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Deus Ex let players pick lockpicks, hacking or guns for every mission

In 2000 a game set in a plague-ridden 2052 did something unusual: almost every objective could be solved several ways. Sneak past guards, hack a door, talk your way through or fight. Deus Ex sold a million copies, is still ranked among the greatest games ever made, and became a model for the immersive sim.

Warren Spector, who directed and produced it, had sketched the idea in the early 1990s under the working title Troubleshooter. When the studio Ion Storm offered him full creative freedom, pre-production began in 1997, with Harvey Smith as lead designer and Sheldon Pacotti as lead writer. Building on the Unreal Engine caused headaches with code and with how computer-controlled characters behaved, and time pressure forced some planned areas and features to be trimmed or dropped. Eidos Interactive published the result for Windows and Mac in 2000, with a PlayStation 2 version following in 2002.

Players control JC Denton, a counter-terror agent whose body is laced with nanotech augmentations. Skill points go into eleven areas, from lockpicking and swimming to medicine and weapon handling, and augmentation canisters unlock powers such as faster movement, one per body slot and permanent once installed. Injuries are tracked separately for different body parts. Dialogue choices shift conversations, and decisions at key moments change how parts of the story unfold.

The plot leans hard on conspiracy lore. A disease called the Gray Death is ravaging the world, and a scarce vaccine, Ambrosia, is being hijacked. Denton, working for a UN anti-terror unit based on Liberty Island, learns that his own brother has defected after discovering the plague is man-made, a tool of power and population control. The trail runs from New York to Hong Kong, Paris and finally Area 51, where rival visions collide: the Illuminati, their breakaway rivals Majestic 12, and an emerging AI called Helios. The ending asks the player to choose between collapsing global communications into a new Dark Age, restoring Illuminati rule, or merging with the AI.

Critics praised the design and freedom while faulting the voice acting and giving the graphics mixed reviews. A patch added deathmatch multiplayer, whose servers closed in April 2014. The series continued with a 2003 sequel and prequels in 2011 and 2016, and a remaster planned for February 2026 was pushed back to an unannounced date.

Source: Deus Ex (video game)

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