyone projected, and the world's economy is on the verge of collapse. Just when you thought it couldn't get any worse, there is a worldwide conspiracy that is hell bent on total world domination. In Deus Ex, you will assume the role of a powerful, nano-technologically-augmented, anti-terrorist agent. Your mission: uncover/expose these conspirators and prevent them from reaching their goal of world domination. In a world full of lies and betrayal, you must pick you allies wisely and trust no one. Your adventure will take you to all corners of the world as you learn the facts and build your strength.

Interview with Warren Spector
You can see from the screenshots that this one is looking fabulous, even by Unreal's graphical standards. The diversity of environments looks to be a welcome change from dungeon crawling. The Electric Playground had the opportunity to fire off a couple of questions to the producer of Deus Ex, Warren Spector. He is a very well known and respected for his work on games such as Ultima Underworld: The Stygian Abyss and System Shock. Here is what he had to say about the game, Deus Ex, and the Unreal Engine.

EP: With all of the other engines on the market, why did you choose the Unreal Engine?

A: The reasons behind engine choice are many and varied. In our case, we knew what game we wanted to make before we started thinking about engines. That allowed us to evaluate the available technologies on the basis of which would best suit the needs of our project. Certainly that was the most important factor. In addition, we looked at how easy the engine would be to extend. We weren't just planning to do a TC. To make the kind of role playing game we envisioned we were going to have to introduce all sorts of new game systems -- conversation, inventory, lots of UI elements, NPC AI far deeper than required for a shooter and so on. If we got a bunch of undocumented spaghetti code we knew we would be in trouble. The programmers had to be able to understand the engine quickly and easily and then merge their new stuff in with it seamlessly. Other factors in the decision included the level of support we could expect from the engine team and the quality of the editing tools available… Unreal was, needless to say, the engine that best suited our needs. The engine offered terrific versatility (good for building more than just wacky tunnels); the code is clear and parsable by normal human beings (okay, normal PROGRAMMERS, anyway); Tim Sweeney promised (and has delivered) full support-more than we could have hoped for. And there's no underestimating the power of the Unreal community of developers. The Unreal mailing lists are a source of unbelievable cooperation and provide a constant flow of terrific information. Finally, UnrealEd is about the best editor around. Tim really put in the time on it! Designer workflow is critical in game development and a good editor goes a long way to ensuring good work flow. UnrealEd isn't perfect but it's as close as you're going to find in gaming today. Just awesome.

EP: Was price a factor in your decision to use this engine?

A: Nah. We like spending more money than necessary! Sorry, couldn't resist... Of COURSE price was a factor. Without getting into details, the financial arrangement we were able to work out for Unreal was really good, for all parties concerned. Given the level of support and the quality of the tools, I actually feel a little guilty. But just a little...

EP: What things can we expect to see in Deus Ex that we have not seen before from any other game using the Unreal engine?

A: We're doing all sorts of things Unreal was never meant to do. We're building believable cityscapes rather than medieval dungeons or alien canyons. In some cases, we're actually building specific, real world locations. I don't know that anyone's ever done that in a game. One of our programmers is doing things with AI that amaze me (hope they amaze the rest of the world!). I don't know anyone else who's doing conversations of the sort or at the level we are. We've introduced a cool skill system that's just one small part of a whole suite of character differentiation tools. There's all sorts of new stuff in Deus Ex. Just because you buy an engine, doesn't mean your coding work is done! Not by a long shot. Assuming the engine is everything is probably the surest recipe for disaster in game development.

EP: Is there anything else that you would like to tell us, about the use of the Unreal engine, or the progress of the game's development?

A: When I first started thinking about licensing technology, I made the rather naive assumption that buying an engine would save all sorts of time. Not so. What it has done is allow us to focus on content creation. Instead of six programmers, I have only three (which means I can have more designers and writers and artists to generate data). Instead of designers twiddling their thumbs or designing things in some abstract head-space while programmers create tools, they can be using the actual game tools to create content earlier on. That means more time for tweaking gameplay, increasing the odds of creating a great game (I hope!). We didn't save time by licensing Unreal but we did focus on the game earlier. That should pay off in the end.

Screenshots (click to enlarge)


For more information on each of these games, click on the titles below.

Star Trek The Next Generation - Klingon Honor Guard
TNN Outdoors Pro Hunter
Unreal Tournament
Duke Nukem Forever
Deus Ex
Wheel of Time
Aeon Flux
Rune
Unreal II
Dr. Brain's Action Reaction
X-COM Alliance
Werewolf: The Apocalypse
Nerf Arena Blast
Hired Guns
Navy SEALs
Unreal Mission Pack: Return to Na Pali
Star Trek: Deep Space Nine
Gods of War
Project V1
Unreal Editor
A new addition: Alien Legion