{"id":1517854,"date":"2026-03-05T07:24:13","date_gmt":"2026-03-05T07:24:13","guid":{"rendered":"http:\/\/qBgYNFuyVBoZ9dh5LZSYRE"},"modified":"2026-03-05T07:24:13","modified_gmt":"2026-03-05T07:24:13","slug":"deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/","title":{"rendered":"Deus Ex: Invisible War wasn&#8217;t what it should have been because the studio moved to an engine that was really built for Thief: &#8216;A super-boneheaded call, very bad decision\u2026 it really tanked development&#8217;"},"content":{"rendered":"<article>\n<p>Deus Ex: Invisible War has its defenders, <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/action\/the-devs-on-deus-ex-invisible-war-knew-its-most-hated-part-was-a-terrible-idea-and-they-give-the-director-sh-t-about-it-all-the-time\/\" target=\"_blank\">including PC Gamer&#8217;s own Joshua Wolens<\/a>, but even the most stout-hearted of them would never go as far as saying it was a worthy sequel to the original. Where Deus Ex ripped up the rulebook and set an example that the immsim genre has struggled to replicate ever since, Invisible War was a much more trammelled game that, for all the good ideas, felt less expansive and ambitious.<\/p>\n<p>Is it a decent game? I&#8217;d say yes. Is it the Deus Ex 2 we should&#8217;ve had? Not in a million years. Sorry Josh.<\/p>\n<p><u><\/u><a data-analytics-id=\"inline-link\" href=\"https:\/\/www.magazinesdirect.com\/uk\/edge-subscription\/dp\/39f150bb?utm_medium=Affiliate&#038;utm_source=Awin&#038;utm_campaign=TechRadar&#038;utm_content=103504&#038;sv1=affiliate&#038;sv_campaign_id=103504&#038;awc=2961_1772649234_24400d9caf3644432100939483994be5\" target=\"_blank\">In a new retrospective in Edge magazine<\/a>, the game&#8217;s developers discuss the various issues Invisible War faced. Fear was not one of them: the Ion Storm Austin devs were itching to get to work on it. The original game&#8217;s designer Harvey Smith is asked if he ever felt intimidated about following up such a well-loved title:<\/p>\n<p>&#8220;The truth is, no,&#8221; says Smith. &#8220;We finished Deus Ex and everyone loved it, and we just thought, &#8216;Well, the games we want to make are the right kinds of games&#8217;. And then you go and do something else, and you fall flat on your face.\u201d<\/p>\n<p>The issues began in 2001 when there was a top-down decision that Ion Storm Austin\u2019s two in-development games should use the same engine. The games were Invisible War and Thief: Deadly Shadows, and the idea was that team members could more easily transition between projects that were built on the same tech. Only problem was, they didn&#8217;t have the actual tech.<\/p>\n<p>The plan was to modify Unreal Engine 2 with an improved shadow and lighting system. But this was a tonne of work that needed to be handled in-house, and the focus of these modifications was Thief rather than Deus Ex. &#8220;I was a leader at the studio and I should have pushed back on that more,&#8221; says Smith.<\/p>\n<p>Invisible War&#8217;s lead designer Ricardo Bare expresses his feelings rather more bluntly: &#8220;It was a super-boneheaded call. A very bad decision. It really tanked development.&#8221;<\/p>\n<p>The new engine was being built for a Thief game, with smaller environments and reactive lighting, but struggled to cope with the much larger environments of a Deus Ex. Invisible War was packed with environmental details that brought the game&#8217;s frame rate lower and lower, until the devs had to strip out assets and objects just to get decent performance.<\/p>\n<p>&#8220;The point of our game was to be object-dense,&#8221; says Bare. &#8220;Using that engine meant we had to compartmentalise.&#8221; Hence Invisible War&#8217;s abundance of loading screens.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:700px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:62.86%;\"><img loading=\"lazy\" decoding=\"async\" id=\"nRucV9mUE3LEmy3naAPs4a\" name=\"invisible war statue of liberty.jpg\" alt=\"A shot from Deus Ex: Invisible War showing people in front of the Statue of Liberty.\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"700\" height=\"440\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Ion Storm)<\/span><\/figcaption><\/figure>\n<p>&#8220;I wish we could redo that project and just stitch the maps together,&#8221; says Smith. &#8220;You get to a room, there\u2019s a load. Another room, another load. It hurt the game. It sucked.&#8221;<\/p>\n<p>Added to which, Eidos had suddenly started paying a lot more attention to Deus Ex after the original&#8217;s sales, and was pushing for one change in particular that would cause enormous controversy.<\/p>\n<p>&#8220;Eidos had some weird theories like &#8216;FPS games don\u2019t sell&#8217; or &#8216;RPGs don\u2019t sell&#8217;,&#8221; says Smith. &#8220;And I was like, &#8216;Are you kidding?&#8217; But people have their opinions and they\u2019re trying to lead their companies, and if you have a mortgage and have a job, sometimes you have to do what the boss says. So, there was pressure from Eidos for it to be a console game.&#8221;<\/p>\n<p>So: blame Xbox. Microsoft\u2019s console became the target platform, alongside PC, but obviously had a fixed spec and couldn&#8217;t compete with the high-end gaming PCs of the day. All of which meant that the existing problems with the new engine were exacerbated even further.<\/p>\n<p>&#8220;You go to console and you have a lot fewer systems for memory,&#8221; says Smith. &#8220;You need to develop for the baseline console. You can\u2019t assume people are going to be able to upgrade, or be on the bleeding edge.<\/p>\n<p>\u201cBut there were legit complaints,&#8221; he continues. &#8220;As we adapted Invisible War to console with the map sizes, the UI and everything, we walked into this kind of buggy, inelegantly-made-for-console game. It angered our most hardcore followers.&#8221;<\/p>\n<p>Ultimately, Invisible War&#8217;s final form came down to these background problems rather than the team&#8217;s ideas for the sequel: they just couldn&#8217;t make the game they wanted to make. And for Harvey Smith in particular it was a painful time, though with hindsight he says his regrets are more about decisions he made as project director, rather than the final product.<\/p>\n<p>&#8220;It was very painful to go from Deus Ex, where everyone was lauding us, to Invisible War, where I felt like I\u2019d done a bad job,&#8221; Smith says. &#8220;Disappointing the fans hurt. People not liking the game as much hurt. Acknowledging that I had made mistakes hurt. It was painful. For me, hypersensitive to criticism at the time, it felt brutal.&#8221;<\/p>\n<p>But painful as the fallout was, there would ultimately be a silver lining for the genre. Dissatisfied with Eidos and its management of Ion Storm Austin, Smith and Bare both left the company in 2004, alongside other senior staff like Warren Spector, and it was shut down a year later. Smith and Bare have subsequently maintained a long-lasting collaborative relationship, working on some of the best immersive sims ever made like Dishonored, Dishonored 2, and Prey.<\/p>\n<div class=\"product\"><a data-dimension112=\"6d89de51-a2b8-4e17-a790-186515baef59\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:661px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:98.94%;\"><img loading=\"lazy\" decoding=\"async\" id=\"6offQUY4CXebir2TC27dMd\" name=\"kingdom come 2 square\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev-1.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"661\" height=\"654\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/new-pc-games-2026\/\" target=\"_blank\" data-dimension112=\"6d89de51-a2b8-4e17-a790-186515baef59\" data-action=\"Deal Block\" data-label=\"2026 games\" data-dimension48=\"2026 games\" data-dimension25=\"\"><strong>2026 games<\/strong><\/a>: All the upcoming games<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-pc-games\/\" target=\"_blank\"><strong>Best PC games<\/strong><\/a>: Our all-time favorites<br \/><a href=\"https:\/\/www.pcgamer.com\/the-50-best-free-pc-games\/\" target=\"_blank\"><strong>Free PC games<\/strong><\/a>: Freebie fest<br \/><a href=\"https:\/\/www.pcgamer.com\/best-fps-games\/\" target=\"_blank\"><strong>Best FPS games<\/strong><\/a>: Finest gunplay<br \/><a href=\"https:\/\/www.pcgamer.com\/best-rpgs-of-all-time\/\" target=\"_blank\"><strong>Best RPGs<\/strong><\/a>: Grand adventures<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-co-op-games\/\" target=\"_blank\"><strong>Best co-op games<\/strong><\/a>: Better together<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fps\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-development\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Deus Ex: Invisible War has its defenders, including PC Gamer&#8217;s own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying it was a worthy sequel to the original. Where Deus Ex ripped up the rulebook and set an example that the immsim genre has struggled to replicate ever since, Invisible War was a much more trammelled game that, for all the good ideas, felt less expansive and ambitious. Is it a decent game? I&#8217;d say yes. Is it the Deus Ex 2 we should&#8217;ve had? Not in a million years. Sorry Josh. In a new retrospective in Edge magazine, the game&#8217;s developers discuss the various issues Invisible War faced. Fear was not one of them: the Ion Storm&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1517855,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[91,748],"class_list":["post-1517854","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-fps","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Deus Ex: Invisible War wasn&#039;t what it should have been because the studio moved to an engine that was really built for Thief: &#039;A super-boneheaded call, very bad decision\u2026 it really tanked development&#039; | Arcader News<\/title>\n<meta name=\"description\" content=\"Deus Ex: Invisible War has its defenders, including PC Gamer&#039;s own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Deus Ex: Invisible War wasn&#039;t what it should have been because the studio moved to an engine that was really built for Thief: &#039;A super-boneheaded call, very bad decision\u2026 it really tanked development&#039; | Arcader News\" \/>\n<meta property=\"og:description\" content=\"Deus Ex: Invisible War has its defenders, including PC Gamer&#039;s own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying\" \/>\n<meta property=\"og:url\" content=\"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/\" \/>\n<meta property=\"og:site_name\" content=\"Arcade News\" \/>\n<meta property=\"article:published_time\" content=\"2026-03-05T07:24:13+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\" \/>\n\t<meta property=\"og:image:width\" content=\"480\" \/>\n\t<meta property=\"og:image:height\" content=\"302\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/jpeg\" \/>\n<meta name=\"author\" content=\"Arcade News\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Arcade News\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"5 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/\"},\"author\":{\"name\":\"Arcade News\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"headline\":\"Deus Ex: Invisible War wasn&#8217;t what it should have been because the studio moved to an engine that was really built for Thief: &#8216;A super-boneheaded call, very bad decision\u2026 it really tanked development&#8217;\",\"datePublished\":\"2026-03-05T07:24:13+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/\"},\"wordCount\":968,\"commentCount\":0,\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\",\"keywords\":[\"fps\",\"games\"],\"articleSection\":[\"PC Gamer\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/\",\"name\":\"Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision\u2026 it really tanked development' | Arcader News\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\",\"datePublished\":\"2026-03-05T07:24:13+00:00\",\"author\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\"},\"description\":\"Deus Ex: Invisible War has its defenders, including PC Gamer's own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying\",\"breadcrumb\":{\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#primaryimage\",\"url\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\",\"contentUrl\":\"https:\\\/\\\/arcader.org\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg\",\"width\":480,\"height\":302,\"caption\":\"Deus Ex: Invisible War wasn\u2019t what it should have been because the studio moved to an engine that was really built for Thief: \u2018A super-boneheaded call, very bad decision\u2026 it really tanked development\u2019\"},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\\\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Home\",\"item\":\"https:\\\/\\\/arcader.org\\\/news\\\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"Deus Ex: Invisible War wasn&#8217;t what it should have been because the studio moved to an engine that was really built for Thief: &#8216;A super-boneheaded call, very bad decision\u2026 it really tanked development&#8217;\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#website\",\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/\",\"name\":\"Arcade News\",\"description\":\"Free Arcade News from the Best Online Sources\",\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\\\/\\\/arcader.org\\\/news\\\/?s={search_term_string}\"},\"query-input\":{\"@type\":\"PropertyValueSpecification\",\"valueRequired\":true,\"valueName\":\"search_term_string\"}}],\"inLanguage\":\"en-US\"},{\"@type\":\"Person\",\"@id\":\"https:\\\/\\\/arcader.org\\\/news\\\/#\\\/schema\\\/person\\\/8460f5e5076b52fb2369f2f7ce6f2839\",\"name\":\"Arcade News\",\"image\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"url\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"contentUrl\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g\",\"caption\":\"Arcade News\"},\"sameAs\":[\"https:\\\/\\\/cricketgames.tv\"],\"url\":\"https:\\\/\\\/arcader.org\\\/news\\\/author\\\/arcade-news\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision\u2026 it really tanked development' | Arcader News","description":"Deus Ex: Invisible War has its defenders, including PC Gamer's own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/","og_locale":"en_US","og_type":"article","og_title":"Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision\u2026 it really tanked development' | Arcader News","og_description":"Deus Ex: Invisible War has its defenders, including PC Gamer's own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying","og_url":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/","og_site_name":"Arcade News","article_published_time":"2026-03-05T07:24:13+00:00","og_image":[{"width":480,"height":302,"url":"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg","type":"image\/jpeg"}],"author":"Arcade News","twitter_card":"summary_large_image","twitter_misc":{"Written by":"Arcade News","Est. reading time":"5 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#article","isPartOf":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/"},"author":{"name":"Arcade News","@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839"},"headline":"Deus Ex: Invisible War wasn&#8217;t what it should have been because the studio moved to an engine that was really built for Thief: &#8216;A super-boneheaded call, very bad decision\u2026 it really tanked development&#8217;","datePublished":"2026-03-05T07:24:13+00:00","mainEntityOfPage":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/"},"wordCount":968,"commentCount":0,"image":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#primaryimage"},"thumbnailUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg","keywords":["fps","games"],"articleSection":["PC Gamer"],"inLanguage":"en-US","potentialAction":[{"@type":"CommentAction","name":"Comment","target":["https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#respond"]}]},{"@type":"WebPage","@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/","url":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/","name":"Deus Ex: Invisible War wasn't what it should have been because the studio moved to an engine that was really built for Thief: 'A super-boneheaded call, very bad decision\u2026 it really tanked development' | Arcader News","isPartOf":{"@id":"https:\/\/arcader.org\/news\/#website"},"primaryImageOfPage":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#primaryimage"},"image":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#primaryimage"},"thumbnailUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg","datePublished":"2026-03-05T07:24:13+00:00","author":{"@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839"},"description":"Deus Ex: Invisible War has its defenders, including PC Gamer's own Joshua Wolens, but even the most stout-hearted of them would never go as far as saying","breadcrumb":{"@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/"]}]},{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#primaryimage","url":"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg","contentUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2026\/03\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-dev.jpg","width":480,"height":302,"caption":"Deus Ex: Invisible War wasn\u2019t what it should have been because the studio moved to an engine that was really built for Thief: \u2018A super-boneheaded call, very bad decision\u2026 it really tanked development\u2019"},{"@type":"BreadcrumbList","@id":"https:\/\/arcader.org\/news\/deus-ex-invisible-war-wasnt-what-it-should-have-been-because-the-studio-moved-to-an-engine-that-was-really-built-for-thief-a-super-boneheaded-call-very-bad-decision-it-really-tanked-de\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/arcader.org\/news\/"},{"@type":"ListItem","position":2,"name":"Deus Ex: Invisible War wasn&#8217;t what it should have been because the studio moved to an engine that was really built for Thief: &#8216;A super-boneheaded call, very bad decision\u2026 it really tanked development&#8217;"}]},{"@type":"WebSite","@id":"https:\/\/arcader.org\/news\/#website","url":"https:\/\/arcader.org\/news\/","name":"Arcade News","description":"Free Arcade News from the Best Online Sources","potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/arcader.org\/news\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en-US"},{"@type":"Person","@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839","name":"Arcade News","image":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","url":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","contentUrl":"https:\/\/secure.gravatar.com\/avatar\/3fea48a614d86edd987bc7bb25f4707c69546d4b1f78ad4aa20b26316bad1f9d?s=96&d=mm&r=g","caption":"Arcade News"},"sameAs":["https:\/\/cricketgames.tv"],"url":"https:\/\/arcader.org\/news\/author\/arcade-news\/"}]}},"_links":{"self":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1517854","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/comments?post=1517854"}],"version-history":[{"count":1,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1517854\/revisions"}],"predecessor-version":[{"id":1517857,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/posts\/1517854\/revisions\/1517857"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/media\/1517855"}],"wp:attachment":[{"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/media?parent=1517854"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/categories?post=1517854"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/arcader.org\/news\/wp-json\/wp\/v2\/tags?post=1517854"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}