same as the real-time lighting fetish.
As I understand the reason for this was to compete with both Half Life 2 and Doom 3 both of which had dynamic lighting. That seemed to be the main motivator behind it and having a physics engine. This is unfortunately what happens when you brag about things in the industry and then have to play catch up to be the "First" which is exactly what they did and why it ended up such a mess. Deus Ex shouldn't have been trying to compete with these games but for some reason they were.
I agree with the spirit of your post, but the level size restrictions are directly tied to console memory limitations.
Not necessarily, if you compare the level sizes to Unreal Tournament 2003 they are comparable, it wasn't until the 2004 version that the level sizes were vastly increased for the new onslaught mode clearly something was going on with the engine otherwise onslaught would've been out in 2003. Neither game came out on console.
The PS2 level design changes for Deus Ex 1 most definitely are attributed to memory limitations but go actually play it, you'll be surprised how much of the PC version translated, the only levels that got changed were New York, Liberty Island, Hong Kong, and Paris most of the game is intact in its original form it just couldn't handle those big hub areas. And yeah that sucks but its not entirely terrible they did a good job with what they had. I'm going to go with Unreal 2 was too new at the time and the team really struggled with it so you end up with unoptimized garbage.
Further evidence too is Warren's comments
“With Invisible War, the primary motivation was to make the game more accessible. We wanted to reach even more people,” Spector says. “The first game, it was pretty hardcore. We were making a game for ourselves… if the shooting is too hard for you don’t shoot, try something else. If the sneaking is too hard for you don’t sneak, try something else. And I always felt that was a really mainstream idea. In Invisible War, we really wanted the player to be more important than the story.”
The entire design philosophy was completely wrong. They went into this game with blatantly the wrong intentions. The gist is they were trying to compete with mainstream shooters, so they had to dumb down the design so it was less ImSim and more Shooter.
We can make excuses all we want the truth is this game was never going to be good. That was obvious. The team at that point had given up, Harvey's mental health collapsed and the team was ready to strangle each other.
Resident Evil 4 came after DE:IW tho.
I was referencing RE1 specifically. And yeah I get its slot based, but I mean so is PS1 Deus Ex so how is that not a perfect fit? That's the main thing I don't actually like about the PS1 version, changing from Grid Based to Slot based but to its credit it's very playable.
The circular UI is supposed to feel like something imprinted on your retina.
As I understand that was one of the reasons, the other was that I think they were copying the film Eraser. It looks so similar.
E: Furthering my point as well, Postal 2 same engine, same time, same problem never came out on console. Raven Shield came out same year, the levels in that game were fairly small as well. Clearly, something going on with Unreal 2 at the time.