>>1884129
DX2 was like that for a number of reasons.
>Deus Ex sold the best on PS2 ergo consoles were made the focus
>Xbox was chosen to be the target platform
>many new team members from console development were brought in
>DX was visually dated so graphics were prioritized
>devs were "embarrassed" how complex and difficult to understand DX's story and writing were
>the team wasn't working well together
>focus tested heavily
>rushed, DX1 started planning 1994 and released 2000; DX2 in 2001 and 2003
There are other things, like the composer being put on a creative leash, but these lead to a cascade of design compromises resulting in DX2 being 6/10 at best. So much was a result of the Xbox's mere 64MB of SDRAM, and this RAM was not well used. (PS2 has even less with 32MB RAM/4MB VRAM, but it managed to handle a relatively faithful port of Deus Ex)
The wild thing is that for awhile DX2 had actually outsold the original game, 1.1m copies vs 1.2m by 2011, it also reviewed great. DX2's terrible legacy is entirely retrospective, even before Human Revolution it had soured significantly. I've sat here and pondered why DX2 was so positively received on launch, and I have a few guesses. Most of it come down to "early 2000s".
2003 was a weird time for the industry, FPS especially. DX2 genuinely looked fantastic for the era, Doom 3 was its only competition on that front, and the industry was very graphics focused during the 6th gen when graphics were still rapidly advancing before stagnating in the 8th gen, so the razzle dazzle of DX2 would have mattered more to the press and arguably gamers.
2003 was also too early to see the devastating effects of consolization -- or "console-idation", as Ross Scott put it -- on the industry, especially CRPGs and previously PC focused games. It's obvious DX2 was a victim of this in hindsight, but there wasn't enough history to see that.
Finally, 1996-2007 was a period where many gamers were maturing or entering gaming for the first time, you saw all sorts of okay games hailed as brilliant, like Halo. As DX2 outsold the original, it's likely many of those people never even played the original to know how different it was, or played an immsim at all.
Think of how many Fallout fans have never touched the series before 3. If all you knew was Halo and Goldeneye, Invisible War must have felt absolutely out of this world.
In the many years since DX2, it's easier to see how inferior it was to games that came out before and after it, even its once-lauded visuals are critiqued now. It's not that DX2 is bad, but it's nothing special and certainly not a worthy sequel to one of the best and most intelligent games ever made.
Many of its creators also express regret and frustration with the game and the entire development process, Harvey Smith and Warren Spector both having choice words. I believe Smith at one point said "we fucked up". Interestingly, both of them believe setting DX2 even further into the future was a massive hindrance to the game.
My dream scenario is the unlikely hope a skilled new team decides to just retcon the whole thing and take a brave step after Deus Ex, picking one of the endings and exploring what the immediate aftermath is. If there's anything positive I can say about DX2 over the first, I did like the
female spiderbots. The robots in general were too adorable to be threatening, with their cute voices and designs. I enjoyed walking by a vacuum bot and it chirping "Greetings!"