In an interview with GamesIndustry International, Warren Spector finally let his thoughts roam free on the prequel to his legendary 2000 title Deus Ex. And, overall, it’s about as positive as it gets
It really captured the spirit of Deus Ex; I mean the moment I booted the game up it sounded like Deus Ex, and they understood the importance of how the game sounded. It had a lot of the sort of gray of the original game where nothing is right and wrong – I really like that a lot. It made me feel like I was making decisions that revealed more about me than it did about my character, which I loved.
Of course, he also had some misgivings about it as well.
The interesting thing was – and we don’t have time to get into this right now, even if even if I were ready to get into it – my wife will tell you, I screamed at the television as I played this game. I loved the game, at the end of the day, but I screamed constantly because there were two, three, four things they did where I just said “Nooooo, why did you this? Noooo!” and, and it wasn’t that it was right or wrong, it was different than what I [expected].
Interestingly, these don’t seem to be about the boss fights or endings, the two things everyone felt brought the game down. Perhaps it was the orange glow? The constant amount of upgrades? Maybe even the melee taking a whole battery bar? It’s a shame Spector wasn’t more specific about it, but it’s nice to see that he’s given his seal of approval to Eidos Montreal’s biggest game to date (to the point where their website has the color scheme of DX:HR).
In short, Spector likes Deus Ex: Human Revolution for what it is.
When I got the end of the game and realized that, overall, the experience had been a Deus Ex experience, I sort of sat back and reflected and said, ‘Ok, they made different design decisions to achieve the same end goals that I had.’

