I mean, when you’re taking over one of the most loved things since nano-sliced bread, you’d better get everything just right – kind of like making mac and cheese for your mom.
“You know I’ve tried to stay out of that discussion since the game came out. It was one of the few games I finished, and I know the guys on the team and I know how dedicated they were and how respectful of the original they were; their hearts were in the right place and they did a wonderful job,” Spector told GamesIndustry at GDC.
“And I’m not just saying that. 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.”
“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],” he added.
Like the boss fights? There were two… three… yes, four of those, exactly.
Also at GDC, as it happens, Deus Ex: Human Revolution gameplay director Francois Lapikas said he was “truly sorry” for the boss fights, so every thing’s forgiven.