http://au.ps3.ign.com/articles/789/789358p1.html Not sure how much faith I have in the team that is apparently going to handle this(if it goes through) since this is their first game, and I know I have no faith in eidos to actually put out the money it would take to do Deus Ex justice but I want a proper Deus Ex sequel so bad I can't help but look forward to this. Hopefully Eidos realizes how big of a franchis DX could be and doesn't just order a quickly made title hoping to cash in on what little fanbase still remembers DX.
I read somewhere that Harvey Smith and Warren Spector knew they fucked up on Deus Ex: Invisible War (even though Warren Spector had next to nothing to do with the project). I have my fingers crossed for this one.
The first game is brilliant. Though for some people, the learning curve is too much. People don't like hard games anymore.
Don't cross your fingers too tightly because I doubt either Warren or Harvey will be involved with this game. Both of them are currently involved in other projects(warrens secret one and harvey's working on the new area 51) and both have made comments in the past that lead one to believe they don't wish to work for eidos again. I don't think they are really needed to make a decent DX sequel, it wouldn't hurt but as long as the team is competent and understands what makes DX so good they should be able to do a decent job. That is if Eidos gives them enough money and time, something I don't see happening People are too damn lazy, it only takes an hour or so to become familar with a game like DX. You would think all the talk about how "DX is one of the greatest pc games of all time" would motivate more people to give the game a chance, but it seems a lot of them give up after finding out they can't run and gun through Liberty Island. Even then there is a training mode that teaches you almost everything you need to know in order to play the game.(though I never noticed it until after I beat the game, so maybe others have missed it as well?) Part of me agrees that DX should have held the players hand a little more during the first level, but then again that's one of the key elements of DX, guiding the player as little as possible.