Deus Ex was a hard sell because, among other things, the Thief devs thought 'if you give players a gun, they won't sneak'

Deus Ex cover art
(Image credit: Ion Storm)

Deux Ex, today, is synonymous with the immersive sim genre—paving the way for other games to let you approach a task from all possible angles. A new brand of videogame, unshackled from the straight lines of old school CRPGs, or the hallway trappings of the FPS.

But it didn't start that way. Before John Romero swooped past in 1997 to snap up Deus Ex auteur Warren Spector for Ion Storm, he was trying to get it pitched to his then-current studio Origin Systems as "Troubleshooter", circa 1994.

But he struggled with the pitch—partially because the lead hero was called "Jake Shooter", but also because his fellow devs at Origin Systems couldn't quite wrap their heads around an immersive sim. An RPG? With guns? But also stealth? Preposterous! You are free to imagine me as an aghast steampunk investor with a big moustache.

It wouldn't be until 1997 that Spector would have his vision vindicated. Deus Ex is held up as an all-time classic of PC gaming, and rightfully so—it's a game that sent rippling shockwaves through the industry, inspiring waves of games to follow suit in allowing total player freedom. Its stylings keep cropping up in unexpected places, too.

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Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.

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