Deus Ex Retrospective Part 2 Easy Allies
Near the beginning of 2004, rumors began to swirlregarding a third Deus Ex title. Listed in multiple Eidos financial reports as â€œDeus Ex: Clan Warsâ€� and simply â€œDeus Ex Action Game,â€� the game was said to be in the works at Tomb Raider developer Crystal Dynamics, including a focus on action and multiplayer.
The first murmurs of the projectimmediately drew anger from fans upset that the serieswas straying too far from its roots. Then Eidos revealeda curious new title at E3 2004, Snowblind. Developed by Crystal Dynamics, featuring cyborgsand a biomodification system, the similarities were unmistakable. In June 2004,a month after E3,
the truth came out: Snowblind and Deus Ex: Clan Warswere one in the same. Perhaps in response to fan reactions or due to lackluster salesof Invisible War, the direction of the titleshifted during development, and the team optedto transform it into a new IP. In February of 2005, Project: Snowblind arrivedon PlayStation 2, Xbox, and PC.
Deus Ex was at a dead end. In 2007, Eidos brought togethera new team of developers to open an office in Montreal. â€œThe idea was to create a studio that would bringEidos franchises alive again.â€� With a group composed ofseveral talented individuals from Ubisoft Montrealwho worked on titles
such as Splinter Celland Prince of Persia, the new team was hungryto take on the challenge of Deus Ex. With fans of the originalamong their ranks, they replayed Ion Storm's classic in an effort to identify what it would taketo make a true successor, but they also dug deepinto other works of science fiction with a desire to addtheir own signature as well. In 2009, the team found itselfwith a change in management.
As the UKbased Eidosstruggled to stay competitive, they were acquired by JapaneseRPG powerhouse Square Enix. The company knownfor Final Fantasy and Kingdom Hearts, now owned Tomb Raider and Hitman. Deus Ex was just a footnotein the unexpected deal. With the backing of Square Enix, Eidos Montreal brought their babyout of the shadows in the spring of 2010, rolling out an impressive trailer campaign
New bionics let us run climb and dance Hugh Herr
Looking deeply inside nature, through the magnifying glass of science, designers extract principles,processes and materials that are forming the very basisof design methodology. From synthetic constructsthat resemble biological materials, to computational methodsthat emulate neural processes, nature is driving design. Design is also driving nature.
In realms of genetics, regenerativemedicine and synthetic biology, designers are growing novel technologies, not foreseen or anticipated by nature. Bionics explores the interplaybetween biology and design. As you can see, my legs are bionic. Today, I will tell human storiesof bionic integration; how electromechanics attachedto the body, and implanted inside the body are beginning to bridge the gapbetween disability and ability,
between human limitationand human potential. Bionics has defined my physicality. In 1982, both of my legs were amputated due to tissue damage from frostbite, incurred duringa mountainclimbing accident. At that time, I didn'tview my body as broken. I reasoned that a human beingcan never be quot;broken.quot; Technology is broken.
Technology is inadequate. This simple but powerful ideawas a call to arms, to advance technologyfor the elimination of my own disability, and ultimately, the disability of others. I began by developing specialized limbs that allowed me to returnto the vertical world of rock and ice climbing. I quickly realized that the artificialpart of my body is malleable;
able to take on any form, any function a blank slate for which to create, perhaps, structures that could extendbeyond biological capability. I made my height adjustable. I could be as short as five feetor as tall as I'd like. (Laughter) So when I was feeling bad about myself, insecure, I would jack my height up.
(Laughter) But when I was feelingconfident and suave, I would knock my height down a notch,just to give the competition a chance. (Laughter) (Applause) Narrowedged feet allowed meto climb steep rock fissures, where the human foot cannot penetrate, and spiked feet enabled meto climb vertical ice walls,