This page details prerelease information and/or media for Deus Ex.
Deus Ex: The game where swimming skill doesn't matter but it might've at one point in design documents.
- 1 Troubleshooter
- 2 Shooterː Majestic Revelations
- 3 Deus Ex
- 4 Images
- 5 Videos
- 6 Cuts
- 6.1 Cut Audio
- 6.2 Cut Levels
- 6.3 "Pirate Island"
- 6.4 Cut Skills
- 6.5 Cut Augmentations
- 6.6 Cut Enemies
- 6.7 Cut Characters
- 6.8 Cut Items
- 7 Sites for Research
- 8 References
Deus Ex started life possibly in late 1992/early 1993 by Warren Spector.
Deus Ex is a game I've been thinking about since right around the time UNDERWORLD 2 shipped.
By 1994 it was named as 'Troubleshooter' and proposed to Origin as a concept, where Spector worked at the time. The concepts of this game started making their way into Looking Glass' MMO, Junction Point.
You're an ex-cop turned "security specialist." That just means you get all the dirty jobs no one else has the guts to do. When the government or the police or business can't handle a problem, they call on you. Bomb threats? You get to check 'em out. Hijackers threaten to take over a plane? You end up on board. Some radical group takes a millionaire's daughter hostage? You get the call to go in and get her out. You scope out the situation, checking maps and photos, walking around the site, probing for the best way in, the way that will put the fewest innocent people at risk. You try to talk a madman into surrendering before he blows himself and his hostages to kingdom come. You crawl through air ducts and sewers hoping you don't attract the attention of the bad guys with all the guns. You shoot it out with terrorists wielding enough firepower to take on a third world army. Troubleshooter is a mission-oriented action simulation with no huge plot -- just get in and get out of each mission. Maybe 10-30 minutes of action per scenario. None of this 100 hours to finish the game and get your reward stuff. Like a flight sim, but it's just you, on the ground, with a gun. I originally envisioned this as all new technology, but I could probably leach off of Bounty Hunter, once that project gets going. In game play, I see it being like Underworld in the richness of its world simulation, but like Wolfenstein in its emphasis on action over roleplaying and inventory manipulation. Ideally, I'd like to incorporate a head-to-head modem/network option, allowing one player to be the bad guy and the other to be the troubleshooter.
Shooterː Majestic Revelations
Shooter is the near-future, science fiction, roleplaying game that asks, is it better to live free in a world of chaos or live safely in an ordered world of someone else's design? Ultimately, you will make that decision for all mankind as you uncover the secrets of an ages-old conspiracy and fight to stop their plan for world domination. But each layer of conspiracy you peel back reveals another plan, more subtle, more diabolical than the last. At the deepest level, a mysterious, soulless machine, plays a deadly game with humanity as its pawns. The machine offers an end to war, poverty, hunger and disease, but at a terrible price. You alone can see this. You alone can stop it. But can you defeat an enemy that sees everything you see, knows everything you know and controls an army of deadly augmented humans who will stop at nothing to ensure your failure? Set in a world very much like our own (if the conspiracy buffs are right), Shooter combines the action of a Bruce Willis or Arnold Schwarzenegger action film with the over-the-top flavor of the best of the James Bond stories leavened by the dark, mysterious, conspiratorial tone of The X-Files.
The Denton brothers were named after Warren Spector's friends, Brad and Barb Denton. The J.C. name was chosen as a unisex name as it "flowed nicely".
By 1998-1999 the game had moved its title over to Deus Ex, a name of unknown origin but embraced by Spector. An updated design document copyrighted between 1997-1999 details the more familiar Deus Ex that became the final build. As this document was rewritten between 1997 and 1999, some of this information might contradict itself while being true at one point.
- Characters could be 'recruited' and would live at bases such as Tong's compound or the X51 Vandenberg. Between 2-8 could be recruited, in the final game the flags for recruiting Jaime and Alex exist, but Alex is always recruited. Listed recruitable characters are Smuggler, Ford Schick, Lebedev, Chad, Joe Greene, Nicolette, Jaime, Alex, Carter, Paul, Daedalus, Jock, Tong.
- Recruited characters could gives rewards. Nicolette giving lockpicks, Jaime giving medkits, Carter giving ammo, Paul giving aug upgrades. Characters could give skillpoints, or skill upgrades (Jaime giving a medicine skill upgrade, Carter giving a weapon skill upgrade).
- If Sam Carter was not to be recruited, he'd be killed off-screen.
- Daedalus' name switches between Daedalus and Daedelus in the document, the computer UI can be seen in promotional videos using the name 'Daedelus'.
- The greasel is referred to as a greazel, which matches some calls internally in maps and flags.
- Harley Filben was to be surrounded by dogs on the south dock. Promotional video appears to show dogs at Liberty Island.
- Police officers would be rescued from being hostage, which would then help the assault raid.
- Special qualities for AI were defined that go unimplemented, such as healing allies (for assassins), and following smells (for dogs).
- NPCs are said to be susceptible to cold and sonic blasts, which both don't exist in the final game.
- Jumping, flying, hovering, and clinging movement patterns were defined, but don't exist in the final game.
- Robots may have been able to see in the dark by using information provided by Daedalus.
- A large advertisement board was to be hacked to display "[REAL NAME] DAEDALUS SAYS YOU MUST FIND THE ILLUMINATI"
- Tracer Tong's first name is said to be James, with Tracer being a nickname.
- Augmentations were meant to get disabled during the killswitch, and restored by Tong.
- The Dragon's Tooth Sword is called the Dragon's Eye sword.
- Stanton Dowd is just a codename.
- Gilbert Renton was a highly religious man.
- Tiffany Savage is Gary's step-daughter.
- Conversations couldn't be started while a weapon was equipped.
- TechGoggles were called GogglesIR.
- Difficulty levels were planned, but unsure if they would have time to be implemented.
- The bioelectric bar on the HUD was originally a bar for the duration of wearable items.
- Only one number was displayed for ammo remaining in clip, this could be changed to show all ammo for the weapon. This would later be split to show both at the same time.
- The GEP gun (or possibly LAW) used to take up 10 inventory slots.
- No IFF augmentation was installed by default.
- Augmentation upgrades were called augmentation "enhancers".
- Medkits were displayed in a list on the health screen, requiring scrolling if many were in the inventory.
- Flare darts were sometimes called 'Light darts'.
- A LAW could be found on every chapter of the game, including Liberty Island.
- Crawling and flying insects, along with mandrills and sharks are mentioned in the list of animals in the design document, but never made it into the game.
- Female children were meant to be in the game, with the child in the catacombs being one, but were cut.
- Flying robots were planned but cut. The cleaner bot was originally a low hovering bot. An 18" fast flying spy robot was planned, it would shock the player with electricity and also work in water.
- Repair bots were at once point teased to repair enemy robots, making them a threat.
- Mechanically augmented dogs would be found in MJ12 facilities and would be fast, deadly, and see in the dark with glowing eyes.
- Greasels were originally nano-augmented seagulls and were unable to kill characters and would only daze and confuse them, relying on karkians to kill their enemies for them.
- Nano-augmented mandrills would be found in MJ12 facilities and Area 51. These would have healing, strength-enhancing and agility increasing nanites.
- Large nano-augmented rats between cat and dog size would be found in sewers. These rats would spit stomach acid and bite and later be controlled by Daedalus as a weapon. This bite would do poison damage and may be the reason for the cut WeaponRatBite in the final game.
- Virus mutants that look "threatening, scary looking and beyond redemption" would be hidden. These would be humans that were assimilated by the nano-virus. These enemies would have variable strength, with some being strong and some very weak. Some would be timid and others would be fearless and attack. These enemies would attack in close combat only, none using weapons, forcing the player to take on enemies that look like their friends and allies close up.
- Roaches would spawn from trashbags just like rats. Some of these roaches would have small devices on their back to indicate they were being mind controlled.
- Robots would issue warning before shooting.
- NPCs were to hide behind objects to take cover.
- NPCs were to change their face texture to reflect their mood.
- Pressing escape to immediately exit a conversation.
- Allowing replay of audio from the datavault.
- Rearranging note order.
- Quicksaving with ctrl + S and quickloading with ctrl + L.
- Additional customizable crosshairs.
- Searching conversation text.
- Images with multiple levels (multiple images in final).
- Inventory items taking up 10 slots (maximum used in final is 8).
- Equipping/unequipping/using items by double clicking on them in the inventory.
- Equipped items having a blue background.
- Selecting multiple items in the inventory by holding Ctrl.
- Displaying the two augmentations in a canister by selecting it in the inventory.
- Displaying skillpoints in red if insufficient for upgrade.
- Wavering vision for large head damage.
- Possible paralysis for poison damage.
- Characters healing certain body parts at a cost, and referring you to other characters specialized in certain parts.
- Metal detectors that detect weapons, except concealable ones, e.g. shurikens, PS20s (hide-a-guns).
- AI eyes taking time to adjust from a bright room to a dark one or visa versa.
- Variable hearing ability for NPCs.
- A Leading state for NPCs for leading the player to a location.
- NPCs throwing nearby objects at the player as they run away.
- NPCs crouching while hiding to be less of a target.
- NPCs zig-zagging while running to be harder to hit.
- Throwing money in the air to get NPCs to collect it and get in the way of the player and their enemies.
- Alarms activated by missing NPCs or objects or too many incorrect passwords or keycodes.
- Light and sound alarms triggering traps.
- Traps causing: flooding/gas traps/security doors closing/damage/searchlights/turning off lights/opening the floor.
- Reloading turrets by giving them the ammo they require (also turrets running out of ammo). Also turrets using multiple ammo types?
- Loud ambient sounds muffling player's sounds, like gunshots.
- Water currents being used to provide more value to swimming skill players.
- 3D ladder objects instead of 2D textures.
- Climbable objects such as rocks instead of only two ladder textures.
- Leaving food out to attract animals as a distraction.
- SCUBA divers using GEP guns underwater.
- Possibly making objects invisible with thermoptic camo (for whatever reason).
- A crafting system to make molotovs.
- Viewing the current position and nearby ones on public data terminal. Having a videophone conversation over data terminal.
- Unique textures for TVs based on the country location.
- Downloading information from computers to keycards.
- Downloading maps from computers.
- Motion activated cameras that watch you.
- Lights burning out above you at bad times.
- AugAudioAnalysis and AugHearing were cut, unknown use, though Anna Navarre mentions having ear augmentations to hear LAMs.
- The running and jumping parts of AugSpeed were once separate augmentations, but quickly combined.
- The Aggressive Defensive System augmentation would display a compass on the top right, upgrading would turn it into a radar, then an IFF.
- Aggressive Defensive System would also give a verbal warning when detonating an explosive.
- Level 4 aqualung would allow water breathing, like the description suggests.
- Upgrading Cloak/Radar Transparency would increase the distance it works from 40/30/20/10ft instead of it always being 100% effective and reducing power consumption.
- Environmental resistance gave 100% immunity at level 4, instead of 90%.
- The light aug could be used with no energy, with a lower luminosity compared to when with energy to use.
- The microfibral muscle augmentation increased 'climbing' speed, possibly for ladders?
- Regeneration healed slowly, requiring use of medkits to immediately heal damage instead. It would heal damage as it was done and at a maximum amount of times per time frame.
- Spydrone had no EMP detonation at level 1. Damaging the player would also destroy the drone and a low maximum flight altitude.
- Targeting level 3 would allow all weapons to be used as if they had a scope.
- Vision Enhancement would show traps when active.
- The electronics skill (then "Tech") would also increase the effectiveness of weapon mods at a rate of 0/25/50/100% bonus.
- A can of pork and beans would restore health when used.
- Shurikens made of carbon fiber to be immune to metal detectors were repurposed into throwing knives.
- The PS20 also has a PS10 variant mentioned at times.
- The plasma rifle was a rifle weapon, not a heavy weapon.
- The mini-crossbow was a low tech weapon, not a pistol weapon.
- Specialized medkits for healing specific parts and ineffective at others. While possibly just examples, bandages, surgical kits, and tape are mentioned earlier for healing.
- Pepper spray would immobilize whatever location it hit, such as arms or legs. Only headshots would blind, and blinded enemies would stumble around.
- Assault rifles were one-handed.
- The crowbar was non-lethal, but detectable by metal detectors, unlike the baton. Also a 1x1 weapon.
- The Dragon's Tooth sword was unable to damage doors, and took up 5 inventory slots.
- The flamethrower was a 3x2 weapon.
- The assault rifle took up 2 inventory slots.
- The assault shotgun took up 5 inventory slots, somehow.
- The LAW was a 3x2 weapon.
- The mini-crossbow's main ammo was plain darts, poison were secondary. (This explains why many enemies are given plain darts in-game, instead of tranquilizer)
- The plasma rifle took up 4 inventory slots.
- The prod may have been able to stun robots, just for a shorter duration than humans. The prod may have also used biocells as ammo.
- The PS20 was an instant hit pistol, rather than plasma shooter. The old sound for this still exists in game, along with some animations.
- Random objects could be picked up and thrown for damage, example given is rocks.
- The sawed off shotgun took up 2 inventory slots.
- The sniper rifle was a 5x2 weapon, making it the largest in the game at the time.
- The stealth pistol was immune to metal detectors, unlike the regular pistol.
- The sword took up 4 inventory slots.
- Fist weapons were cut, the AI would fist fight the player if both were unarmed.
- Thermoptic camo wasn't as effective if the player was moving.
- Ambrosia barrels were destructible.
- A tugboat was cut.
- A cut medium sized crate was breakable and usable for cover.
- Flasks could be combined with gas canisters to produce molotovs.
- A "lighter" would duplicate other items in the game.
- A lunar drill bit was cut, at the time of the document it was already repurposed to not be lunar based.
- Shooting fire hydrants would produce water.
- Using a microscope would show an image, this would also be a way to discover Schick's connection to Tong.
- A card reader could be used with a key to open a door.
- Water coolers potentially restoring 1 energy instead of health.
- Cameras that would stare at the player at all times.
- Datacubes wouldn't save their info to the datavault as they'd instead be carried in the inventory.
- Newspapers and books would have to be picked up and held to be read.
- Emails would copy information to the datavault. Emails would also have a ! or different color if they were plot important.
While multiplayer wasn't planned to be shipped in Deus Ex, it was planned from the start to be included in a patch with multiple gamemodes.
Kill everyone else until everyone gets bored and one person emerges with the highest number of kills. The skills, augmentations, object interaction, computer systems and other elements of our world simulation make this a surprisingly compelling game mode. We’ll support as many players as Unreal supports. Competitive.
One or more players are designated Targets. The rest of the players are designated Pursuers. To win, the targets must reach a random exit point before they're killed a predetermined number of times (tunable based on player skill). To win, the Pursuers must prevent the Target from escaping until time (tunable) runs out. One target (or several) versus One pursuer (or several). Playable versus AI?
One player is designated the Assassin. (There may be more than one assassin…) Another group of players is designated the Security Force and charged with protecting the innocent. One (or several) versus many. There are specific targets the assassin has to kill, with points deducted for innocents killed. NPC targets in the game either sit in one place or follow a preset path to specific destinations.
Uh, oh – terrorists have taken hostages on board a yacht or in the White House or on an orbiting space station. You and your buddies have to save as many of them as possible. One or several versus many. Competitive or cooperative. Playable versus AI.
There are several objects (random number of random objects) scattered throughout the map. Find them all and get to the exit before the competition. There may or may not be multiples of each item (determined scenario by scenario) and there should be some way to tell how many objects an opponent is carrying. You can kill opponents and take their objects, too. Many players. Competitive.
- NPCs were planned to be in multiplayer. Some would be hostile to everyone, some would be passive and go for alarms, some would ally with whoever touched them and attack anyone else until touched again. These NPCs would be randomized for replayability.
- Randomized items would be on each map for replayabilty.
- Non-critical doors would be randomly locked or unlocked.
Computec 1999 Preview
GameSpot TV (1999) - E3 Special
GameSpot's video of E3 1999, showing some Deus Ex footage.
1999 Preview Video
A 1999 preview video of Deus Ex.
Ion Storm Marketing Tape
A marketing tape showing Daikatana, Deus Ex, and Anachronox footage.
Deus Ex (German Preview)
2000 preview, likely by German gaming magazine Gamestar.
Unknown video, likely official due to the logos at the end.
A German trailer for Deus Ex, found on the German section of the Eidos France FTP site.
UNATCO grenade troops transcript:
UNATCO Troop You want these? JC Denton What? UNATCO Troop Denton! Hey, it's Denton! JC Denton What do you want? UNATCO Troop Give'm the grenades! UNATCO Troop
UNATCO Troop Denton! Hey, it's Denton! UNATCO Troop You want these? JC Denton What? UNATCO Troop Give'm the grenades! UNATCO Troop
Deus Ex (Incite video)
A minute long video of the Deus Ex beta from gaming magazine Incite. A possible placeholder sound for the robot can be heard at 00:10.
After the space station was cut focus was put on a lunar mining base, the level would deal with low gravity, lack of oxygen, and a fight between a UN base and a Chinese base. The level was cut as the gameplay and setting would be too different to the rest of the game. Though the level was cut the Chinese lunar mining base can still be found mentioned in news articles in game.
The White House was the first level designed for the game, as it was believed to be the hardest to make. It was designed as a place "people would just enjoy poking around in ways they couldn't in the real world". One reason it was cut was because "there was no way any then-current renderer was going to allow us to do all that [exploring the entire White House]". Large areas such as the White House had speed issues, and knowing that they would have to be cut into smaller levels, the decision was taken to cut them entirely. Little is known about the levels, but a groundskeeper may have been a character that could be interacted with. The characters and decorations (at least some) for this level still survive in the final game. President Mead, the First Lady, and their daughter can be found in the intro cinematic.
The White House level was shown at the e3 1999 demo. There was a rumor that Spector was visited by the Secret Service due to the level of accuracy in the White House map. When asked about this in 1999, he replied:
So detailed were the plans, in fact, that rumour has it there was even a spot of bother with the White House security team due to the places within the building that the player was allowed to enter. We put it to Warren at the time, but he was quick to quash our rumours. "No, no, no, no" said he, looking suddenly shifty. "In fact," he says, "the scary thing is.. no, I'd better not tell you that…" And so, the mystery went unsolved.
Harvey Smith was also asked about the White House mission on June 14th, 2000:
OnlyOne: The rumors are flying about multinational conspiracies, some ambiguous covert-op called Project Eagle Hunter, rednecks being abducted in Wyoming, and government cover-ups, tell us, what's the real deal on this 'White House level' issue? Harvey 'Witchboy' Smith: I've been asked not to comment on this subject.
In 2020, Sheldon Pacotti said in an interview:
There was a White House mission that seemed pretty pivotal at the time. The president was a puppet of the Illuminati – he’d been replaced with a clone, and you rescued his daughter.
In 2020, Sheldon Pacotti said in an interview:
A lot of locations and missions got cut as we tried to make the date. I wrote dialogue for rescuing people who had been taken out to a pirate island.
Some cut levels can be seen in the E3 footage:
- 00_HongKong_TongJunk - Likely remade into HongKong_TongBase, as the design document shows Tong's base as a ship, a junk.
- 00_HongKong_Xijiang - Unknown.
- 00_NYC_Helibase - Prefix 00 unlike the final's 03, possibly for faster testing.
- 01_NYC_UNATCOObstacle - The UNATCO obstacle course, back when the training section was much larger and attached to the UNATCO building.
- 03_NYC_Drugwarehouse - Possibly reused as 02_NYC_Warehouse as it's missing.
The E3 footage shows three cut skills: brawling, communication, and stealth. The brawling skill was likely for the cut fist weapons, while the communication skill was used to unlock choices in conversations, the coding of which still exists in the final game.
- AugAudioAnalysis and AugHearing were mentioned in the list of augmentations in the design document, but no other information was given. Anna Navarre has cochlear implants to hear LAMs, which may be related.
- The skullgun is mentioned as an augmentation in this image of the 1997 documentation. The skullgun would later go on to only be mentioned and requested by Gunther Hermann.
A cut robot can be seen in the E3 footage. This is likely the missing "SecurityBot1" class, as 2-4 remain in the final game.
A female variant of the UNATCO trooper was cut in development; quote from Mission03.UNATCOTroop.TroopBarks1:
I toggle back-and-forth between conversations TroopBarks1 and TroopBark2 by using the flag M03TrooperBarkHack. TroopBarks2 were for UNATCOTroopFemale. When the model was cut, I thought it would be easier to switch between conversations than to copy everything together one Event at a time.
Jerry Wildman, Nikolai Gusarov, and Oscar Lemiuex all have concept art, but no other information available.
The Majestic Revelations document lists additional UNATCO agents, Diane Tisdale and Nick Baldo. Diane Tisdale can be seen in the e3 1999 footage sending infolinks to the player in UNATCO and may have been the old Alex Jacobson as he isn't mentioned in the document until chapter 15. Nick Baldo was possibly renamed to Nick Baldwin, as a UNATCO office nameplate exists in the final game with that name, but otherwise no other evidence exists.
Thomas Dieter exists in the final scripts as a character that would appear to meet the player and arrange the meeting with Stanton Dowd if Harley Filben was dead. This character would use the "janitor" model, same as the gatekeeper at the graveyard in the final game. In the final game Filben cannot be killed, which may be why this character was cut.
The access card is likely meant to be combined with the cut cardreader to open doors. The access card is mentioned in an interview with Spector here:
"Now, you see, this is a computer room" he explains. "I don't know how familiar you are with these, but we have the raised floors so you can run plumbing and stuff down through here… and so if I know about this, I can go down here by crouching and, look, here's an access card. So if you know about how the real world works, you'll know more about how this game works."
The PS10 and PS20 are both mentioned in the design document. While there's no specific info on the PS10 (at least detached from the PS20), it was a one-shot pistol type weapon that shot a single low damage round at a target (the sound for which still exists in final).
An MP5 can be seen on belt of one image and in the weapon collage.
The shuriken can be seen in images and the design document, this was redesigned later into the throwing knives, which are still called shuriken internally.
Favored weapon among HK fighters. In the future, shuriken are made of non-metallic carbon-fiber and are virtually undetectable.
The design document mentions an AmmoRocketHE, while AmmoRocketWP is missing. The WP still uses meshes and textures with the HE suffix instead of WP.
In these old screenshots a headset, keycard, access card, and torch can be seen. The headset was likely redesigned into the infolink augmentation, the torch into the light augmentation, and the white card for the White House.
Sites for Research
Ion Storm website
Deus Ex Linux (cancelled) developers
- https://web.archive.org/web/20020402070538/http://www.reevesgabrels.com/ (Reeves Gabrels)
- https://web.archive.org/web/20000816000649/http://www.stormtroopers.com/witchboy/ (Harvey Smith)
- https://web.archive.org/web/20001208151000/http://www.dxnation.com/interviews/scottmartin_061800_a.phtml (Scott Martin)
- https://web.archive.org/web/20000816232158/http://www.dxnation.com/interviews/harveysmith_061200_p1_a.phtml (Harvey Smith)
- https://web.archive.org/web/20000815235504/http://www.dxnation.com/interviews/harveysmith_061400_p2_a.phtml (Harvey Smith)
- https://web.archive.org/web/20001208093200/http://www.dxnation.com/interviews/developers_060900_a.phtml (Harvey Smith, Bob White, Steve Powers, Monte Martinez, Ricardo Bare)
- https://web.archive.org/web/20000817165340/http://www.dxnation.com/interviews/clayhoffman_050900_a.phtml (Clay Hoffman)
- https://web.archive.org/web/20001208080900/http://www.dxnation.com/interviews/bobwhite_050500_a.phtml (Bob White)
- https://web.archive.org/web/20000818041550/http://www.dxnation.com/interviews/harvey_111599_a.phtml (Harvey Smith)
- https://web.archive.org/web/20000904172222/http://www.dxnation.com/interviews/harvey_071799_b.phtml (Harvey Smith)
- https://web.archive.org/web/20000106055302/http://u-games.com:80/interviews/deusex_1.shtml (Bob White)
- https://web.archive.org/web/20000301062909/http://u-games.com:80/previews/deusex_1.shtml (Warren Spector, Harvey Smith)
- https://web.archive.org/web/20001006053004/http://www.unrealuniverse.com/features/interviews/hsmith.shtml (Harvey Smith)
- https://web.archive.org/web/20001005162926/http://www.unrealuniverse.com/features/interviews/bwhite.shtml (Bob White)
- https://web.archive.org/web/20000815235633/http://www.unrealuniverse.com/features/interviews/warren.shtml (Warren Spector)
- https://web.archive.org/web/20000817185257/http://www.stormtroopers.com:80/e3_99/ion_e3rpg.shtml#deusex (Warren Spector)
- https://web.archive.org/web/20010618163432/http://www.gamespot.com/features/10_spector/p2_04.html (Warren Spector)
- https://web.archive.org/web/20000816210327/http://www.gamespot.com/features/deusex-p3_pre/index.html (Warren Spector)
- Postmortems From Game Developers - archive.org, 2003
- Postmortem: Ion Storm's Deus Ex - Gamasutra.com, December 6, 2000
- GameSpot Previewː Deus Ex - GameSpot.com, May 3, 2000
- Shooterː Majestic Revelations - archive.org, 11/08/97
- Warren Spector Interview - deus-ex.org, June 29, 2000
- Harvey 'Witchboy' Smith - Part 1 - dxnation.com, June 12, 2000
- Eidos France - ftp.eidos-france.fr, June 08, 2000
- Eidos France - ftp.eidos-france.fr, June 08, 2000
- GameSpot - GameSpot.com, May 3rd, 2000
- Eidos France - ftp.eidos-france.fr, May 16, 2002
- Deus Ex - deusex.com, August 24, 2000
- PC Paradox - PCParadox.com, 1999
- U-Games - u-games.com, 1999
- U-Games - u-games.com, 1999
- Harvey 'Witchboy' Smith - Part 2 - dxnation.com, June 14, 2000.
- Deus Ex at 20: The oral history of a pivotal PC game - rockpapershotgun.com, June 22, 2020.
- U-Games - u-games.com, 1999