
I remember coming across his body in the MJ12 lab and being legitimately moved. I won’t bore you with the details of other things I loved (the atmosphere, the ambient music, the non-linearity, the character growth) or apply brainy terms (player agency, moral reflectivity, simulation boundaries) to the simple, uneducated and visceral reactions I had the first time I played the game (“Oh crap, do I kill Anna Navarre or not? What should I d- holyshitsheshottheguy!”), but one standout moment that’s still with me is Paul Denton’s death. I’d never played a traditional RPG like Baldur’s Gate at the time, so Deus Ex was my first glimpse into conversation trees, social settings within games and branching narrative. I’d always been intrigued by the hints of an outside world in other games (the first 15 minutes of Half-Life, minor interactive elements like telephones in SiN, etc), but stepping into a fully-realized world rife with colorful characters, player-driven story lines and exploration was magical for me. what is this?!” I was so used to linear shooters with wall-to-wall combat that I was taken aback by suddenly feeling like I was in a world where story could happen outside of terrible cutscenes. I’m still walking around in first-person. It feels comical to type this given how standard most of Deus Ex’s features are now, but I remember walking into UNATCO for the first time and thinking, “Wait. even weirder is that a few months ago I set up a Google Calendar reminder for myself to mark this date). I played the demo, loved it, and bought the game on release day (I’m writing this 10 years later to the day, which is extremely weird. Then, in the summer between my junior and senior years of college, Deus Ex came out. But I hadn’t really thought about getting into the industry as a career at the time I was majoring in Political Science and had very few ideas about the post-graduation landscape. I was building maps in various editors and generally considered myself to have a clue about games. ), GoldenEye, Soldier of Fortune (seriously, I said not to laugh.

I was enamored with Half-Life, Quake 2 (don’t laugh. I’d been a big gamer since I got my first NES, and around the time that Deus Ex came out I was drowning in linear FPS games. What does Deus Ex mean to me as a developer? That’s a very good question, and one that’s impossible to separate from the question of what it means to me as a gamer. Kent Hudson, Senior Systems Designer, 2K Marin Both 2k-Mariners of Bioshock 2 fame, Lead Level Designer Jean-Paul LeBreton was starting his career at Human Head when Deus Ex hit while Senior System Designer Kent Hudson was at college making game maps on any SDK he could find. Following on from yesterday's first part, here's another couple of developers who were just entering the industry when Deus Ex hit, and the influence it had on them.
