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Deus Ex


This article tells part of the story of Warren Spector.

A slight shift of focus, and the future could still turn out like Deus Ex after all…

— Deus Ex lead writer Sheldon Pacotti, speaking in 2014

The reviews that greeted Ion Storm’s Deus Ex upon its release in June of 2000 ranged along a continuum from cautiously to wildly positive. Computer Gaming World, the Gray Lady of the hobby, came with one of the most nuanced takes. Reviewer Thierry Nguyen spoke of “loving” the game in the abstract, but lamented “deep flaws that sometimes frustrated me, as they detracted from its ambitious design”; these included performance issues, poor artificial intelligence on the part of the enemies, and a sense of contrivance that clung to some of the environments and plot points. The excitable lads at Australia’s PC Powerplay, on the other hand, placed no such qualifiers on their declaration of love for Deus Ex. In a special feature published when the game was not yet three months old, they declared it to be quite simply The Best Game Ever: “Every action within Deus Ex’s expansive environments has far-reaching consequences, making it seem like the player is ensconced within a living, breathing world.”

For better or for worse, the critical consensus over the quarter-century since Deus Ex was a brand-new game has hewed more to PC Powerplay than Computer Gaming World. As the years have passed, it has been praised more and more fulsomely, not only for its gameplay but for being a full-blown work of interactive speculative fiction, full of uncanny insights into the ways the world has changed since it was released just as the Dot-com Bubble was bursting. YouTube in this Year of Our Lord 2026 is overflowing with videos that declare it to be “The Most Important Videogame Ever Made,” the game that “predicted the future,” the proud home of “some of the most insightful philosophy that you will ever witness in the gaming medium.” It’s become fodder for a certain species of painfully earnest commentator who desperately wants games to be culturally relevant true-blue art, whilst also continuing to allow him to run around and blow shit up in the manner to which he’s become accustomed. All too often, this causes such folks to make claims for Deus Ex that have only a tangential relationship with its reality, lacking the necessary grounding in the cultural circumstances that produced it. Which is no surprise really; some of these folks weren’t even born yet when Deus Ex was new on store shelves.

My favorite anecdote in this vein involves the name of the protagonist: J.C. Denton. It was theorized for years that the “J.C.” stood for “Jesus Christ,” pointing to the literal deus ex machina (“God in the machine”) of one of the game’s three possible endings, in which Denton merges with an artificial intelligence — in the Singularity sense, not that of the algorithms controlling the enemies who run through the game’s corridors shooting at you — to take over the world. At a Game Developers Conference postmortem in 2017, Deus Ex’s mastermind Warren Spector, who had always stayed mum on the subject prior to this event, brought forth a revelation that caused jaws to drop almost audibly throughout the room: the initials really did stand for “Jesus Christ.” But then came the deflating coda. Rather than having any deeper thematic or philosophical implications, the name of the protagonist came from a friend of Spector’s with the first name of Denton, who was so nice and helpful that it could become downright “irritating,” as Spector put it. “Jesus Christ, Denton!” he would say at these junctures. When production on Deus Ex began, Spector thought that the phrase had a nice ring to it. So much for philosophy.

Like Planescape: Torment and to some extent even Alpha Centauri, Deus Ex has become as much an aspirational ideal as a concrete artifact. And that’s fine; we all need things to which to aspire, after all. Still, in this article I’m going to do my best to drill down on the less hyperbolic reality of Deus Ex. If this meaning pushing back at times against its popular reputation as a sui generis masterpiece, know that that doesn’t mean it isn’t a fine and groundbreaking game, a game which dares to attempt to do a lot of difficult things and manages to succeed at a remarkable number of them.


The secret organization that J.C. Denton works for is the Federal Emergency Management Agency. How’s that for a deep state?

As I’ve already implied, discussions of Deus Ex tend to break down along two axes: the innovations of its gameplay and the statements it makes — or seems to make — about the very future in which we are now privileged or condemned to be living. The gameplay is both the easier subject to get a handle on and the one where the more grandiose claims require less qualification, so let’s start there.

Whatever else it happens to be, Deus Ex is the greatest game that Looking Glass Studios never made, steeped in that creative collective’s ethic of the “immersive sim.” As longtime readers of this site know, Looking Glass’s very first game, Ultima Underworld, appeared in 1992, right about the same time that id Software released Wolfenstein 3D, their dry run for DOOM. For the balance of the decade, Looking Glass was the yin to id’s yang. Both studios worked with first-person 3D, but, while id emphasized straightforward shooter gameplay, Looking Glass stubbornly stuck to a much more complex, multi-variant gameplay model that strove to drop the player right into a believable 3D world. It was a far more difficult path to walk, with far fewer commercial rewards to be found along the way, yet it resulted in a catalog of games that are still well remembered and widely recognized as formative to what gaming has become in the decades since. It might not be going too far astray to call Looking Glass the Velvet Underground of gaming.

In my opinion, the greatest, most quintessential Looking Glass game of all is System Shock, which was released in 1994, still fairly early in the studio’s run. It casts you as the sole surviving human aboard a space station where an evil central computer, the chillingly iconic SHODAN, has killed everyone else and turned their corpses into bloodthirsty zombies. You have to shoot, sneak, hack, and engineer your way to victory against her, in combinations that can and will vary from player to player. The game is less a fixed story than an emergent playground of problems and possibilities that yields a story, if the player is doing it right. System Shock so impressed Warren Spector, who was serving as Looking Glass’s producer and liaison at the publisher Origin Systems at the time it went into development, that it caused him to quit his job there and join Looking Glass full-time.

System Shock. One of its design principles was a thoroughgoing commitment to diegesis; you aren’t privy to any information which the character you play isn’t also privy to. What you see onscreen is exactly what the protagonist sees through the heads-up display installed in his environmental suit’s helmet. (Valve’s Half-Life would famously employ the same approach four years later.)

All told, System Shock was the most uncompromising implementation of an immersive sim that Looking Glass ever created — for that matter, one of the most uncompromising that anyone has ever created, right up to the present day. Confronted by feedback from players who found the scope of possibility which System Shock allowed them less bracing than confusing, Looking Glass shrank it just slightly in their later games. Their 1998 game Thief, for example, made it clear to the player that stealth was the only real route to success. Yet Spector found the early builds of that game, which is at least as critically lauded as System Shock today, to be more frustrating than freeing. What happened if you were discovered in one of the dark corners of the game, despite all of your best efforts to stay hidden? It usually just led to a swift game-over screen, so inept was your character in a straight-up sword fight. Spector wondered why he couldn’t be allowed to take a different approach to the game’s problem space than that of pure stealth, if he so chose. After having worked on System Shock, Thief felt too constrictive.

This was the direction his thoughts were traveling when John Romero called him up to offer him $3 million to make “any game you want to make.” Deus Ex was a return to the ethic that had produced System Shock, and thus cannot be fully understood without reference to that earlier game. Like System Shock, it gives you a goal and sets you loose to try to achieve it in any way you can conceive and pull off. The core of Spector’s mission statement to his team was just three words long: “Problems, not puzzles.” Instead of insisting that you work your way to solutions that have already been thought up by the designers — the definition of puzzle-based gameplay — it’s content to offer up a selection of challenges and affordances and then trust in the multi-variant simulation to do the rest. This gives emergent possibilities for problem-solving — as opposed to puzzle-solving — that even the designers may never have imagined. If this approach wasn’t quite as breathtakingly new in 2000 as some of the YouTube commentariat seem to think it was — again, see System Shock — it was most definitely the road less traveled in 3D gaming at the time.

That said, Deus Ex is more willing than System Shock to compromise on the ideology of the immersive sim in order to satisfy other goals. It’s slightly less committed to diegesis, being willing to foreground information that System Shock prefers to keep hidden. The changes which the protagonist of System Shock undergoes all happen organically, as a result of his actions in the world. In Deus Ex, while you will always play an agent with the code name of J.C. Denton, your identity is less intimately bound up with his. You’re free to make your own version of him by explicitly choosing which skills to invest in initially and which ones to improve as the game goes on, from a modest menu of same that includes Computers, Electronics, Environmental Training, Lockpicking, Medicine, Swimming, and an array of Weapons competencies. (Interestingly, a 1999 direct sequel to the original System Shock that was developed by Irrational Games rather than Looking Glass themselves made the same choice to crack open the black box, as it were, and expose the CRPG elements.)

Deus Ex’s character-creation screen.

Instead of taking place in one contiguous space like System Shock — albeit a space with plenty of locked doors and balky elevators to be sorted out — Deus Ex embraces a more typical first-person-shooter campaign structure, giving you a set of twelve missions that are played out one after the other. Each mission is, we might say, a kind of mini-System Shock, a self-contained simulation space that must be “solved” in one way or another in order to proceed to the next one. In terms of its overarching narrative, then, Deus Ex is really a quite traditionalist game.

The campaign structure does allow Deus Ex to present a far broader array of environments than it otherwise could, the polar opposite of the relentlessly uniform, suffocating corridors of System Shock. You hopscotch from New York City to Hong Kong to Paris among many other destinations, ending up — inevitably, given the nature of the story — at good old Area 51. But what is gained in cosmopolitan diversity is lost in the ability of players to make their own story. While each mission can be solved in a huge number of ways, it will always lead to the same mission afterward; the game will always dance to the tune of the same set of fixed plot beats. The “living, breathing world” that so delighted PC Powerplay back in the day is an illusion outside of the granular frame of how you complete each individual mission. Whether you choose to make your J.C. Denton a hyper-violent super-soldier who assassinates moral niceties along with everyone else he meets or a tormented soul engaged in what he suspects more and more to be a bad business, he will always arrive there at Area 51 via the same basic series of steps. Yes, one might argue that System Shock as well has a somewhat linear, deck-by-deck instead of mission-by-mission progression, but the ability — indeed, the necessity — to periodically go back to decks you might have thought you had “cleared” gives it a verisimilitude that Deus Ex can’t quite match.

So, for all its reputation for innovation, well-deserved in many respects, Deus Ex’s wide-frame approach to storytelling is almost as old as digital games themselves. At the climax of the linear campaign, you are given a choice between three pre-crafted endings. Other than by dying and failing to reach the climax at all, you have no more control than this over the final outcome of the story. This could be construed as a weakness, given the stakes of the plot, which is vastly more complicated than System Shock’s personal zero-sum game between yourself and SHODAN. Still, I do understand why it was done this way, and don’t really blame anyone for it: because truly interactive storytelling, especially on a scale like this one, is hard, as decades of experience have taught us all too well. As I’ve written many times, game design is an art of the possible; having made their bed by choosing to tackle such an ambitious story, the designers of Deus Ex had to lie in it as best they could.

Try to pick the lock or blow it open? The choice is yours… or maybe you can do something else, perhaps something totally unexpected, instead.

At the level of the individual missions, however, the game does do an admirable job of living up to its goal of letting you figure things out for yourself. If you want to go for maximum lethality, you can do that, although the limited quantity of ammunition to hand will make it a daunting task. (Just why does the organization you work for spend a fortune to turn you into an augmented super-soldier and then scrimp on bullets like a corporate Karen in charge of an office-supply cabinet?) If you want to rely on stealth and technological trickery, reserving your kill shots for the people who really deserve them, you can do that too. The best way to know if an immersive sim is successful at what it has set out to do is to imagine that you — the real you, that is — are actually in the situation it depicts, ask yourself how your real-world self would react, and then find out if the game allows you to do that. If the answer is yes, then the game is probably onto something. And by this standard, Deus Ex acquits itself pretty darn well, all things considered.

Indeed, for many years after the game’s release, the designers were regaled with tales of players who had devised solutions to the missions’ problems that they had never even thought of — another sign of a successful immersive sim. One of the most famous examples emerged when the game was still in testing. It involves magnetic explosive charges that can be attached to doors and windows for the purpose of blowing them open, or to make booby-traps for enemies. The testers discovered that they could use these in a whole different way: to make a kind of staircase for climbing a wall by attaching them one after another at increasing heights, hopping from one rung to the next. It was a clever and totally unanticipated way to reach high balconies and rooftops. Informed of this exploit, many a design team would have contrived some way to block it and moved on to the next bug on the list. But Warren Spector’s team took it as a challenge to make their virtual realities that much more airtight, such that even climbing to someplace you “shouldn’t” be couldn’t break them.

An improvised ladder made from magnetic explosive charges.

The worst thing you can say about this aspect of Deus Ex is that the simulation of the real world sometimes leads to situations where behaviors are entirely emergent, but a long way off from believable. Deus Ex goes so far in simulating a logically functioning environment in comparison to most games of its era that it occasionally falls into a kind of uncanny valley of realism, amenable to “cheap” solutions on the player’s part that remind her all too clearly that she’s merely playing a game. The most notorious examples of this phenomenon tend to revolve around the behavior of the various guards, terrorists, and other enemies in the spaces, who act more like confused herd animals than trained operatives. There are lots of ways to lead these clowns astray in order to avoid and/or kill them, ways that would never fly in the real world. But they stand out only because so much else has raised our expectations so high…

One of the many choices which Deus Ex largely leaves up to its player is how much to engage with its convoluted, much-discussed story line. You can treat the game as nothing more than a series of tactical scenarios to overcome, if you’re so inclined. Or you can really dig into the lore by exhausting every possible line of interrogation with the people you meet and carefully reading through the many documents you stumble across. It’s to this side of the game, which is increasingly described as prescient if not downright prophetic by people looking back from these dystopic-feeling current times of ours, that I’d like to turn now.


The most infamous and chilling “proof” of Deus Ex’s alleged facility for predicting the future is a view of the New York City skyline that you can see in the very first mission. This game that was released fifteen months before the terrorist attacks of September 11, 2001, nonetheless shows only empty sky where the twin towers of the World Trade Center ought to be. As the people who made the game have always been quick to explain, this was not intended as a conscious statement of any sort, much less a prophecy. The towers were left out simply because the rendering engine couldn’t handle any more polygons. But still… what a coincidence! It’s almost enough to make you believe that the ghost of the Oracle of Delphi really does haunt Deus Ex.

The game that follows that disconcerting skyline view is littered with quotes that seem almost as unnervingly prescient, especially when pulled out of context. They seem to apply all too well to our present age of ever greater disparities of wealth, all but unchecked corporate power, solipsistic social media, and widespread surveillance in both digital and physical spaces. Add to all of that the claim that our computers are on the verge of waking up to sentience and taking over the world…

For 100 years, there’s been a conspiracy of plutocrats against ordinary people. In 1945, corporations paid 50 percent of federal taxes. Now they pay about 5 percent. In 1900, 90 percent of Americans were self-employed. Now it’s about 2 percent. It’s called consolidation. Strengthen governments and corporations, weaken people. With taxes, this can be done imperceptibly over time.


This is real freedom: freedom to own property, make a profit, make your life. The West, so afraid of strong government, now has no government. Only financial power. All taxes are social engineering. That’s always been their real purpose. What happens is that politicians get money from big companies, so all the social engineering is for making big companies.


The need to be observed and understood was once satisfied by God. Now we can implement the same functionality with data-mining algorithms. The human organism always worships. First it was the gods, then it was fame (the observation and judgment of others), next it will be the self-aware systems you have built to realize truly omnipresent observation and judgment.

But before we get too hot and bothered over this 26-year-old game that seems to have so accurately captured the world we live in today, we should perhaps take a step back to ask ourselves where its ideas actually came from and what its makers were actually trying to do with them.

This supposed engine of prophecy is in reality one of the last enduring artifacts of 1990s conspiracy culture, that virulent Petri dish of vanished civilizations, crash-landed aliens, hidden historical overlords, secret societies, and more government coverups than an army of Boy Scouts could shake their sticks at. While the guiding ethic of Deus Ex’s gameplay was “problems, not puzzles,” that of its story was almost as simple: “What would the world be like if every conspiracy theory — every single one of them — was true?” It’s the trashcan cocktail of conspiracy culture, with some of just about everything thrown in. This was done not because its makers earnestly believed in most of what they wrote into their game, but for the most typical reason that any group of game developers do anything: because they thought it would be fun in a game that was to be, as Warren Spector described it, “James Bond meets The X-Files by way of Neuromancer.” To that list of influences can be added Blade Runner, The Terminator, and Snow Crash, along with a small library’s worth of dodgy books about aliens and pseudo-history. As anyone who has been reading these histories of mine for a while will readily recognize, this is not a strikingly original collection of gaming source material. Deus Ex stands out more for its maximalist approach and utter commitment to its subject matter than for the subject matter itself.

What follows may be a fool’s errand, but I’m going to try to summarize — in extremely abbreviated fashion, mind you — the conspiracy-addled backstory of Deus Ex as I understand it. (Credit where it’s due: the script of Deus Ex is primarily the work of Sheldon Pacotti and Austin Grossman, with much input from Warren Spector and the rest of his 30-person team.)

It all goes back at least as far as the Knights Templar — it’s always the Knights Templar, isn’t it? — who during the Crusades set up a banking system that would help them to rule the world, money being power and all. They morphed via several intermediate steps into the Illuminati, the hidden hand behind the last three or four centuries of human history, who numbered among their ranks the Founding Fathers of the United States. (Their symbol is right there on the American dollar bill!)

In 1947, this strand of conspiracy theory collided violently with another one, when a UFO crash-landed in Roswell, New Mexico. The Illuminati suppressed news of the close encounter, setting up a new and ultra-secret arm of the American government, known as Majestic 12, to study the alien artifacts that were recovered. All was more or less well in the national-security state for the better part of a century thereafter; some of the information gleaned from Roswell was strategically leaked to the scientific establishment, other parts held back as instruments of social engineering and mind control.

Some decades into the 21st century, however, the Illuminati fell victim to infighting within their own ranks. Bob Page, a filthy-rich industrialist who was one of the Illuminati’s ruling Council of Five, decided to assassinate his colleagues and take over the organization all by himself. This plan only partially came off, resulting in two dueling would-be Earth-dominating secret societies.

Page, who was quite a piece of work even by Illuminati standards, tried to consolidate his power by unleashing a massive pandemic to kill off billions of people and destabilize the world’s governments. (Have I mentioned that this game really can feel unnervingly prophetic?) Then he deployed an artificial intelligence by the name of Icarus to  invade and subsume the entire Internet. (Have I mentioned… oh, yes, I have, haven’t I?) While he was about all of this, Page genetically engineered himself and a small team of agents into supermen. Among these agents was one J.C. Denton, the player’s avatar in the game proper.

There’s much, much more to it, including a second rogue AI that sets about fighting the first one on the highways and byways of the Internet, but that will have to do for our purposes. The game itself kicks off in 2052 on Liberty Island in New York Harbor, where a gang of “terrorists” — freedom fighters by other people’s definition — are threatening to blow up the statue that gives the island its name. J.C. Denton is called in to stop them. He does so, but while he’s about it he’s given cause to wonder whether he’s been told the whole truth about the organization he works for, which he had heretofore believed to be completely benevolent. The plot takes many twists and turns thereafter, with J.C. Denton bouncing from team to team — including not only the two feuding dominant secret cabals, but others who oppose them both.

As I wrote earlier, it all comes to an end at Area 51, where J.C. Denton is confronted with a choice of three solutions to the chaos. One is to blow up the Internet and all other global communications systems and throw humanity into a new “Dark Ages” for at least the next few hundred years, in the hope that his descendants will make less of a mess of things when they get around to reinventing the technology that he is about to destroy; one is to join with the original Illuminati who have been fighting Bob Page all along and help to rule the world as one of them; and one is to join with the AI to form a true superintelligence combining the best parts of humans and computers, and rule the world alone that way. Warren Spector has often said that he wanted the choices the player makes in Deus Ex to say less about J.C. Denton than they did about the person behind the monitor; this choice of endings is surely the ultimate expression of that impulse. (For the record, I’d have to go for the Dark Ages as the least bad choice in this situation. There’s even a part of me — possibly the most morbid one, granted — that thinks this might not be such a bad thing. Maybe we could use a few centuries to rediscover our humanity: to learn to breathe real air, eat real food, do real work, and talk to one another face to face again.)

So, it’s not as if the story of Deus Ex gives no food for thought. Yet it’s better understood as an exercise in pastiche than philosophy, much less prophecy. The relationship of past, present, and future is actually a quantum one: the act of predicting or warning us about the future can itself produce the very outcomes it depicts. Novelist Thomas M. Disch cottoned onto this inverse relationship in the pages of his Hugo-winning nonfiction book The Dreams Our Stuff is Made Of already a couple of years before Deus Ex was released, in chapters with titles like “The Future as a Lifestyle,” “Science Fiction as Religion,” and “Republicans on Mars.” Not long afterward, the ubiquitous “flip phones” of the aughts, modeled on the communicators found in the original Star Trek television series of the 1960s, provided an indubitable example to everyone of what can happen when engineers who have been raised on vintage science fiction are placed in charge of product design.

More recently, manifestations of the same phenomenon have begun to feel more and more sinister. We live in a world today in which Mark Zuckerberg — admittedly, not one of the brighter bulbs in the Silicon Valley firmament — renamed one of the largest and most profitable companies on the planet after the virtual-reality network found in Neal Stephenson’s Snow Crash, having apparently failed to understand that the novel in question was intended as satire. We live in a world in which Sam Altman and Dario Amodei are constantly arguing over which one’s statistical pattern-matching and probabilistic text-generating machine will spontaneously wake up to consciousness and enslave us all first, all because the novelist Vernor Vinge has told us this is inevitable. We live in a world in which seeing is no longer believing, because any photograph or even video clip we see may be AI-generated. In short, we are all struggling to discern reality through an ever thicker fog of what Jean Baudrillard dubbed “hyperreality” back in the 1980s. Large-language models have become the perfect symbols of the age, what with their congenital inability to separate fact from fiction. Small wonder that some people have convinced themselves that life itself is probably just a giant videogame.

The conspiratorial view of history fits so neatly into this milieu because it actively encourages us to substitute what might be true — or what we would like to be true — for what we can know to be true. Once upon a time, it was easy to see it as just good fun. Certainly most of the makers of Deus Ex never thought they were making a grand statement about the way the world really was or would become as they piled trope upon trope to create their grand conspiratorial edifice, any more than did the makers of The X-Files, the television show from which they drew so much inspiration. But, as literary theorists have long told us, you are still saying something about our world even when you insist that you’re saying nothing at all.

Betwixt and between the quotations that have come to seem so prescient, Deus Ex also bangs away on tired old anarcho-libertarian drums about the evils of the United Nations and the so-called “deep state.” These quotations have aged rather less well than the ones I included above, coming across more like prescriptions for than descriptions of our current problems, revealing Deus Ex to be a game that is as much of its time as timeless. One can all too easily imagine these sentences coming straight from the mouth of Alex Jones, back in the days when he could still be dismissed as just another reactionary nutcase crackling through the ether on the further reaches of the AM-radio dial.

The whole project of world government — going back to the League of Nations — has been funded and manipulated, mainly by wealthy bankers. Remember that the U.N. itself was built on land donated by John D. Rockefeller. The U.N. was founded, not to end war, but to gradually replace national governments with a globalist meritocracy.


The entire executive branch is hand-picked. Nineteen of the last 23 U.S. presidents have been members of the Trilateral Commission. The Trilateral Commission is financed by the Rockefellers and the Rothschilds.

I find the way that Deus Ex turns honest attempts to improve our world — for instance, on the part of the founders of the United Nations and at least some American presidents — into yet more nefarious conspiracies to be as personally aggravating as it is unhelpful to our modern political discourse. Lurking in the accusations against “wealthy bankers” is the oldest, ugliest conspiratorial trope of all, the idea — stemming from the 1903 forgery “The Protocol of the Elders of Zion” — that a cabal of Jews secretly run the world. “Famous conspiracy theories always turn out to be just antisemitism,” this website’s regular commenter Ross theorized after reading a piece I wrote about the thoroughly unpleasant Pierre Plantard, the man behind some of the most outlandish tales surrounding the French village of Rennes-le-Château. The more conspiracy theories I examine in depth, the more true this proposition seems.

The writers of Deus Ex might respond, reasonably enough on the surface, that all of the most controversial statements come from its various feuding characters; it would be as unfair as it would be schizophrenic to claim that the writers are in agreement with every word these characters say. In case I haven’t made myself clear, know that I don’t accuse anyone who worked on this game of being personally antisemitic. The thing is, though, that even explicitly fictional conspiracy theories — heck, even explicitly satirical ones — have a way of overflowing the vessels that are meant to contain them. Take, for instance, all of this business about the Illuminati, a staple of decades of conspiracy culture that naturally made its way into Deus Ex. The original wellspring of it all, in a modern context at least, is the Illuminatus! trilogy of novels, published in 1975 by Robert Shea and Robert Anton Wilson. They are convoluted, endlessly discursive, and filled with unexpected and eye-opening connections… and also a giant joke in the same style as Umberto Eco’s later novel Foucault’s Pendulum, being an intellectual shell game and a parody of the fever dreams of the hippie generation. And yet there were people who decided it was all real, worked it into their worldview, and refused to be dissuaded from belief even by the very authors who had made it all up.

It seems to me that there are two principal dangers here. One is the way that, as our friend Ross so cogently noted, all or almost all conspiracy theories tend to wind up in dark places by the time they reach maturity, no matter how harmless they start out. The other one is still more insidious: by teaching us to look for all of the world’s ills in secret cabals of consciously evil people, conspiracy theories mislead us as to how history fundamentally works, thereby leading us to seek simple solutions to complicated problems. Way too often, the result is demagoguery. Again, we can see this all around us today; I trust that I don’t need to belabor the point further.

Suffice to say then that the story of Deus Ex does make me a little uncomfortable, for all of the reasons I’ve just listed. Even if we acknowledge that it puts its fingers on many of the ailments besetting us today with improbable accuracy, the reasons it posits for those ailments, and thus the ways of combating them that it might lead us to adopt, are deeply misguided.

But that’s just me, viewing it with the benefit of a quarter-century of hindsight. Setting aside sociopolitical concerns, I still wouldn’t call Deus Ex’s story a great one; the best drama does not arise from merely piling backstory complication upon complication, as television shows like The X-Files and Lost proved when their unwieldy conspiratorial edifices finally collapsed into weary incoherence. Thankfully, though, a videogame seldom needs a great story in the way that so much linear media does; in some cases, it may even be an unnecessary distraction. The story of Deus Ex is effective enough within the frame of this particular videogame, lending it a memorable atmosphere and gravitas while only modestly compromising its bona fides as an immersive sim. I just wish we could all agree not to force it to punch above its weight by assigning it a profundity it hasn’t earned and doesn’t even really aspire to. This fiction is pulp, not prophecy.


Having chewed my way through all of the above, I’m left with just one more question on my docket: what do I think of Deus Ex? You know, just as a computer game?

I must admit that I approach this question with some trepidation. I know that some of you think highly of it indeed; more than one of you have told me that it’s your favorite game of all time. Many years ago now, during one of those occasional discussions we have around here about where these histories of mine ought to end, one or two of you suggested that Deus Ex might be a good place, an argument predicated on the assertion that it brings together all of the strands of narrative and interactivity that I’ve spent so many years running down and wraps them up in a neat little bow. (For the record: I don’t actually plan on stopping. I can already hear the sighs of relief raining down on me from the galleries, along with perchance a few disgruntled grumbles from the Statler and Waldorf types.)

Personally, I wouldn’t go so far in praising Deus Ex. However, let me state very clearly that Deus Ex is a landmark game that is in most ways brilliantly conceived and executed. There is good reason that it struck many folks as a revelation upon its release all those years ago, what with its rich breadth of player possibility and its compelling atmosphere of tension and betrayal. This was the immersive sim’s breakthrough moment, the one that Looking Glass, the inventor of the approach, ironically never got to enjoy. Deus Ex sold over 1 million copies, spawned a series of equally commercially successful if never quite as critically lauded sequels, and influenced the design conversation in games for two and a half decades. Deus Ex knows exactly what it wants to be, and realizes most of its ambitious goals smoothly while avoiding a Kenyan motorway worth of potential potholes.

So, when I tell you that it left me somewhat less thrilled than it did many of you, know that it wasn’t really the game but the player who was at fault. My central stumbling block with a game like this is that it asks a little bit more from me than I’m prepared to give it at this point in my life. My sweet spot of an evening these days is sitting on the sofa next to my wife, bantering about the game I — usually “I,” but sometimes “we” — play on the television screen. This is not the way that Deus Ex wants to be played; it wants me to put on headphones and burrow my way deep down into its hermetic virtual world, where I can start at every shadow and react to every passing footfall. The experience it wants to give me just isn’t the one I’m looking for these days. (In light of that reality, I do wonder how I would respond today to System Shock, a game I still want to rate above this one…)

It’s awful to say, I know, but when I play Deus Ex I can’t escape a certain sense of ennui, not only with all of the tactical energy it demands of me, but with its all too typically “gamerdark” aesthetics and laundry list of influences that I’ve become just a bit too familiar with by this point. On the whole, I prefer some more light to accompany my shade. I’m afraid my favorite Warren Spector joint remains The Worlds of Ultima: Martian Dreams, that delightfully quirky and totally original journey to Edwardian Mars.

But that’s just, like, my opinion, man. You should absolutely try Deus Ex for yourself to form your own. At best, you might discover your new favorite game. And even if you’re a sourpuss like me, you’ll walk away with a better understanding of why it holds that status for so many other people.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The book Deus Ex: Prima’s Official Guide by Chris McCubbin; Computer Gaming World of March 2000 and October 2000; PC Powerplay of September 2000.

Online sources include Warren Spector’s postmortem at the 2017 Game Developers Conference and “How Deus Ex Predicted the Future” by Richard Wordsworth for Kotaku.

Where to Get It: Deus Ex: Game of the Year Edition is available as a digital purchase at GOG.com.

 
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Posted by on November 6, 2026 in Digital Antiquaria, Interactive Fiction

 

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This Week on The Analog Antiquarian

Time Out London (Elizabethan Edition)

 
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Posted by on October 30, 2026 in Uncategorized

 

An Ion Storm!, Part 2: The Return to Ground Level

Stevie Case and John Romero early in their courtship.


This article tells part of the story of John Romero.

Note that there is a sexually suggestive image below that may be Not Safe For Work!


In the badlands of what used to be Texas, rumor has it that John Romero has thrown himself out the window of Ion Storm’s penthouse offices. Apparently Romero had finally finished Daikatana, only to have the Y2K bug destroy the gaming rigs of the world mere seconds later, thus rendering the last three years of Romero’s life terribly, terribly moot.

— Computer Gaming World, January 2000 issue

When Stevana “Stevie” Case arrived for her freshman year at the University of Nebraska in 1996, her conception of digital games was limited to the likes of Super Mario Bros. The daughter of a science professor, she had grown up in Kansas in comfortable middle-class surroundings, a precocious overachiever who told her family early on that her goal in life was to become the first female president of the United States. As her first steps toward that position, at age seventeen she had unsuccessfully run for the Kansas state legislature and successfully run for president of her high-school student body, in which capacity she had shaken hands with Bill Clinton. Now, she intended to become a lawyer as her next steppingstone to Clinton’s current office. She was already familiar with the inside of a courtroom, because she and her family had sued her school in federal court for banning Annie on My Mind, a young-adult novel about a lesbian relationship, from its library. They had won the suit, forcing the school to reimburse their costs and, most importantly, return the book to the library shelves. Prim and articulate, Stevie Case gave every sign of being destined for a bright future in the public sphere.

But then, almost as soon as she arrived at university, some of the young men who lived in her dorm complex showed her DOOM and Quake. She was immediately transfixed. Hyper-competitive ever since she had muscled her way onto a boys’ T-ball team when she was barely out of preschool, she adored the deathmatch ethos: “It was really fast, and you felt like you were flying through that world. And then when you added the ability to compete and beat other people, it just felt really addictive. I was all about the rockets and blowing shit up.” She was soon spending far more time playing Quake than studying.

These were the dawning days of what we call e-sports today, when deathmatchers were beginning to organize themselves into teams and leagues and hold tournaments to test their mettle against one another in public. This burgeoning culture of competition was clustered around the nation’s universities, whose fast local-area networks made it possible. Case won her first Quake tournament at her university in January of 1997, playing as the only woman on a team called Impulse 9. Her personal handle was KillCreek, after a Midwestern indie-rock band by the same name. She was a solid enough player, but it was her gender that truly made her stand out; her fame as “the girl who is pretty damn good at Quake” spread quickly online.

Despite his responsibilities as a founder of Ion Storm, man-of-the-people John Romero was still an active participant in the deathmatch community. “Hey, I know a girl that can kick your ass,” said a member of his circle. “No way. Never happen,” he replied.

One thing led to another, and it was arranged for the two of them to meet and do battle that spring, during a road trip to Dallas that Case and some of her friends had already planned. That semi-anonymous city of technology and finance, so often overshadowed by oil-rich Houston, music-rich Austin, and romantic San Antonio, had finally forged a proper identity for itself, among people like Case at any rate, as the wellspring of first-person shooters, home of id, 3D Realms, and now Ion Storm. For a shooter fan in 1997, making a pilgrimage there was akin to a flower-power hippie hitchhiking to San Francisco 30 years earlier. And now Stevie Case was not only going there, but going there to meet the fragger-power movement’s equivalent of Jerry Garcia.

When Romero walked into the room in his full rock-star regalia, she perceived him as a “god”: “And I’m just some person from Kansas. I had no idea if I could beat this guy or not.” As it turned out, she couldn’t, at least not on this occasion. She put up a decent fight, but Romero won fairly easily. Afterward, he posted online that “deathmatch is a man’s game and women will never fully understand it.”

Still, the novelty of a girl who could play Quake decently well was difficult for the community to resist. Encouraged to try again, Case publicly challenged Romero to a rematch, a best-of-three this time, with the loser expected to create an “online shrine” to the winner. Pressured by his own fans to pick up the gauntlet, Romero agreed to her terms. And so, once again, Case made the trek to Dallas — her ambition to become president, and with it her studies, had pretty thoroughly fallen by the wayside by now — to join battle with gaming’s biggest rock star.

She came prepared this time, having learned a bit about Romero’s play style from the previous match, more from talking to others. Her newfound confidence caught him by surprise; she won the first game handily. Romero then buckled down and took the second one, trash-talking ever more volubly and profanely as he did so, with plenty of disparaging references to her gender. The momentum seemed to be with him going into the final match. Case was thrown back on her heels in the early stages of the tiebreaker. But then…

“I’m hearing him say this running sexist commentary,” she remembers, “and it’s like something snapped in my brain. It was just this moment of, ‘Fuck this, this is not happening!’ So, I went on a rampage.” She turned the tide and won the game. As she recalls it, Romero responded ungraciously, by smashing his keyboard to pieces in a fit of pique and storming out of the room. Once he had calmed down, however, he did create the online shrine demanded by the terms of his deal with Case, even if he couldn’t resist making a backhanded excuse for the loss: “Maybe someday I will learn the secret of her master ability, or maybe next time I will, uh, eat some food before playing.”

When Case returned home from university for summer break, she told her confused parents that she was dropping out and moving to Dallas. She rented a truck, filled it with her things, and drove south to her gaming promised land.

She found herself a job there in tech-support to pay the bills, and renewed her connection to Romero through the new Cyberathlete Professional League, an organization that had him on its board of directors and routinely conducted its meetings in Ion Storm’s offices. The same species of awed, slightly clueless mainstream journalists who would soon be trooping through the Ion Storm penthouse in Chase Tower beat a path to the CPL’s door as well, trying to understand and translate what was going on there to their viewers and readers. Case made for a compelling human-interest story, being virtually the only female about the place. She began to appear with some regularity in their reporting. Her role as a mascot was valuable enough that the CPL agreed to pay her a fixed monthly stipend of $1000.

Cases’s prominence undoubtedly helped to lure more women into the scene, although they would always remain a decided minority. John Carmack was recruited to hand out the grand prize at one deathmatch tournament for women only: a signed garter belt. Such a prize encapsulated the queasy mixture of empowerment and objectification that came to characterize the female participants’ experience of this testosterone-soaked realm of endeavor.

Like her peers, Case enjoyed some of the attention that came her way thanks to her gender, but by no means all of it. Her email inbox filled up with messages from men, everything from shy inquiries into her relationship status to meticulously detailed fantasies of sex, rape and sometimes murder. She had never spared that much effort on fashion before, favoring low-maintenance bobbed hair, baggy sweaters, and jeans. But on Halloween in 1997, she went to a deathmatch party dressed as a femme fatale in a tight black dress, and was amazed and gratified by the reaction it provoked, the sense of power it gave her. Around the same time, she found herself cornered in the car of a creepy fellow who had offered her a ride, who now demanded that she show him “it” — meaning her vagina — as payment for the lift. On the spur of the moment, she did as he asked, pulling down her pants to give him a quick peek as he licked his lips in shocked silence. Again, this act seemed to turn the tables on her harasser, to give her power over him.

So, Stevie Case began to radically alter her appearance and demeanor. She had her hair styled, bought a new wardrobe, hit the gym daily, put increasingly revealing and provocative photos up on her personal website, eventually bought herself the most widely discussed breast implants in the history of gaming. “I’ll never regret having a breast augmentation,” she would say to Rolling Stone magazine in 2000. “Did people look at me differently? You’re damn right they did!”

In a sense, Case was of a piece with other unlikely suspects who found some form or other of satisfaction through sexual exhibitionism on the early Web. Whether her moves were the “correct” response to the challenges she faced, whether her newly sexualized persona reflected genuine empowerment or merely internalized misogyny, isn’t a question I can answer for you. I will only venture to say that, if a woman was going to try to turn the male gaze against itself in this way, the deathmatch scene was probably a fairly safe place to do it in comparison to many others, if only because most of its young male participants tended to be more talk than action when it came to matters sexual, not having a surfeit of experience with same in real life. (To wit: the stunned posture of Case’s harasser in the car…) They were well-primed to be cowed by, for example, an all-woman team going under the name of PMS, what with the vagaries of the female body and psyche still being such a mystery to most of them.

Case was well into her transformation in July of 1998, when she became a permanent resident of the Chase Tower penthouse suite, having been hired by Ion Storm as a tester. Shortly thereafter, she began a romantic relationship with the newly divorced John Romero. At a glance, they looked like a rock star and his supermodel girlfriend: he in his leather and chains, she in her leopard pants and high heels. The mainstream press took it as just one more layer to the human-interest story. The gaming press, just about out of patience with Romero eight months after the infamous “bitch” advertisement, was less positively disposed toward his new girlfriend.

Then came the walkout of the heart of the Daikatana team in November. Looking for loyalty in a workplace riven with rumor, innuendo, and guile, Romero promoted Case to level designer, the position she had had her eyes on all along. “I was ecstatic,” she says. “I felt like this brotherhood of designers had accepted me.”

Alas, it didn’t quite turn out that way in practice. Many in the shooter fraternity perceived Case as gaming’s Yoko Ono, an interloper whose talents lay strictly in the direction of distracting her man, stirring up dissension, and raising her own media profile. Their comments could get really, really ugly: “Just another slut that swallowed her way to fifteen minutes of fame”; “Yeah, she’s John Romero’s slut”; “She sucked about 80 dicks to get into games.”

The months that followed Case’s promotion were not easy ones for Ion Storm. On January 14, 1999, The Dallas Observer, a free local newspaper best known for concert reviews and singles ads, published an unusually lengthy piece of investigative journalism. Under the innocuous-sounding headline “Stormy Weather for Popular Computer-Game Company,” journalist Christine Biederman, a future recipient of the Pulitzer Prize, expended 7000 words detailing Ion Storm’s checkered history and what she described as its “toxic mix of prima donnas and personality cults,” sourced largely from an extensive tranche of emails smuggled out of the place by disgruntled current and former employees. It hit the world of gaming like the bombshell it was. I was playing games only occasionally at the time, but I nevertheless vividly remember stumbling upon the exposé for the first time in a copy of the Observer lying on the table in my workplace break room and reading it through in slack-jawed disbelief. The stir it caused came down to its truthiness, the way it confirmed in stark black-and-white newsprint everyone’s worst suspicions. Needless to say, copies of the article were all over the Internet within hours. Although none of the principals are much inclined to thank Biederman for writing it even today, none have refuted her reporting in any serious way either. (I relied on it extensively for the previous article in this duology.)

As if to confirm Biederman’s claims, Romero had to go to Eidos soon after the article dropped to tell them that he would not be able to deliver Daikatana to them that spring, as he had promised to do before most of his development team had walked out the previous autumn. He did his best to mollify the impatient publisher by pointing to his recent hiring of Chris Klie as the project’s new lead designer and Stephen Ash as its latest lead programmer. Both came from LucasArts, where they had worked together on the Western-themed shooter Outlaws and the expansion pack to Jedi Knight. Their arrival in Dallas really did bring some much-needed professionalism to the team.

But even when Romero made wise choices for his game, external events conspired to undermine him. On April 20, 1999, came a shock felt round the world, when two alienated teenage shooter fans — deathmatch handles “RebDoomer” and “Vodka” — walked into their high school in Columbine, Colorado, and shot the place up with portable arsenals that were all too real, killing 14 people and injuring another 23 before turning their weapons on themselves. For all his wild-man reputation, Romero had more natural empathy for the parents who were left grieving for their senselessly murdered offspring than did most hardcore players of his games, having brought three children into the world himself with his two wives. He still calls that April 20 “one of the darkest days of my life,” a day which forced him to confront the question of his own culpability in what had transpired. He had never shot a real gun in his life, had never imagined anything like this, had always assumed that the people with whom he deathmatched were just like him, with no interest in turning the bloody hyper-violence they saw on the monitor screen into a tragic lived reality. Now he had learned in a single searing instant that this was not uniformly correct.

From the moment the news programs broadcast footage of police officers carrying DOOM paraphernalia out of the perpetrators’ bedrooms, Columbine transformed the mainstream culture’s perception of id, Ion Storm, and all of their fellow travelers. Since the last brouhaha over violence and sex in videogames, the one initiated by Senator Joseph Lieberman in 1993, had convinced the industry to grudgingly accept a content-rating system, the subject had been treated with more bemusement than real concern even in non-gaming circles. But now, Lieberman was back, more exercised than ever, calling for “a ceasefire in the virtual arms race” with new allies by his side, such as the syndicated columnist Ellen Goodman, who claimed that the military was using DOOM to “desensitize” new recruits to the horrors of combat in advance, and President Bill Clinton, who held up some of the more macabre advertisements for “so-called first-person-shooter videogames” during a press conference. Gaming executives rushed to sanitize and/or postpone their latest hyper-violent releases.

It would all blow over in time, as these things always do; by the following spring, Activision would dare to belatedly publish Soldier of Fortune, which upped the ante on grisly violence higher than ever through “26 different hit locations on each enemy for pinpoint accuracy and realism!” Nonetheless, for many who had come of age with shooters in the freewheeling 1990s, deathmatch would never feel quite the same again.

The 1999 E3 show took place just a month after Columbine, still very much under its cloud. Ion Storm brought all three of their works in progress. Deus Ex was looking very promising indeed; it was shown off by Warren Spector, pleasant and articulate as ever and, it was now more obvious than ever, very eager to distance himself and his game from the rest of Ion Storm. Tom Hall’s Anachronox looked interesting, if massively under-baked for a game that had been in active development for almost two and a half years. (To be fair, this project had tended to get the short end of all of the sticks at Ion Storm.) But Daikatana… Daikatana was a disaster. For some reason that even Romero didn’t understand, the frame rate of the demo at the show was painfully, unplayably slow. “What the fuck is going on? What the fuck happened?” he could be heard to shout from his company’s booth, his rage and stress palpable. Ion Storm had become a laughingstock yet again.

As Romero has long told the story, the cause of the disaster was Todd Porter, who had ordered some last-minute changes to the build of the demo that was sent to E3, then never bothered to see how it performed. Romero says that, after two years of constant low- or high-intensity conflict with his cofounder, he finally reached his breaking point at this juncture: he went to Eidos just after the show to tell them that “either Todd goes or I go. There’s always some kind of bullshit going on.” This was an odd ultimatum to lay down on the face of it, considering that Eidos did not formally own even a piece of Ion Storm at this point, and thus ought not to have anything to say about its personnel decisions — but then again, nothing about the relationship between the two companies was typical, much to Eidos’s chagrin. Even the Tomb Raider juggernaut wasn’t enough to offset the constant drain on Eidos’s finances that propping up Ion Storm had become; the publisher posted a substantial loss that year.

However it transpired, a deal was engineered over the next few months, in which Eidos would pay Todd Porter and his crony Jerry O’Flaherty a (still undisclosed) sum of cash to leave and would take over the studio completely, forgiving the nearly $30 million they had advanced Ion Storm to date in lieu of any payment to the other two owners. John Romero, Tom Hall, and Warren Spector all promised to stay on as employees at least long enough to finish their respective games. All three were eager to trumpet the acquisition as a turning of a page that would finally let them buckle down and focus on making the best games possible.

Yet even now, the various wars of words in the press continued. Having stolen Romero’s last development team out from under him, Mike Wilson apparently considered his debt of honor duly paid, and now took Romero’s side. He informed Computer Gaming World that Ion Storm was poised at long last to become “the powerhouse it always should have been. Everyone that truly understands the goings-on at that company can tell you that 99 percent of their problems stemmed from Todd Porter and his hand puppet O’Flaherty. It took John and Tom longer than it should have to fix the problem, but the important thing is that it’s fixed, and that the games coming out of that tower look phenomenal. I expect great things from them now.” Not to be outdone, Bob Wright, a corporate lawyer and loyalist of Porter who had helped to set up the studio, riposted that “John [Romero] hates confrontation. John didn’t want to run the business, he just wanted to be a celebrity. [Porter has] a tremendous capacity to rise above impending doom. I’ve never seen anything like it. It’s like trying to drown a cat. He stands on the bodies of the people he’s buried.” (Rather disturbing imagery, that, especially so close on the heels of Columbine.) Gamers lapped it up and waited for the next turn of events in their favorite soap opera.

Like clockwork, Stevie Case now came roaring back into view to add another heaping dollop of sex to all of the delicious backbiting. That fall, she agreed to do a nude pictorial for the Playboy website. The reaction to the photo spread from some gamers was cruel enough to make her begin to question some of her recent life choices. This may not be, she reluctantly concluded, the best way to build a long-lived career for herself as a game designer. “The more I leaned into being beautiful, the more intense the harassment became, and the louder that message of ‘You are worthless!’ came from the community,” she told journalist David Kushner in 2022. John Romero seemed incapable of giving her the sort of support she needed, being still compelled, presumably by his own insecurities, to play the edgelord rock star for his (increasingly disgruntled) fan base. “Just imagine having sex with a super hot model,” he said to one online interviewer who asked about the couple’s love life. “She’s so hot, we have to get back home as fast as possible almost every day! I was going to send some photos, but the attachment was too big.” Case developed bulimia as her self-worth plummeted.

Rolling Stone seemed scarcely less horny than a panting teenage gamer when it did a photo shoot and profile of Stevie Case in 2000. As any real gamer could have told the magazine, the irony of this picture was that nobody played shooters using a joystick anymore. Case had to track down and borrow a suitably phallic-looking example of the peripheral.

In the meanwhile, Ion Storm still had three games to finish — none of which would, a frustrated but unsurprised Eidos was informed, be ready for the Christmas of 1999, thus making that holiday season the studio’s third in a row with no product to sell. Deus Ex at least was looking more impressive than ever, as Warren Spector’s team down in Austin settled in for the sprint to the finish line with camaraderie and purpose. Daikatana and Anachronox, by contrast, were lurching along in an awkward shamble. Daikatana especially exuded the stench of failure and obsolescence. Romero was finding it harder than ever to hold a team together. Chris Klie and Stephen Ash, the veteran hands who were supposed to have been the project’s saviors, both decamped to less chaotic work assignments after less than nine months on the job. Few other established professionals were interested in joining a project and studio that had become a punchline, leaving Romero to rely, this time out of necessity rather than idealism, on yet more inexperienced amateur modders and promoted testers. He insisted to Eidos that the morale and productivity of his team had been tremendously improved by the departure of Porter and O’Flaherty, and he was probably correct as far as it went, but the lack of simple game-making competence among the rank and file was more painfully evident than ever.

Despite it all, Eidos told Romero, who was no longer in any position to argue, that they wanted Daikatana in stores by May of 2000, no matter what it looked and played like at that point. Faced with his first unshiftable deadline, he met it — after a fashion anyway. Daikatana finally shipped. “It was not the game we hoped it might be, but we had run out of time,” says Romero, apparently oblivious to the irony that Eidos had given Ion Storm fully three and a half years and many millions of dollars to make it live up to the hype. Through all the turmoil of the last several years, the basic structure of a battle through time for a magical Japanese sword had remained intact. But the old aspirations to elevate the art of shooter storytelling and make the player cry were comprehensively not achieved. This was a game to make its player cry — and laugh — for completely different reasons.

Daikatana’s use of the two-and-a-half-year-old Quake II engine, coming after id had already dropped Quake III on the world, was the least of its problems. The reviewers who had been waiting for it with knives out were not disappointed; if anything, the game outdid even their high expectations for terribleness. They savaged it with glee. Robert Coffey’s colorful takedown for Computer Gaming World came under the headline of “Yep… It Stinks.”

Daikatana has a story buried in it somewhere, something about a magic time-traveling sword, and some evil guy using it for nefarious ends, and some other stuff, but odds are you won’t follow it. Not that the game fails to devote time to the story. No, the game devotes too much time to the plot, spelling it out in the most tedious cutscenes imaginable. Unbearably long and wordy, the cutscenes are the epitome of the “3D Model Standing Around Bobbing Its Head at Another 3D Model Bobbing Its Head” school of storytelling. An irritating series of swooping camera pans futilely tries to inject life into these stillborn dramas.

Immediately after the opening movie comes the definitive Daikatana moment, a moment you’ll relive hundreds of times throughout the game: you mutter, “What were they thinking?” The game is carved up into four time periods, and the execrable first episode — set in 2455 Japan — brazenly throws down a gauntlet, daring you not to uninstall the game. Drenched from the first second in a godawful puke green, Daikatana wastes no time besetting you with the worst first-level enemies ever, a robotic frog and his buddy robo-mosquito. Almost impossible to see as you tromp through the stereotypical sewers, the poisonous Froginators are as fun as a cold sore and the hideous buzzing of the mosquitoes stays with you even after you’ve left the game. That persistent buzzing is the sound your brain makes as it desperately tries to slither out the back of your skull…

This opening act against mechanical amphibians and insects was inexplicably the hardest of the whole game. “I decided to make the first level super challenging, but players didn’t like that,” says Romero, “something that would surely be revealed in today’s focus-test-driven development.” I’m all for focus groups in general, but I must say that I do wonder why a seasoned designer like him should have needed a focus group to tell him that your on-ramp for your players shouldn’t be a brick wall. It smacks of an old-school, retrograde theory of game design, which says that players need to pay their dues to be deemed worthy of actually having fun. Games can and should be fun from the very start.

Once you got a ways into Daikatana, you met your two companions, the same ones who had been so widely hyped in the early previews. These embarrassing attempts by nerdy white men to capture the personalities of a Japanese woman and a black American man — named “Superfly,” no less! — turned out to be arguably the worst thing of all about this very bad game. They hopped constantly into your line of fire when they weren’t shooting you in the back. From the moment of their arrival on, Daikatana became more of a babysitting simulation than a shooter, as you struggled to devise ways to keep your idiotic companions and yourself alive in the face of the broken artificial intelligence and glitches galore — trying to keep them from getting their heads embedded into the walls and from climbing and falling down the same ladder again and again for eternity. These two dimwits, the death of either of which spelled an instant Game Over, became your true nemeses. Thanks to them, the most frequent adjective applied to Daikatana isn’t any of the more flamboyantly disdainful ones; it’s simply “irritating.” This was the game that it had taken John Romero, the mastermind of DOOM’s most brilliant levels, three and a half years to make?


Word on the street was that it was called John Romero’s Daikatana because nobody else wanted their name associated with this thing.

What does Daikatana have to do with The Muppet Movie? They both start with someone wishing they weren’t stuck in a swamp. (Bah-bum-dum! I’ll be here all week, folks…)

Most agree that the second of Daikatana’s four chapters, which takes place in ancient Greece, comes the closest to being tolerable, with the additions by subtraction of no robot frogs and mosquitoes and companions who mostly take a backseat to the action.

Superfly Johnson (yes, he’s really called that), whose dialog sounds like it was written by that little white-guy rap fan from Office Space. And yes, the graphics really are this bad.

Here we have… you know what? I think we’ve all had enough. Never has a game so made me want to gather all of its makers together in a room and shout at them, “Grow the F up already!”



Setting its many granular infelicities aside, Daikatana just felt old and out of touch, an anachronism from a pre-millennial (pre-Columbine?) version of gaming that had fallen out of the zeitgeist. Oddly for a man so closely identified with the deathmatch, Romero had chosen to focus heavily on the story-driven single-player campaign, leaving the multiplayer mode as an even more broken afterthought; this at a time when online play had become so dominant that id hadn’t even bothered to include a single-player campaign in Quake III. Lingering traces of Romero’s infatuation with Japanese console games showed up not only in its elaborate if incoherent story but in an irritating (there’s that word again!) console-style save system that required you to collect and expend in-game gems for the privilege of being able to step away from your computer for a little while. Small wonder that, after all the time and all the drama that had gone into making it, Daikatana sold just 41,000 copies in North America.

From Eidos’s perspective, the one bright spot was that, by pushing Daikatana out first, they ensured that they got the worst over with first. Just one month later, they published Deus Ex to reviews that were as positive as those of Daikatana had been negative. Every inch an immersive sim of the old Looking Glass school, a fine heir to Warren Spector’s work on Ultima Underworld and System Shock, Deus Ex alone would eventually be deemed by many gamers to have amply made up for all of the rest of the Ion Storm fiasco. And it was a million-selling hit as well, a feat of which the Looking Glass games that preceded and inspired it had not been able to brag. Romero claims that “Eidos easily earned out its investment in Ion Storm on Deus Ex sales alone.” Although it’s hard for me to see how this statement could be correct when I sit down to do the math for myself, there can be no question that Spector’s game made the whole Ion Storm train wreck look substantially better from a financial point of view than it otherwise would have. (I’ll dig into Deus Ex and its legacy in more depth in my next article.)

Deus Ex’s success was enough to save the team who had created it; Warren Spector and company embarked immediately on a sequel down in Austin. Meanwhile much of the Daikatana team was unceremoniously let go that summer, the rest moved over to the laggardly Anachronox, all too aware that finishing that game would probably mark the end of their tenures inside the Chase Tower — indeed, of the absurdly costly gamers’ penthouse itself. Now plainly under-populated, with large parts of the space abandoned and closed off to save on air-conditioning costs, the penthouse already felt like a ghost town. No more awed reporters trooped through. Even the gaming sites didn’t much care what went on here anymore now that they had had their fun mocking Daikatana. Ion Storm had become an anachronistic artifact of a different era. The bravado and excess of its heyday seemed silly and passé in this post-millennial context.

Hoping against hope, John Romero busied himself for a while drawing up designs for another shooter that might salvage his reputation and restore his rock-star mojo. But in time he got the message that this was not going to happen — not at this studio, at any rate — and buckled down to help his old buddy Tom Hall make his game as good as he could. When it came out in June of 2001, fully a year after Deus Ex, Anachronox proved a rough-cut gem by any objective standard. Still, it wasn’t another Daikatana; while all too clearly less than what it had been intended to be, it was able to coast a surprising distance on Hall’s native gee-whiz enthusiasm and the likability this instilled. Unfortunately, it didn’t sell very well. (Rest assured that I’ll look at Anachronox too in more detail in a future article.)

With this game done, the two remaining Ion Storm founders quietly shut off the lights at the top of Chase Tower and went home. “See you,” said Romero to Hall as they climbed into their cars in the parking garage. “Yeah, see you,” answered Hall.

And so it was all over, but for Warren Spector’s gaggle of survivors in Austin, who had never had all that much to do with their colleagues in Dallas anyway. John Romero’s adventure in Behind the Music-style excess had led to one awful game in Daikatana, one merely bad one in Dominion, one fairly brilliant one in Deus Ex, and one that lay somewhere in between all of the extremes in Anachronox. All things considered, it could have been much, much worse. Thank God for Warren Spector!

Still, the Ion Storm saga as a whole had already been enshrined in gaming lore as a monument to rampant egotism and entitled indolence. Nobody was knocking at the door to hire John Romero now; one of the two hottest names in the business five years ago, he was now all but unemployable. Longing to recapture the fun of the early days at id Software, when it had just been a matter of a few friends in a clubhouse inventing gaming’s future, Romero formed Monkeystone Games with Tom Hall and Stevie Case. They would forgo the big budgets and large teams in favor of small games aimed at handheld devices like the new Pocket PC, games not all that far removed from the ones id had made before John Carmack turned his friends on to the potential of first-person 3D graphics. To emphasize the sense of a new beginning and raise some much-needed cash, Romero sold his mock-Tudor mansion and his Ferrari; he even cut his hair. Instead of auctioning off his trademark flowing locks for a doubtless hefty sum, he sent them to a nonprofit that made hairpieces for cancer-stricken children. Whatever his faults, John Romero was never a man without a heart.

The pivot to mobile showed prescience about where gaming would go in the smartphone era to come, but Monkeystone was just a little bit too early on that scene, and never made that much of an impact. The same can be said of most of what Romero and Hall did after Monkeystone closed up shop in 2004. Neither has been given the chance to helm another big-budget game since Daikatana and Anachronox; in this sense, their years of excess at Ion Storm continue to haunt them.

For her part, Stevie Case was secretly relieved when the Ion Storm rat race ended, taking with it her fifteen minutes of fame as, to quote Rolling Stone, “a real-life Lara Croft,” on the arm of gaming’s biggest rock star. The end of that era certainly improved her mental health. But it wasn’t enough to save her relationship with Romero in the longer term. Although he was nine years her senior, she felt herself to be growing up in ways that he could not or would not. “He was like a perpetual fifteen-year-old boy,” she says. “That’s ultimately why I wanted to leave him. ‘I’m not fifteen anymore. I want an adult life. I want to have dinner parties and adult friends.’ And he had no interest in that.” The couple split permanently in 2003.

Case never did become president of the United States, but she did go on to a very successful career as a Silicon Valley executive. Today she is the chief revenue officer of Vanta, a digital-security firm worth $4 billion as of its latest valuation. She no longer plays shooters or any other games with any frequency, but says that she will always be a gamer in spirit.


An older and wiser and once more lavishly coiffured John Romero in 2022.

In 2023, John Romero published a memoir called DOOM Guy: Life in First Person. The name is a disarmingly accurate assessment of his current place in gaming culture; he is, quite literally, still “the DOOM guy,” both to gamers of his own generation and those who came later. Unlike his old partner in crime John Carmack, who managed to remain at the forefront of gaming technology for many years after the turn of the millennium, Romero is doomed (ha!) to be remembered for just one decade of his life, bookended by the soaring triumphs that were Wolfenstein 3D and DOOM and the disastrous crash landing that was Daikatana. The table of contents of his book doesn’t lie: 22 out of its 27 chapters are devoted to the years before the closure of Ion Storm Dallas ended his tenure as an A-list game developer, leaving him to summarize the last quarter-century of false starts and nostalgia-fueled celebrity in an anticlimactic whirlwind.

To be honest, I didn’t expect much from his memoir when I picked it up, having always found his rock-star posture be the apotheosis of the grating bro-gamer man-child; I half expected every sentence to begin or end with the word “dude,” as most of his email communications did back in the day. Imagine my surprise, then, to meet a more or less thoughtful and reflective man in its pages, one who fesses up with surprising readiness to many of his mistakes, at Ion Storm especially: “As you read, you will likely note moments where I should have made a different decision or seen the writing on the wall, and you will not be wrong. I own the train wreck that was Ion Storm. If nothing else, writing this book has been a transformative process. It has allowed me to see patterns that have followed and defined me, patterns I may not otherwise have seen.” The book thus makes it clear that Stevie Case was wrong in her assessment of her boyfriend, at least in the long term: this is a guy who can and has grown up. Having lived through the maelstrom of Ion Storm and all that came before and after, John Romero has by all indications come out to a place of acceptance and gratitude, aging far more gracefully than many of his peers. “When I was a kid,” he tells us, “all I wanted to do was wake up and make games every day for the rest of my life. How lucky am I that this has happened?” The rebel has become an elder statesman, always ready with a pat of encouragement and a word of advice for young would-be game developers who aren’t so different from the kid he used to be.

In retrospect, I shouldn’t have been so surprised that John Romero, like all of us, can contain multitudes. There were always hints of it to be found, such as in his expressed desire to make a computer game with a story that could make you cry, or the revelation that, in between the bouts of herculean lovemaking that he loved to describe to his slathering fans, he used to read books — yes, actual books — to Stevie Case in bed at night. Quite some years ago now, near the beginning of this history project of mine, Mark Pelczarski, an Apple II magazine columnist and founder of an important early software maker called Penguin, shared this anecdote with me.

John Romero tracked me down and e-mailed me sometime in the mid-90’s, with a subject line that was simply “YOU!” He wrote this e-mail about how he learned programming back in the early 80’s using [Penguin’s] Graphics Magician and reading my articles, and that’s how he got his start. Actually, I had no idea who John was at the time, but he signed it “John Romero, id Software”, and “id” rang a bell. I thought it was the company that published DOOM, so I looked it up, found I was right, then was startled to find John’s connection to that [game] and his other work. Cool.

Actually, that led to one of my coolest teaching moments. I was teaching freshman/sophomore C++ courses for CS majors, and I mentioned this e-mail from this Romero guy in one of my classes. Turns out I had a student, Chris Avila (now in the software industry himself) who was one of those who held John up to rock-star status. So Chris e-mails John, asking if he really knew me, and John writes him this glowing e-mail about how I was one of his heroes when he was first learning programming, etc., etc. (Chris showed it to me, and it really WAS nice.) So Chris shows up to me next class basically with his jaw hanging to the floor in disbelief, saying something like, “John Romero is my idol, and then I find out my CS teacher is HIS idol….” (his choice of words, probably not John’s), and standing there bug-eyed just trying to grok it all. Priceless.

Shortly after the events Pelczarski has just described for us, Romero held a reunion for many of his game-development heroes from the 1980s up there at the top of the Chase Tower. Most of them, Mark Pelczarski included, were long since out of the industry, and could only gawk in astonishment at the spectacle of how far it had come from the suburban garages and spare bedrooms where they had founded their companies and made their first games.

The important point here, of course, is that Romero didn’t have to hold this reunion, and yet he did. So, rock on, John Romero… rock on. I suspect that you have always been more generous than not at heart — more generous perhaps than I have given you credit for — even as I know that you have always genuinely loved games.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Online Game Pioneers at Work by Morgan Ramsay, DOOM Guy: Life in First Person by John Romero, and Protecting Intellectual Freedom in Your School Library: Scenarios from the Front Lines by Pat R. Scales. Retro Gamer 75; Dallas Observer of January 19 1999; Computer Gaming World of August 1999, January 2000, July 2000, and August 2000; Rolling Stone of October 12 2000; Los Angeles Times of August 1 1999.

Online sources include “A Hardcore Elegy for Ion Storm” by Christian Divine for Salon, “Stevie Case vs. the World” by David Kushner for Vanity Fair, and a vintage “Daikatana Demo Review” by Daily Radar.

Where to Get It: Daikatana is available for digital purchase at GOG.com. If you want to try it and you aren’t a complete masochist, be sure to apply the unofficial patch, which in the reckoning of some elevates a godawful mess of a game almost to the status of mediocrity.

 
 

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An Ion Storm!, Part 1: The Ascent to Gamer Paradise


This article tells part of the story of John Romero.

At id, the company was rolling in millions of dollars and we just had walls. It was the whole Carmack idea of, “I don’t need anything on my walls, all I need is a table and a computer and a chair,” instead of, “Okay, we’ve got a lot of money, why not make a really bad-ass office?”

— John Romero

Romero is chaos and Carmack is order. Together they make the ultimate mix. But when you take them away from each other, what’s left?

— id Software artist Paul Steed


It was Trip Hawkins who first opened the can of worms. In 1983, to celebrate the release of Electronic Art’s first half-dozen games, he proclaimed their developers to be the rock stars of the new digital generation. The advertising campaign that followed was built around Annie Leibovitz-inspired photographs of his charges, trying a little bit too hard to look cool there in moody black and white, with Pinball Construction Set creator Bill Budge proudly showing off an actual studded leather glove. (“That’s not me really,” he would later admit; he’d bought it for dressing up as a punk rocker at a costume party.) The campaign attracted much comment, then as it still does today, but it appears not to have been all that effective in selling games. Within a few years, EA had backed off the programmers-as-rock-stars angle and was moving toward becoming the faceless corporate collective that gamers know — and in some cases hate — today.

But a dream as enticing as this one could never truly die. Ten and a half years after those airbrushed-cool EA advertisements, a group of scruffy outsiders in Dallas, Texas, unleashed DOOM upon the world. John Carmack and John Romero became the leaders of a movement that remade the culture of computer gaming over the next several years, turning it brasher, bolder, more action-oriented — and, yes, more violent. With his long hair and his penchant for black jeans and heavy-metal tee-shirts, Romero looked more at home with a studded leather glove on his fist than Bill Budge ever had. Within a year or two, he was playing DOOM in the back of a tour bus next to Trent Reznor of Nine Inch Nails.

The reborn rock-star ethos rippled outward from id Software, Carmack and Romero’s company. Suddenly gaming was cool in a way it had never been before. Sony went all-in on rave culture and heroin-chic in promoting its new PlayStation console. David Bowie wrote songs for and lent his voice and persona to Omikron: The Nomad Soul, shortly after the aforementioned Trent Reznor had written the soundtrack for id’s Quake. A fellow named American McGee, who had worked for a few years as a level designer at id, overcame his middling CV with a rock-star-worthy name and rock-star-worthy-looks, making a transgressive shooter based on Alice in Wonderland that would have done Alice Cooper proud, with his own name up in lights there on the front of the box.

But it’s safe to say that no one in gaming did the rock-star thing bigger and better than John Romero himself. DOOM had been his brilliant, dangerous masterpiece, the game the kids all wanted to play as loudly as possible while their parents pined for the more innocent days of Pac-Man. And after DOOM… well, anyone who has ever seen one of those VH1 Behind the Music documentaries knows what has to come next. It was time for him to lose himself in decadent rock-star excess and lose the plot on his art.

Such is the conventional narrative about Ion Storm, at any rate. Is it correct, you ask? Partially — but the tale is also more complex than it might seem on the surface.


In the earliest days of Ion Storm, John Romero and Tom Hall stand outside the mock-Tudor mansion the former bought with his DOOM money.

When we last checked in with John Romero, it was the summer of 1996, and he had just been fired from id Software for some combination of artistic disagreements with John Carmack and dereliction of duty. id’s fandom on the young World Wide Web greeted the news much as their parents had that of the breakup of the Beatles. How could the partnership of opposites that had changed their lives by marrying Carmack’s cutting-edge graphics technology to Romero’s diabolically inventive level designs have fallen apart so quickly?

As it happened, Romero had already been weighing his options for months by the time the axe fell. He’d been considering starting a new studio with his old friend Tom Hall, who’d been fired from id years before for trying to inject too much story into DOOM. Now, Hall was running into much the same problem at 3D Realms, where he had been assigned to a shooter called Prey. (True to form for 3D Realms, who believed in taking their time with their games, Prey wouldn’t be completed until 2006.)

Romero’s firing changed the two men’s talk into action. Feeling the need of a partner in what lay ahead, perhaps still feeling a twinge of guilt for the way Hall’s tenure on DOOM had ended, Romero offered to pay him a salary from his own DOOM windfall while the pair of them got a new studio off the ground. Romero’s stated ethos for the studio reflected the lingering bitterness he felt toward Carmack, who had made it clear that technology — his technology — would always be the primary driver of life at id.

Design is law. What we design is what’s going to be the game. It’s not going to be that we design something and have to chop it up because the technology can’t handle it or because some programmer says we can’t do it. You design a game, you make it, and that’s what you do. That’s the law. It’s the fucking design.

It didn’t take Tom Hall long to turn in his resignation at 3D Realms.

Romero first thought to call the studio Dream Design, but soon decided that sounded too “soft,” like a “mattress brand.” Hall suggested changing it to Ion Design. Then a mutual friend named Kee Kimbrell chortled over the phone one day that “the competition better watch out, or they are going to get caught up in an ion storm!” “We’re done here,” said Romero the moment he heard those words.

Publishers courted the new studio like record labels after a hot new band. Romero and Hall made the rounds of the industry, toasted and feted at every stop: Activision, Origin, Virgin, Mindscape, Acclaim, GT Interactive. Many of these houses had been blindsided by the 3D-action revolution in games, which had sprung up from the hinterlands while they imagined that the future of interactive entertainment was for it to become one with the movies. Now, they hoped to tempt the coolest dude of all from the new scene to come in and save their bacon. Romero dined out on their desperation, unabashedly playing one publisher against another, mocking them for their cluelessness to their faces.

In the course of these journeys, Romero and Hall visited the less prominent publisher 7th Level, who were looking to diversify from educational software into games. In service of that agenda, they had already bought a fledgling studio known as Distant Thunder, founded by one Todd Porter. A nephew of the legendary country guitarist Chet Atkins, Porter was, in addition to being a pretty good guitarist himself, a former seminary student and male stripper (stage name: Preacher Boy) whose chief claim to gaming fame was a rather excruciating 1989 CRPG called Knights of Legend. (The CRPG Addict, who has far more time and patience for the lesser lights in his favorite genre than I do, spent a staggering 96 hours with it; he numbered among its flaws the fact that you need to enter “ten keyboard commands just to move one step.”) Romero and Hall got to chatting with Porter. One thing led to another, and soon they decided to offer him a job and a stake in Ion Storm. Porter agreed to join, bringing with him his art director from Distant Thunder, Jerry O’Flaherty.

Romero had his fair share of flaws, as these articles will make abundantly clear. And yet, as this episode demonstrates, his enthusiasm for games was honest and almost naïvely heartfelt. On the strength of nothing more than good vibes and good chemistry, he gave Porter and O’Flaherty 25 percent of his new studio each, leaving himself and Hall to split the other half equally. It seemed that he still wanted to be a member of a band, not a solo artist. “At worst, if we disagreed on a company direction, we’d stalemate,” he remembers thinking. Not having much experience running a business, he had no idea how damaging such a stalemate could be.

On Christmas Eve of 1996, Ion Storm closed a deal with Eidos Interactive. The British publisher was already riding high off Tomb Raider, featuring the short-shorted and ludicrously proportioned Lara Croft, who despite her lack of corporeal reality was poised to become an unlikely It Girl of the mainstream zeitgeist. Now that Eidos had a full-blown pinup star, why not add a rock star to the stable? They agreed to pay Ion Storm $3 million in advance for each of three games — one from Romero, one from Hall, and one from Porter — plus a slush fund of another $4 million thrown on top, ostensibly for console rights. And they asked for the right of first refusal on Ion Storm’s next three projects as well, again promising $3 million for each of them in advance if they liked what they were pitched. Once the games reached stores and sold through their advances — that ought to take only about 150,000 unit sales, peanuts in a world where DOOM and Quake had sold in the multi-millions  — Eidos would pay a 40-percent royalty directly into Ion Storm’s pocket. It seemed like a spectacularly good deal.

Hall’s game, which would come to be known as Anachronox, was meant to combine the gameplay of Final Fantasy and Super Mario 64 with a story inspired by the novels Battlefield Earth and The Hitchhiker’s Guide to the Galaxy. Romero was predictably unfazed by this unwieldy collection of influences. Sounds great, he said. Design first and all that.

Porter’s idea was vaguely based on the old horror flick Invasion of the Body Snatchers. Romero described it to the press as “a real-time-strategy, first-person-action, weird hybrid of a game, completely hectic and totally hot.” Make of that what you will.

Romero’s own game was to be called Daikatana. It would send its player and two non-player companions hopscotching through two millennia worth of human history, from late Antiquity to the far future. It was to include shooter elements, but was also to be much more than just another DOOM or Quake. Like Hall, Romero mentioned JRPGs as some of his primary inspirations. Stealing a page from the early playbook of Electronic Arts, some of whose rock-star advertisements had sported the tagline “Can a Computer Make You Cry?,” he said that “I want you to become so emotionally attached to the characters that certain events in the game will make you break down and cry, just like in the opera scene from Final Fantasy III.” Who would have thought the man who had brought the verbs “frag” and “gib” into the lexicon could be such a soft touch?

As true-blue a man of his people as Bruce Springsteen was of his, Romero made it a point to hire his employees from the booming DOOM and Quake modding scenes as much as possible, foregoing for the most part folks with established industry résumés in favor of ones who reminded him of him and his friends from id before DOOM changed their lives forever. They all moved into an anonymous-looking but spacious “starter office” in North Dallas.

Standing from left to right: Bob Wright (a friend of Todd Porter’s, he was COO for a spell), Jerry O’Flaherty, Tom Hall, John Romero, and Porter. Seated: Mike Wilson.

Romero poached id’s marketing director, Mike Wilson, to become Ion Storm’s CEO and head PR man. “Honestly, I didn’t see how it could miss,” Wilson would say later. “I had just driven up the rates for a PC game to well beyond where they had ever been. It went up over the course of a year from, like, a million dollars a game to two or three or four [million] in advances. And I’d just renegotiated the Quake [royalty] rate up into the 40s [percent]. So I knew that the going rates were pretty good. And with John’s name, and Tom’s… you know.”

Wilson and Romero both enjoyed taking potshots in the press at their former colleagues from id, and in particular at John Carmack, behaving rather like John Lennon during his “How Do You Sleep?” phase. The irony of this public feud was that Ion Storm’s three games were actually to run under the Quake engine.

Romero soon learned of the disadvantages of not working in the same office where the technology that powers your dream design is conceived. At the E3 show in June of 1997, id demonstrated the upcoming Quake II. Romero pronounced immediately after he saw it that Ion Storm couldn’t possibly make do with the Quake I engine, that they would have to wait until the sequel was released six months from now — id naturally got first dibs on their own engine — and then update their works-in-progress accordingly. Many members of his own team were confused by his stance; they could make Daikatana just fine with the Quake I engine, they said, then upgrade for the next game. Why was a studio that had pure design as its founding ethos suddenly getting so hot and bothered about polygon counts and screen resolutions? But Romero was adamant; it was the Quake 2 engine or nothing. “If we don’t switch engines,” he said, “it [Daikatana] will look ancient in comparison.” Daikatana, originally projected to be a direct competitor to Quake 2 that Christmas, would have to be pushed to 1998. Hall’s and Porter’s projects would also make the switch, suffering similar delays.

While he waited on his new engine, Romero’s broader ambitions for his studio continued to grow. Unhappy with the company’s unremarkable current digs, he set his heart on the “penthouse” at the top of the 55-story Chase Tower, the third or fourth highest (depending on how you measured it) building in all of Dallas. The soaring ceiling and canted walls of the multi-tiered space were made of glass, giving a view that no other location in the city could match. Yet ten years after the skyscraper had first opened for business, the penthouse was still unoccupied; the real-estate agent explained that many potential tenants had looked at it, only to balk at the rent of half a million dollars per month and the almost equally astronomical cost of air-conditioning the giant glass bubble through the long, hot, sun-drenched Texas summers.

The agent must have danced a jig when Romero said that he would take the white elephant anyway. He hired a contractor to turn it into a gamer’s paradise, complete with a “rec area” with billiard and foosball and ping-pong tables and stand-up arcade machines, a deathmatch arena, a labyrinth, a movie theater, a television lounge, a motion-capture stage, an audio-recording studio, $1500 chairs for everyone, and lots of comfy couches and showers for the many employees who would be encouraged to more or less live in the Ion Storm tree house. The renovations would require months to complete, at a cost of $2.5 million. Incredibly, Mike Wilson managed to convince Eidos to foot the bill, by promising that they could house their board of directors here and use the space as a showcase for visiting press. While they waited on the renovations to be completed, Ion Storm took over the 30th floor of the Chase Tower.

The Chase Tower in downtown Dallas, with the Cathedral Shrine of Our Lady Guadalupe sitting just at its base. This juxtaposition of big business and religion, ultra-modernity and tradition, is Dallas, the city where I grew up, in a nutshell.

Their publisher’s generosity in picking up the renovations tab notwithstanding, Ion Storm was spending money at an alarming rate. A perverse incentive emerged from the terms of their contract with Eidos: to initiate more projects so as to collect more $3 million advance payouts to cover short-term costs. Right from the moment he arrived, Mike Wilson had been telling the others that he wouldn’t have taken the Eidos deal, sweet as it looked. Now that they had, he said that they ought to “burn through” the six games they were on the hook for as quickly as possible, in order to become a publisher in their own right. That was where the real money was, he said. Romero was skeptical, but Wilson found an unexpected ally in this scheme in Todd Porter, who, it was slowly becoming clear, fancied himself an equally smooth and crafty wheeler-dealer. Porter hatched an ingenious if ethically dodgy scheme.

He had heard from his old colleagues from Distant Thunder that 7th Level had gotten cold feet about the games thing after their MechWarrior 2 competitor G-Nome had stiffed. (Computer Gaming World said that G-Nome “perfectly simulates putting a moron in a giant robot.”) They’d decided to cut their losses and get out of games as abruptly as they’d gotten into them, just as Porter’s old gang were about to finish an entrant into the crowded real-time-strategy field called Dominion: Storm Over Gift 3. (“Gift 3” was the name of the planet in the game, not an indication that it was the third in any series.) Ion Storm could buy it for a song, Porter said, give it to four employees for six weeks or so to apply a final coat of spit and polish, and offer it to Eidos. If the publisher accepted it, and if the cost of acquiring Dominion and finishing it worked out to less than $3 million, then they would be able to pocket the difference, even if the game never sold a single copy. Even in the worst case of Eidos saying no thanks, they would still have burned off one of their three options, and would still be free to shop it around elsewhere or publish it themselves. “The only reason we’re thinking about acquiring it is to burn an option, simple as that,” wrote Romero in an email.1

As Porter had hoped, Eidos agreed to pay the advance and publish the game, although it was clear that they weren’t thrilled at the prospect. But nothing else went according to the plan which Porter had pitched to the other founders. He ended up paying 7th Level fully $1.8 million for Dominion — far more than his partners had expected — only to admit once he had it that it was in far worse shape than he had anticipated. He proceeded to hire a group of his own former employees from Distant Thunder to finish it, a task that now looked likely to consume quite some months. The project went out of the black and into the red in December of 1997. It now had to sell decently well if it wasn’t to lose Ion Storm money, $3 million advance or no. The other founders were left wondering whether they had been the victim of guile or incompetence on Porter’s part. It was a question they would find themselves asking again and again as time wore on.

In September of 1997, Ion Storm announced that they had signed a fourth game designer to initiate a fifth development project. Older, bespectacled, and as thoughtful and well-spoken as Romero and his friends were brash and profane, Warren Spector was by no means an obvious candidate to join them. He had made his reputation at Looking Glass Software with Ultima Underworld and System Shock, games which he liked to describe as “immersive sims.” They used the same three-dimensional first-person perspective as DOOM and Quake, but in more cerebral and conceptually ambitious ways that counted combat as just one part of a larger whole. Nevertheless, Romero was a fan, eager to sign him up when he learned that the financially troubled Looking Glass was shutting down the Austin office where Spector was employed. Romero sent him an email: “Dude, you’ve got to join Ion Storm. Let me come down and convince you.” When he arrived, he gave Spector the same pitch he had delivered to Hall and Porter: he could make any game he wanted to make, using $3 million of Eidos’s money. At Ion Storm, nobody would tell him what to do.

Spector found the offer a hard one to refuse, especially after a couple of years of creative frustration at the perpetually short-staffed Looking Glass. At the same time, though, what he saw going on 180 miles to his north in Dallas made him nervous. He would accept, he said, but only if he could stay in Austin, opening his own office there and keeping the rest of Ion Storm at arm’s length. Far from being offended, Romero agreed to his terms. Eidos picked up yet another $3 million option, and Ion Storm could look forward to paying rent on yet another office space. But, setting all that aside, it was, many a gamer will tell you today, the best decision John Romero ever made. For it would result in Deus Ex, one of the most beloved and critically lauded computer games of all time, every inch the silver lining in the Ion Storm story.

Meanwhile the gang in Dallas debated flying out to London together to have their picture taken on the famous Abbey Road crosswalk, a Fab Four for this new pop-culture era of interactivity. Dubious as that idea was, it would surely have made for a better first advertisement for the delayed Daikatana than the one they finally landed on. In lieu of a game to celebrate the Christmas of 1997, Ion Storm rolled out a magazine advertisement which told their fans that “John Romero’s about to make you his bitch. Suck it down.” Mike Wilson judged that last phrase to be such a winner that he took out a trademark on it.

Daikatana had somehow wandered far afield indeed in a remarkably short time from the interactive epic that was supposed to make you cry. It was too much even for some of Romero’s more slavish followers — the ones who non-ironically bowed down to him saying “I’m not worthy!” at trade shows, who looked to him for personal-grooming as well as gaming tips. (“I always flip my hair over in front of my face and look at the floor while using a brush and hair dryer to slowly dry all my hair,” he said of his famous heavy-metal locks. “Brushing downward while drying will help straighten your hair and completely drying it will make sure it doesn’t kink up or curl up.” Who said that gamers were oblivious to fashion?) Instead of seeming edgy and cool, as Wilson had no doubt envisioned, the advert hit all wrong, demonstrating contempt not just for social norms — that was A-okay in the rock-star business — but for Ion Storm’s own most likely customers. The online blowback which ensued was an early indication that there might be some cracks in Romero’s armor, some limits to what even he could get away with. He would have done well to heed the warning when it was presented to him.

By now, the Dallas office was wracked by constant infighting among the senior staff, which made the place feel more dysfunctional by the day. Almost everyone seemed to agree that Todd Porter was the problem; now that he felt free to show his true colors, he was by most accounts an abrasive character indeed. Yet Romero and Hall had no way of getting rid of him, since his loyalist Jerry O’Flaherty would always vote with him to keep him around. Romero was learning a belated lesson on the dangers of a business stalemate.

Yet it turned out to be Mike Wilson rather than Porter who left first under bad terms. The infamous “bitch” advertisement may well have had something to do with it; Romero has long claimed that he was never really onboard with it, that he agreed to it only when Wilson called him a “pussy” for expressing reluctance. But there are also two other stories connected to Wilson’s departure. One involves him “borrowing” $30,000 from the company’s bank account to buy himself a used BMW. He took the money just for the short term, so he said, because “my loan officer is out of town.” But Wilson then proceeded to wreck the car before said loan officer could return, leaving the company out all that money.  The other story — the one told by John Romero in his recent memoir — is that Wilson started a games publisher of his own on the side, without telling any of his colleagues, and was fired when they found out. For all we know, of course, both stories might be true. Lord knows, Ion Storm was crazy enough to make that possible.

Whatever the exact reasons for his departure, there is no disputing that Wilson really did announce the new publisher Gathering of Developers — or G.O.D., as he preferred to call it — soon after his departure. In its bare couple of years as an independent going concern, G.O.D. produced a surfeit of revolutionary rhetoric about rescuing the creatives from the predations of the suits, but came out with few games that were reviewed well or that sold much. Its one real hit, before being swallowed up by the much larger publisher Take Two Interactive, was rather out of character for it: the strategy game Railroad Tycoon II. Other than this, G.O.D. was most noted among gamers for its “booth babes,” who at trade shows and especially at invitation-only after-hours parties let it all hang out, so to speak. Whatever else you can say about him, there can be no denying that Mike Wilson worked like a demon to cement the case for game developers as rock stars.

With Wilson went Ion Storm’s own ambition for becoming a game publisher as well as a studio. Indeed, Ion Storm was becoming ever more tightly coupled to Eidos, dependent upon them for their very survival. By the beginning of 1998, Eidos had begun sending a monthly remittance of $1.2 million to Dallas just to keep the doors open. Understandably concerned about the situation, they were starting to make noises about wanting equity in the studio itself in return. It looked like the founders might have to grant this wish, just to keep the lifeline from being pulled out of their grip.

In the midst of it all, in February of 1998, Ion Storm finally moved into the penthouse at the top of the Chase Tower. In addition to all of the other perks, there were free soda and limitless junk food on tap for the nearly 100 employees. Rumor had it that there were other, more illicit substances floating around the place as well, although these were presumably not purchased by the company — not officially, anyway. Call it part and parcel of the rock-star lifestyle.



Oddly few photographs of Ion Storm’s infamous penthouse office space exist. At some point, though, John Romero shared the following pictures, along with explanations of exactly what we are looking at. I found them in a Reddit post by one “Tricky-Adeptness-657.” The photographs appear to have been taken when the offices were mostly cleaned out, probably in the run-up to Ion Storm’s final closure.

The penthouse of the Chase Tower — now known as the Dallas Arts Tower — looks like this today. You can still play table games there, so the continuity with the past is not completely broken.



The penthouse was by no means a failure in its role of providing a showcase for a burgeoning creative industry, of showing that there was enough money flying around here to buy plenty of rock-star decadence. This was something that a mainstream reporter who had never played a computer game more advanced than Solitaire could readily understand and convey to her audience. CNN toured the penthouse for an on-air segment; Entertainment Weekly named Romero one the 100 most important people in its circumscribed world; Time called him the Quentin Tarantino of games; Texas Monthly included him on its list of “Top Twenty Texans”: “John Romero is the reigning bad boy of computer gaming, an image he cultivates with his flowing black hair, devilish smile, passion for fast cars (he’s a self-described ‘maniac’ behind the wheel of his Ferrari Testarossa), and thirst for bloody fights to the death — onscreen, of course.” It seldom came up in such coverage that Ion Storm had yet to finish a game, was in fact hemorrhaging money to no clear purpose.

To find a more skeptical and at least modestly more informed take on the current state of the studio, you had to turn to the gaming websites. Here the bloom had just about come off the rose. Ion Storm’s tone-deaf public relations and lack of concrete progress to show on any of its disparate projects were fast transforming fans’ view of John Romero in particular from worshipful adulation to angry mockery. Hell hath few furies like gamers scorned…

The company’s new fishbowl playground was proving great for every purpose except one: that of actually getting work done. The bright sunlight streaming in from above and every side made it impossible to see the monitor screens. Some employees resorted to working only at night; some went to a hardware store and returned with sheets of black felt, which they taped to the walls and ceiling to keep out the accursed light. They eventually discovered that outdoor patio coverings served the purpose best. The stunning space with its views of the Dallas skyline and of the blue sky overhead, streaked with jet contrails from the nearby airport, turned into a sad-sack tent city, which had to be hastily torn down like a homeless encampment before a police raid whenever a representative of the press came around.

Ion Storm received the Quake II engine from id at long last in the same month that they moved into the penthouse, whereupon the programmers saw that porting Daikatana over to it would be even more complicated than they had thought. Eidos had been told that Daikatana would be ready by March; not for the first nor the last time, Romero had to disappoint them. The publisher was growing steadily more worried and impatient at the endless delays and the lack of focus. Some at Ion Storm hatched a plan, perhaps after indulging in one of those other substances that were said to be floating around the penthouse, to launch a line of comic books. It was unceremoniously squashed by an increasingly interventionist Eidos, but not before illustrators had been hired and computers and specialized software purchased for them to use. The sense of strategic and tactical confusion was palpable. People complained that John Romero and Todd Porter had a different answer to every question that was posed to them, were effectively running two different companies. The stalemate ground on.

Ion Storm was learning the hard way that it was an exercise in diminishing returns to chase the latest, hottest game engine instead of just doing the best work possible with the tools to hand. At the E3 show in May of 1998, the new Quake 2-powered Daikatana looked underwhelming once again, this time when set beside the brand-new Unreal from Epic MegaGames, the first shooter by another studio to up the audiovisual bar on id’s flagship releases. As if that wasn’t bad enough, there was also the upcoming shooter Half-Life from a new studio known as Valve, which looked poised to bring a richer story to the genre in much the same way as had been mooted for Daikatana, but with vastly more self-assurance and clarity of purpose; ironically, it made do perfectly well with the old Quake 1 engine. At the same show, Ion Storm’s Dominion, which had still not been released nine months after it had been bought, looked like even more of a long shot than it had before next to Blizzard Entertainment’s Starcraft.

Nevertheless, the fact remained that Dominion was the only game Ion Storm had that was anywhere close to completion. Todd Porter was convinced, against the evidence of that E3 show, that it could become a hit. He turned down an offer from Compaq to bundle it with their home computers, for a royalty of $1 for every such computer sold, with a guaranteed minimum payout of $1.5 million. His logic was that doing so would “cannibalize” retail sales. When finally released in a standard box in June of 1998, Dominion flopped miserably, selling fewer than 17,000 copies and being named a runner-up for “Coaster of the Year” by Computer Gaming World: “Let’s just hope that Ion Storm learns from this experience before its next game ships, or its legacy may be closer to Blind Faith’s than the Beatles’.” It was not an auspicious retail debut for the most hyped studio in the industry.

In the aftermath of this fiasco, Eidos said that they no longer wanted Ion Storm to bother finishing Porter’s Body Snatchers-style game, despite having already paid $3 million for it. Just get the other games done and all will be forgiven, they said. Porter’s team was split between Romero’s team, Hall’s team, and Warren Spector’s down in Austin. The integration process did not go particularly smoothly.

Still, the infighting at the top was even worse. Instead of hashing out their differences face to face, Romero and Porter took them out on their opposite numbers’ favored underlings. Angry on-the-spot firings became commonplace. Epithets like “fucking rat-faced bitch,” which used to be reserved for deathmatch sessions, became normal office chatter. Someone — maybe many people — were leaking to the gaming websites, which reveled in every petty anecdote. The atmosphere of paranoia and distrust left some employees on the verge of a mental breakdown. The penthouse paradise had turned into Lord of the Flies.

A deal to give Eidos 19 percent of Ion Storm, in return for forgiving all of the advances that had come the latter’s way, fell through on the day when the contract was to be signed, when Eidos was informed that Ion Storm would not have a game ready to go for the coming Christmas either. There were rumors that Eidos was just about ready to pull the plug completely. In the midst of the worry and disappointment, Porter sent out a company-wide email asking if anyone wanted to buy his Lotus sports car, because he was looking to upgrade to a Ferrari like the one Romero had; it was leaked and all over the Internet by the next day. Ditto other emails in which Porter called his colleagues “shit” and implied that he had fired a PR firm because Romero was getting too much of the spotlight.

But by no means did all of the troubles at Ion Storm come down to Porter’s abrasive presence. Romero struck many of his employees as… well, as kind of lazy, a conclusion John Carmack had reached years ago. “If you want the overriding problem with John Romero’s character, I’d say it was his emphasis on being John Romero in the public eye, rather than getting things done — especially the things that made him John Romero in the public eye in the first place,” said one anonymous employee to a journalist. “It’s this idea that, once you’ve reached this pinnacle, life is a free ride and you don’t have to do anything from that point on, which is totally wrong.”

“Some people don’t want to do anything,” said another anonymous employee who preferred to speak still more cryptically. “And to them, it’s not a high price to pay to let someone else take control, if they can still do whatever they want.” It seemed that, for all his popular reputation as gaming’s reigning alpha male, Romero could be weirdly passive — one was almost tempted to say timid — when push came to shove. Most of his people believed, probably correctly, that he had the clout to oust Porter if he really, really wanted to; it wasn’t as if anyone was coming to the Chase Tower penthouse to meet the creator of Knights of Legend. But he just let the situation fester, until those around him were almost as angry at him as they were at Porter.

On November 19, 1998, eight core members of the Daiktana team asked for a meeting with Romero. “We don’t think this game is ever going to get done,” they said. They told him that they had received an offer from Mike Wilson over at G.O.D. to make a shooter starring the veteran rock band KISS, and that they had decided to take him up on it. They were leaving, then and there. All of the free soda, candy, and perks in the world weren’t worth enduring the toxic work environment which Ion Storm had become.

True to form, Romero told the heart of his team not to let the door hit them on their way out. But even as he did so, he could surely all too clearly picture Wilson giggling to himself at having engineered so perfect a revenge for his firing from Ion Storm. How the hell was Romero going to finish his game now?

Predictably enough, the story of the walkout was all over the online gaming sites within hours. Ion Storm had become a soap opera par excellence for people who claimed they hated relationship dramas. Even juicier than Wilson’s knife in the back was the person who now stepped up to take a prominent role in Daikatana‘s design. Having recently split from his second wife, Romero was to elevate his new girlfriend, Stevie “KillCreek” Case, to the position of primary level designer.

The Ion Storm saga was already rife with as much anger, dysfunction, and general decadence as any Behind the Music documentary. Now it was time to complete the tableau with a healthy dose of sex.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Masters of DOOM: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner, Online Game Pioneers at Work by Morgan Ramsay, and DOOM Guy: Life in First Person by John Romero; Computer Gaming World of October 1996, January 1997, June 1997, June 1998, October 1998, and January 1999; Retro Gamer 75; Dallas Observer of January 14 1999; Texas Monthly of September 1998.

I owe the anecdote about Todd Porter being a nephew of Chet Atkins to a decade-old email exchange with Mark Mark Pelczarski of Penguin Software, who gave Porter his very first job in the industry.

Also the online article “A Hardcore Elegy for Ion Storm” by Christian Divine for Salon.

 
 

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The Lamentable Later Life of Lemmings


This article tells the last part of the story of Lemmings.


For a while there in the early 1990s, there seemed to be good reason to believe that Lemmings was on its way to becoming one of gaming’s perennial franchises. Developed by DMA Design of Dundee, Scotland, the original Lemmings game took the world by storm upon its release in 1991. From its first home on the Commodore Amiga, its Liverpool-based publisher Psygnosis brought it to no fewer than 23 other platforms, from natural habitats like MS-DOS and the Apple Macintosh to such refugees of the 8-bit era as the Sinclair Spectrum and the Amstrad CPC, from cutting-edge multimedia appliances like the Philips CD-i and the 3DO to handheld gadgets like the Atari Lynx and the Sega Game Gear. In all of its incarnations, it outsold any other game ever to have passed through the hands of Psygnosis by a veritable order of magnitude.

The combination of simplicity, juiciness, addictiveness, and cuteness was truly a lethal one. Psygnosis had to set up an entire call center in the United States to deal with the avalanche of frustrated players begging for hints on this or that devious level. The little creatures made appearances in newspapers, glossy magazines, and mainstream news broadcasts all over the world, even as playing the annual holiday Lemmings mini-games that could be found stacked as stocking stuffers next to cashier stands threatened to become a new Christmas-morning tradition for families. Lemmings joined Tetris and SimCity as one of the computer games that the zeitgeist deemed acceptable for those who did not self-identify as gamers to indulge in. Like those two others, it was an early harbinger of the casual revolution in gaming that would begin to arrive in earnest a decade later.

But whereas Tetris and SimCity would be grandfathered into that revolution at the turn of the millennium — SimCity spawning The Sims, the 800-pound gorilla in the new space — Lemmings would have flamed out by then, being remembered, to whatever extent it was remembered at all, more as a kitschy fad than as an enduring entertainment staple. I quite like the early Lemmings games, for reasons that I’ve explained in detail in the past. Therefore I came to this article with a simple question: just how did the franchise manage to squander all of that early momentum so quickly and completely? And as usual, I found that the answer comes down less to the choosing of a single ill-advised fork in the road than to a series of smaller decisions that doubtless seemed like a good idea at the time, but were exposed as less than good in retrospect.


Lemmings 2: The Tribes, the big sequel to the original game — it was actually the third full-sized game in the series, coming after the less inspired Oh No! More Lemmings, which was largely filled with levels that had been rejected for its predecessor — was released in 1993 amidst huge anticipation and expectation. In many ways, it lived up to its advance press. In place of the suite of eight special abilities with which a player of the earlier games could invest her lemmings, it provided no fewer than 60 of them. The subtitle came from the fact that the lemmings were now divided into twelve tribes, each with their own abilities, appearance, and environments to traverse. The whole endeavor also boasted a new thread of narrative, about helping the twelve tribes escape from captivity. (The Biblical overtones were apparently intentional.)

As a player who had greatly enjoyed the first Lemmings, I found it to be a brilliant sequel. It was, however, every inch a sequel, being built strictly for the gratification of someone like me: someone who had a lot of experience with what had come before. This was not the best place to start your Lemmings journey, as the kids like to say today — not with all of the additional complexity, not with the disappearance of the gentle tutorial levels that eased you into the first game. Inspired as it was on its own terms, The Tribes‘s approach was questionable for a mass-market series of more or less casual games, which the customer should ideally be able to hop on and off of with the same aplomb as a subway rider. Then, too, the heavier weight of the game meant that it could be ported to only eight instead of 24 platforms. Lemmings 2 was a solid hit by all of the normal standards of the games industry, yet it failed to do much to further raise its franchise’s profile as a budding pop-culture staple. The original game, which was now available at a greatly reduced price, in all likelihood outsold it considerably even in the year of its release.

One of the problems, if we want to call it that, was a growing mismatch between the expectations of the market and the instincts and desires of DMA Design. The Scottish gang were gamer’s gamers of the old school, whose two creations before Lemmings had been the straightforward shoot-em-ups Menace and Blood Money. Lemmings had been something of an aberration for them; the cuteness had come about almost by accident, a case of mordant laddish humor ramming slightly askew. If DMA were to continue with the series, they wanted to make it more complicated, more difficult, more ambitious… in short, more hardcore. This was not a recipe for success in the space the first Lemmings had opened up for itself. After The Tribes failed to set the world on fire, DMA felt pressure from above to revert to the mean. This bred an atmosphere of resentment in Dundee that was hardly conducive to productive game development.

As was typical of such contracts at the time, the Lemmings intellectual property actually resided with the publisher rather than the developer. And the former was undergoing big changes. Just before the release of The Tribes, Psygnosis and its in-house studio — the same one responsible for most of the Lemmings ports — were acquired by the Japanese electronics giant Sony, which was looking for a Western partner to make games for its upcoming PlayStation console. This event, combined with the success of Lemmings, raised Psygnosis’s profile enormously, from a niche purveyor of graphically dazzling but often gameplay-deficient Amiga action games to a real force to be reckoned with on the modern entertainment landscape. The Children’s Television Workshop, the maker of Sesame Street, entered into talks with Psygnosis about a Lemmings television show.

It was a tempting prospect on the face of it, but it became problematic as soon as you started to dig into it. Television shows, whether aimed at adults or children, are built around memorable characters. DMA’s lemmings were not quite this. They were a generic mass, all of them identical, the very definition of a faceless horde. Each blobby little creature filled a space no more than ten pixels square on the screen. The lemmings were many things, but they were not Super Mario or Sonic the Hedgehog, much less Big Bird or Oscar the Grouch.

So, an edict went down from Psygnosis to DMA to find a way to give the lemmings more individualized personalities. For their next trick, DMA had been toying with a continuation of the story of The Tribes — or rather a whole set of continuations. The next four Lemmings games would each deal with the fate of three of the twelve tribes after they left the Ark the player had helped them reach last time around. The whole series would be called All New World of Lemmings. (In North America, it would take the name of The Lemmings Chronicles; unlike the vast majority of such re-christenings, this was actually a better name in my opinion.) To satisfy Psygnosis and the Children’s Television Workshop, DMA now promised to make the lemmings bigger, and to fill the menu and victory and failure screens with cute faces that looked different from one another and could play well on television.

If matters had transpired differently, All New World of Lemmings would have been the banner title of a new sub-series, with different subtitles for each of its entries. As it was, Psygnosis just dumped the would-be first entry of the sub-series out there on its own, sans subtitle, and abandoned the other nine tribes to their fate.

“I couldn’t think of any new way to take Lemmings at this point,” admits David Jones, the series’s mastermind from the beginning. Desperate for some sort of gameplay distinction from what had come before, DMA decided to combine the newly television-friendly presentation with yet more complications to the formula — complications that proved not to be much fun. You could no longer invest your lemmings with specific skills from a master pool of same just by clicking on them; now, you had to have them walk over loot boxes scattered around the levels, an incredibly fiddly and annoying mechanic. Meanwhile the increased size of the lemmings had unexpected knock-on effects. When the creatures were tiny, watching them die was funny even for people who reacted to the violence found in other videogames with horror and outrage. But when they became bigger, that changed; their deaths became grislier, possibly amusing for a teenage boy but less so for his mother. In addition to its gameplay issues, the tone of World of Lemmings was badly off in relation to the franchise’s established personality.

You have to walk your lemmings into crates like this one to give them special abilities now. Everything about the gameplay and aesthetics of World of Lemmings hits wrong, sometimes subtly so, sometimes blatantly. This was not promising television fodder.

Not long into development, a feeling took hold in Dundee that they were all just done with Lemmings, ready to come out from under the shadow of the casual monster they had accidentally created and return to making the games they wanted to make. As it happened, this was to be the last game of a six-game contract they had signed with Psygnosis back in the 1980s. Just get ‘er done became the watchword, so that they could take their Lemmings loot and do something more exciting with it. The new passion project around the office was a little something called Race ‘n’ Chase, which would evolve into a bigger something called Grand Theft Auto. “Lemmings 3 was a bit crap,” says DMA’s Mike Dailly, the artist who drew the very first eight-pixel-high versions of the creatures. It was done “more to end our commitment to Psygnosis than to actually do a good game.”

Unsurprisingly, then, it did not end up being a good game. Released in 1994, it made the concept that had seemed so fresh barely three years earlier feel trite and stale and kind of tasteless; even the soundtrack was annoying, the same two-bar fragment of circus music pounded into your head ad nauseam. DMA’s ennui oozed from its every slapdash pixel. This was a genuinely new thing under the sun: an outright bad Lemmings game. Evidently knowing it had a turkey on its hands, Psygnosis did virtually nothing to promote it, a huge contrast to the extensive outreach and advertising that had been done for The Tribes. It appeared on only two platforms, MS-DOS and the by now fast-fading Amiga. Those magazines that bothered to review it at all generally weren’t kind.

This first bad Lemmings game combined with a distracted Psygnosis, now busying itself making fresh games to order for the Sony PlayStation, to let all of the air out of the Lemmings balloon, practically all at once. The negotiation with the Children’s Television Workshop died on the vine. Lemmings was in acute danger of being exposed as a one-hit wonder, fodder for nostalgic “Where Are They Now?” retrospectives, rather than the enduring entertainment icon it had so recently seemed destined to become.

The following year the PlayStation dropped; it would go on to become the most successful single games console of the entire twentieth century, redefining the broader culture’s view of digital games forever with its edgy advertising and its deliberate courtship of the booming rave scene. Psygnosis was a big part of all that, through such early PlayStation hits as WipEout and Destruction Derby. Betwixt and between, it tried to get some more mileage out of Lemmings, efforts which came across rather like a child halfheartedly poking a dead dog with a stick. Having now parted ways with DMA Design, Psygnosis had to give its latest Lemmings projects to other developers with no previous connection to the franchise.

In 1995, we got Lemmings 3D from an outfit called Clockwork Games. The episodic approach of All New World of Lemmings was abandoned, in favor of the technological gimmick of the title. In a sense, the franchise became a pioneer one last time, albeit of a more dubious sort than before: Lemmings 3D was an early manifestation of an industry mania for stuffing 3D graphics into absolutely everything, whether they made sense there or not. “The fundamental core of the game of digging or building across the landscape to rescue the lemmings didn’t need an extra dimension,” says Gary Timmons of DMA Design, who could now only look on from afar as Psygnosis subjected their concept to ever more unfortunate contortions. Mike Dailly is blunter: “It was badly thought-out and just plain rubbish.” And truly, Lemmings 3D is agony to play; the newly mobile camera always seems to be pointing just where you don’t want it to be, forcing you to spend more time trying to get the viewing angle right than manipulating your lemmings. Nobody ever asked for this.

3D Lemmings Winterland marked the last gasp of the tradition of Christmas-themed Lemmings mini-games. The spirit was willing, but the 3D engine was lacking.

With the semi-traditionalist (but in 3D!) approach having failed, Psygnosis swung and missed in 1996 with Visual Science’s Lemmings Paintball — yes, really — and the in-house-developed The Adventures of Lomax. Here we can see the publisher still trying to do what the Children’s Television Workshop had once requested, turning the lemmings into characters to be moved in and out of different gameplay paradigms, something Nintendo had long done for its stable of trademarks with remarkable fluidity. But it was far too late in this case, and far too poorly done. The Adventures of Lomax gave a lemming a name of his own for the first and only time — for, of all types of game, a Super Mario Bros.-style platformer. The kindest thing to be said about it is that some of the art — pixel art again this time — is quite lovely, even as the gameplay is more or less acceptable in a workmanlike sort of way. But it never feels like it has much of anything to do with Lemmings.

After this, Psygnosis seemed to have decided to let the dead dog lie — until, that is, another, final Lemmings game popped up out of the blue almost four years later. It did not succeed in rescuing the franchise from oblivion; it came and went from the budget bins barely noticed by the gaming press. But it did succeed, against long odds indeed, in being a really, really good Lemmings game, by far the best since The Tribes. It’s hard to imagine any anticlimactic swansong acquitting itself much better.


Lemmings Revolution is not without a gimmick, but for once it’s a reasonably interesting one. Instead of stretching out from left to right, each of its 102 levels is wrapped around a giant pillar that you can rotate at will. The gimmick is not what I would call revolutionary in the non-physical sense, but it mixes the usual formula up in enjoyable ways when it’s at its best, and is never actively irritating even at its worst.

But more important to this game’s success than the gimmick are the cleverest, most inspired set of levels since The Tribes. The team who made it, who were housed at Psygnosis’s satellite studio in Leeds, brought a passionate whimsy to the project that the series had been sorely lacking in its last several installments. Co-designer Mat Thomas describes a creative atmosphere that resembles the one from back in the day at DMA Design, when the idea of Lemmings was still fresh and everyone was eager to get an oar in with a level or two.

The entire development team were delighted to work on such a famous series, and we took the challenge. We had a fabulous editor developed by a programmer called Ben Dixon. It was very easy to mock up and create levels. The key to level design with Lemmings is trying to think of ways to use the skills presented to the player in different ways. Inspiration came from each other, and other mediums such as the earlier Lemmings games and, dare I say it, films! Goonies — one of my levels — was inspired by the named film. I tried to put in many gadgets to give that feeling of technology driving the level. Our team created nearly 200 levels for Lemmings Revolution, which allowed us to pick the cream of the crop.

The “Goonies” level mentioned by Mat Thomas.

The finished game goes back to the roots in many ways. The suite of abilities with which you can equip your lemmings is the exact same collection as the original game: the familiar climbers, parachutists, bombers, and bridge builders, plus the three kinds of diggers. Seeing them again feels like meeting old friends.

Yet by no means is Lemmings Revolution a carbon copy of the first game in the series. In addition to the revolution mechanic itself, there are any number of new obstacles and affordances within the levels: switches, saws, lasers, instantaneous transporters, and, most ingeniously, gates that reverse the force of gravity to make your lemmings walk on the ceiling. All of this contribute to a slightly more mechanized feel this time around. There are now weasels to contend with as well; these consider a lemming to be a delightful snack, and must be either avoided or — more satisfyingly — done away with in one way or another. Another new wrinkle comes in the form of special lemmings who are impervious to either drowning in water or being scorched by acid, the better to handle the pools of same that are occasionally found in their way. Exits are now hot-air balloons that must be reached, and sometimes there are more than one of these, with each only able to accept a limited number of riders. The most important point is that all of the additions feel organic to the experience rather than tacked on by some focus group somewhere. Thankfully, no attempt is made to individualize the lemmings and turn them into fodder for television. We’re back to the juxtaposition of generic cuteness and morbidity that made the series stand out during its glory days.

For the first time since The Tribes, these lemmings look like they should.

All told, then, playing this Lemmings game is like going home again. Early training levels yield to more fiendish ones that will have you scratching your head by the middle stages, pulling your hair out by the last ones, as you have to make use of every single affordance at your disposal to succeed. As many of you know by now, I adore games that build up gradually in just this way to challenge their players. And I’m proud to say that my wife and I rose (gradually) to the challenge; we made it all the way to the end.

That Lemmings Revolution succeeds as well as it does in so many ways begins to seem still more remarkable when one considers the rest of its development history. After first agreeing to pay for this last kick at the can for the franchise, Sony abruptly pulled its funding just as it was nearing completion. Through some last-minute scrambling, Psygnosis’s management was able to place the game with the rival publisher Take Two Interactive and see it released for Microsoft Windows if not for the PlayStation.

Granted, some scars from the trauma were left behind. Several levels were bugged badly enough in the initial release to be impossible to complete, until Take Two came out with a patch. Even in the final version of the game, one level — the one called “Lock In” — can be completed only by exploiting a glitch in the game engine. It’s so at odds with the rest of the level designs, which are sometimes diabolical but always scrupulously fair, that I can’t believe this was intentional. I even fancy I can see how the level was supposed to be solved. At any rate, if you decide to play the game, I recommend that you save yourself a lot of frustration and just turn to a walkthrough when you get to this level.

One nice touch in Lemmings Revolution is the ability to choose to some extent what level you tackle next. The green dots represent solved levels, the yellow those you haven’t yet completed. Once you beat a level, you open up the two that are connected to it by arrows. It’s a little hard to see here because I’m boring and just tackle the levels in order, top to bottom and left to right. But if you’re less stubborn and methodical than me, you can take a break from a level that’s giving you trouble and work on another one for a while. Like so much else here, this is just really good, player-friendly game design.

It’s obvious that Lemmings Revolution didn’t have an overly lavish budget even before Sony pulled the plug on it. A thin glaze of story — something or other to do with those weasels who can sometimes be found lurking in the levels — is presented via an opening movie that probably absorbed about half the budget on its own. It’s never mentioned again afterward — not that it really matters. We are given only as many bells and whistles as are necessary to make the levels go and remind us that we’re playing a Lemmings game. The closing movie lasts all of seven seconds; the operative philosophy was apparently that it’s better to tempt the punters in the shops who might buy the game than it is to reward the already captured players who have put many hours of their life into it.

All of which is fine really. By the turn of the millennium, so-called “mid-priced releases” like this one — Lemmings Revolution sold for just $20 from its very first day on store shelves — were often more interesting and innovative than the expensive AAA opuses, whose publishers felt more of a need to protect their investment via micromanagement and risk aversion. Certainly the production values of this Lemmings game are no worse than those of the original. We never came to Lemmings to participate in epic stories; we come to face puzzles and to curse and stomp and almost throw our mice across the room, until a light bulb goes off somewhere in the old noggin and the fingers do what they’re supposed to and we solve that level. At which point it’s on to the next level, to repeat the procedure. We are strange creatures, we humans, aren’t we? Even stranger than lemmings, one might want to say.

Anyway, this humble game called Lemmings Revolution is one of my favorites of all the ones I’ve played from the year 2000 for these histories. I’m happy to give it a place in my personal Hall of Fame and to recommend it to all of you — especially any of you who might have enjoyed the more famous and popular Lemmings games, and thought the later ones had nothing comparable to offer. You were mostly right — but only mostly.

For better or for worse, there isn’t much else to say about the series after Lemmings Revolution came and went with so little fanfare (or, one has to suspect, sales). There have been occasional remakes over the past quarter-century, mostly for mobile platforms, but nothing that displays much in the way of design or commercial ambition. As late as 2010, the franchise was frequently mentioned as being “ripe for revival” for a new era where unabashedly simple and cartoony casual games were by some reckonings out-earning the hardcore ones. But for whatever reason, that revival was never seriously attempted, and the cultural window for the franchise is probably closed by now, what with most of us who were there when it was so huge having entered into our fifth or sixth decade of life by this point.

This is no tragedy. Lemmings came to the zeitgeist and then it went; such is the fate of most pop culture. Good game design, however, transcends trends and fads. If you’re a fan of puzzle games and you haven’t played these ones, know that Lemmings, Lemmings 2: The Tribes, and Lemmings Revolution, the three high points of the series, can still be very vexing and satisfying indeed. This is as true today as it was a quarter-century ago, as true as it will still be a quarter-century on. Even if everyone stopped making games tomorrow, we would still live in an era of unprecedented ludic riches.



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Sources: The books Grand Thieves & Tomb Raiders: How British Video Games Conquered the World by Magnus Anderson and Rebecca Levene and Jacked: The Outlaw Story of Grand Theft Auto by David Kushner. Retro Gamer 39; Computer Gaming World of September 2000.

Online sources include “The Making of Lemmings” by Rich Stanton for Read-Only Memory, “An Ode to the Owl: The Inside Story of Psygnosis” by Damien McFerran for Time Extension, a Lemmings Universe interview with Mat Thomas, and Damian Katz’s gamebook page.

Where to Get Them: Oddly, none of the vintage Lemmings games are currently available for purchase. You can find downloadable versions of the original Lemmings and Lemmings 2: The Tribes in my earlier articles associated with those games. As for Lemmings Revolution, the third of the three Lemmings games that are well worth revisiting today: you can find it on a certain well-known archiving site if you only search for it. After you install it, you will need to install a patch to make it run properly on modern versions of Windows (and Linux systems under WINE).

 
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Posted by on September 18, 2026 in Digital Antiquaria, Interactive Fiction

 

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