The life of a studio famed for big, difficult decisions began with a no-brainer. When John Romero approached Warren Spector with a blank cheque to make his dream game, Spector’s team was unemployed—showing up to the defunct Looking Glass Austin office to pitch ideas unpaid. In their sketches and documents was a concept for a spy game called Shooter, in which an agent could hack devices and control nanotechnology. The year was 1997, and the air was thick with Hollywood actors in mirrored sunglasses tapping away at chunky keyboards.
Suddenly, with Romero’s backing, anything Spector and his studio could imagine was fair game. The fundamentals were clear for a team that had coalesced around Thief: The Dark Project—a first-person world in which objects behaved as expected when subjected to gravity and the elements, and NPCs reacted with a nuance that enabled players to manipulate them.
Yet it wouldn’t be true to say that Deus Ex was born from a unified creative vision. In fact, Spector encouraged discord by creating two design teams, each with a separate idea of what the game should be. One, headed up by future Arkane boss Harvey Smith, was determined to ground the adventure in a fashion that emphasized the ‘near-’ of near-future; the other had inherited the Ultima RPG sensibilities of Spector’s alma mater, Origin Systems.
SOCIALIST SKILLS
Denne historien er fra December 2021-utgaven av PC Gamer US Edition.
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Denne historien er fra December 2021-utgaven av PC Gamer US Edition.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios