Posts Tagged ‘Ten Years of Deus Ex’

Dark Futures: Clint Hocking

By RPS on December 14th, 2014.

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the best moments from the archive. This week, we re-visit Kieron’s Dark Futures series, which spoke to the leaders of the immersive sim. This is part five, an essay written by Clint Hocking.

Clint Hocking’s career started with sending his resume into Ubisoft Monreal “on a lark”. Six week’s later, he’s working on the original Splinter Cell, ending up as a designer/scriptwriter. After its enormous success, he rose to the position of Creative Director on Splinter Cell: Chaos Theory and Far Cry 2 before leaving this year to chase new horizons. Away from his game design, he’s a prolific essayist on his own blog. And in keeping in that, rather than a traditional interview, Clint has wrote us an essay…

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Dark Futures Part 5: Clint Hocking

By Kieron Gillen on July 13th, 2010.

Clint Hocking’s career started with sending his resume into Ubisoft Monreal “on a lark”. Six week’s later, he’s working on the original Splinter Cell, ending up as a designer/scriptwriter. After its enormous success, he rose to the position of Creative Director on Splinter Cell: Chaos Theory and Far Cry 2 before leaving this year to chase new horizons. Away from his game design, he’s a prolific essayist on his own blog. And in keeping in that, rather than a traditional interview, Clint has wrote us an essay…
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Dark Futures Part 4: Raphael & Harvey Arkane

By Kieron Gillen on July 9th, 2010.

Raphael Colantonio and Harvey Smith are game designers who are currently co-directing an unannounced project at Arkane Studios, working across offices in Lyon and Austin. They’ve been making games professionally since 1993, with a keen interest in first-person games with detailed environments and RPG features. Colantonio is the founder, CEO and Creative Director at Arkane. Under his direction, Arkane created Arx Fatalis and the PC version of Dark Messiah of Might and Magic. Over the years, he has worked with Electronic Arts, Valve, Ubisoft and 2K. In 2005, Colantonio expanded Arkane, opening a new office in Austin. At Ion Storm, Smith was lead designer of the award winning game Deus Ex, which received a BAFTA ward in 2000, and project director of Deus Ex: Invisible War. He was lead designer of FireTeam at Multitude and studio creative director at Midway Games (Austin). In the early 90’s, Smith worked at legendary RPG studio Origin Systems. Both Colantonio and Smith have spoken at numerous game conferences, and are passionate about immersive, highly interactive games with simulation elements.
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Dark Futures Part 3: Jordan Thomas

By Kieron Gillen on July 5th, 2010.

Jordan Thomas first came to our attention with Thief: Deadly Shadows where he co-designed the Cradle with Randy Smith. Next he was on Bioshock, with his fingerprints over all Fort Frolic. Then, he stepped up to Creative Director at 2k Marin with Bioshock 2. He’s highly verbal, scarily optimistic and wants to talk to you about the Immersive Sim as an Anti-genre, the death of seriousness and the growth of snark, Thomas Moore Utopian fiction and what Ion Storm Austin were considering doing with Deus Ex 3…
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Emergent Gameplay: Deus Ex Made Me Part 4

By Kieron Gillen on July 1st, 2010.

And just one last one here, unless Obama suddenly mails us to tell us how Deus Ex inspired his political career or something. It’s the lovely Ed Stern, Writer at Splash Damage who finds himself thinking about what actually writing these articles says about games…
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Dark Futures Part 2: Emil Pagliarulo

By Kieron Gillen on June 30th, 2010.

Emil Pagliarulo started his career this side of the fence, writing for the venerable Adrenaline Vault. Since kicking his way into development, he worked in the twilight years of Looking Glass – where he was designer on the eternal Life Of The Party – before moving to work on Bethesda, where he was Designer on Oblivion (Think “Dark Brotherhood”) before becoming Lead Designer on Fallout 3. He’s optimistic about the future, will surprise you by how big an influence Deus Ex was on Fallout 3 and has enormous sympathy for Eidos Montreal…
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Dark Futures Part 1: Randy Smith

By Kieron Gillen on June 29th, 2010.

I am the best of Phonoshoppers. I am!

The Ten Year anniversary of Deus Ex has lead to a week of looking back at RPS. But that bothered me a little. Deus Ex was about the future, after all. The question we should be asking is… what now? Hence this series of interviews with some of the brightest minds to have toiled in the field that Ion Storm Austin once called “Immersive Sims”. First up is Randy Smith, a designer on the first two Thief games, the Project Lead on the Third, worked alongside Spielberg on an ill-fated EA project and has since released one of the IGF-winning Iphone games the form of Spider: Secret of Bryce Manor. As such, his perspective on the state of the genre is an interesting and – I suspect for some purists – a challenging one…
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Tom Chick: The Man Who Hated Deus Ex

By Kieron Gillen on June 29th, 2010.

When Deus Ex debuted back in 2000 it was showered with universal critical kudos. Well… almost universal critical kudos. The exception was Tom Chick, now one of the most respected American games journalists currently writing about the medium, who gave it a sub-50% mark. And no-one’s ever forgot it, though it’s long since been lost even to archive.org… though the lovely Crumbsucker has unearthed it. I felt I couldn’t finish our looking-backwards at Deus Ex without talking to Tom about his infamous running-joke provoking review…
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Emergent Gameplay: Deus Ex Made Me Part 3

By Kieron Gillen on June 26th, 2010.

Following on from the first two parts, here’s the influence of Deus Ex on two developers in very different places. EA’s RTS Lead Designer Saul Bass was in the industry for five years… and then left. Meanwhile, Aubrey Hesselgren was in Tiverton. There’s a dark future for you…
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Emergent Gameplay: Deus Ex Made Me Part 2

By Kieron Gillen on June 24th, 2010.

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. 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…
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Old Men

By Alec Meer on June 24th, 2010.

I might as well start taking coke
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Emergent Gameplay: Deus Ex Made Me Part 1

By Kieron Gillen on June 23rd, 2010.

My inspiration for an image totally failed me here.

It’s been a decade since Deus Ex. A realisation struck me: the industry will now be peppered with people whose formative experiences were with Deus Ex. For them it was, in one way or another, inspirational. I decided to hunt down a few and talk to them, about what Deus Ex said to them, how it shaped them, what it taught them and how they bring it into what they make today. By which I mean, drop ‘em a line and say “Deus Ex, eh? Thoughts?”. First up are 2k Marin Designer Steve Gaynor (Bioshock 2) and Ninja Theory Senior Technical Designer Rob Hale (Enslaved: Odyssey To The West)…
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The Wealthy Have Always Been The Ones To Profit from one-world government: DX Cheap

By Kieron Gillen on June 22nd, 2010.

Sometimes, rules have to be broken.

The_B’s just noticed that RPS isn’t the only people doing stupid things on the birthday of Deus Ex. Steam are having a 75% off sale, which ends at 3PST on the 23rd. 75% off is £1.50 each, or three quid for the pair. It’s the sort of price which I’d be tempted to spend just to have on my Steam-Account in case I can’t be bothered finding whichever box your original DX is in. Go gets. Unless you’ve got it already. Then don’t go gets, unless you want to go gets for a friend.

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