Quote:
"The first game is definitely our inspiration more so than Invisible War so on that note, we are going back to an inventory system similar to Deus Ex 1 and getting rid of universal ammo which Invisible War had. In terms of level design and technology, the levels will be similar in size to the first game. The missions are designed around a multi-path, multi-solution approach so depending on whether you like combat, stealth, hacking, or social elements, you can choose how you want to complete an objective and will therefore see different parts of the levels. As a Deus Ex game, you may be able to utilize the environment to your advantage during some situations and depending on your choices, you won’t see everything the first time so multiple playthroughs are a must!"
Quote:
Lead designer Jean-Francois Dugas simultaneously raised fan hopes and crushed their dreams in 2008 by saying Deus Ex 3 may not hit consoles due to its complexity--sequel Invisible War was often criticised as 'consolised'--while commenting that Ion Storm's original was "kind of slow" and had too few "exciting, memorable moments."
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