Tag Archives: Eidos Montréal

Deus Ex, a video game developer, his art, and reality

The topics of human enhancement and human augmentation have been featured here a number of times from a number of vantage points, including that of a video game seires with some thoughtful story lines known under the Deus Ex banner. (My August 18, 2011 posting, . August 30, 2011 posting, and Sept. 1, 2016 posting are three, which mention Deus Ex in the title but there may be others where the game is noted in the posting.)

A March 19, 2021 posting by Timothy Geigner for Techdirt offers a more fulsome but still brief description of the games along with a surprising declaration (it’s too real) by the game’s creator (Note: Links have been removed),

The Deus Ex franchise has found its way onto Techdirt’s pages a couple of times in the past. If you’re not familiar with the series, it’s a cyberpunk-ish take on the near future with broad themes around human augmentation, and the weaving of broad and famous conspiracy theories. That perhaps makes it somewhat ironic that several of our posts dealing with the franchise have to do with mass media outlets getting confused into thinking its augmentation stories were real life, or the conspiracy theories that centered around leaks for the original game’s sequel were true. The conspiracy theories woven into the original Deus Ex storyline were of the grand variety: takeover of government by biomedical companies pushing a vaccine for a sickness it created, the illuminati, FEMA [US Federal Emergency Management Agency] takeovers, AI-driven surveillance of the public, etc.

And it’s the fact that such conspiracy-driven thinking today led Warren Spector, the creator of the series, to recently state that he probably wouldn’t have created the game today if given the chance. [See pull quote below]

Deus Ex was originally released in 2000 but took place in an alternate 2052 where many of the real world conspiracy theories have come true. The plot included references to vaccinations, black helicopters, FEMA, and ECHELON amongst others, some of which have connotations to real-life events. Spector said, “Interestingly, I’m not sure I’d make Deus Ex today. The conspiracy theories we wrote about are now part of the real world. I don’t want to support that.”

… I’d like to focus on how clearly this illustrates the artistic nature of video games. The desire, or not, to create certain kinds of art due to the reflection such art receives from the broader society is exactly the kind of thing artists operating in other artforms have to deal with. Art imitates life, yes, but in the case of speculative fiction like this, it appears that life can also imitate art. Spector notes that seeing what has happened in the world since Deus Ex was first released in 2000 has had a profound effect on him as an artist. [See pull quote below]

Earlier, Spector had commented on how he was “constantly amazed at how accurate our view of the world ended up being. Frankly it freaks me out a bit.” Some of the conspiracy theories that didn’t end up in the game were those surrounding Denver Airport because they were considered “too silly to include in the game.” These include theories about secret tunnels, connections to aliens and Nazi secret societies, and hidden messages within the airport’s artwork. Spector is now incredulous that they’re “something people actually believe.”

It was possible for Geigner even back to an Oct. 18, 2013 posting to write about a UK newspaper that confused Deus Ex with reality,

… I bring you the British tabloid, The Sun, and their amazing story about an augmented mechanical eyeball that, if associated material is to be believed, allows you to see through walls, color-codes friends and enemies, and permits telescopic zoom. Here’s the reference from The Sun.

Oops. See, part of the reason that Sarif Industries’ cybernetic implants are still in their infancy is that the company doesn’t exist. Sarif Industries is a fictitious company from a cyberpunk video game, Deus Ex, set in a future Detroit. …

There’s more about Spector’s latest comments at a 2021 Game Developers Conference in a March 15, 2021 article by Riley MacLeod for Kotaku. There’s more about Warren Spector here. I always thought Deus Ex was developed by Canadian company, Eidos Montréal and, fter reading the company’s Wikipedia entry, it seems I may have been only partially correct.

Getting back to Deus Ex being ‘too real’, it seems to me that the line between science fiction and reality is increasingly frayed.

Deus Ex: Mankind Divided—a video game and an exploration of the social impacts of augmentation

The latest video game in the Deus Ex series was released on Aug. 23, 2016. The preceding title Deus Ex: Human Revolution was featured here in an Aug. 18, 2011 post where I focused on the real life augmentation research, which influenced the game.

Deus Ex: Mankind Divided, the latest and fourth installation in the series, is focused on the social and ethical implications of augmentation according to an Aug. 30, 2016 posting by Matthew Bulger for thehumanist.com,

One recent release has transhumanists and humanists alike captivated. Deus Ex: Mankind Divided, the fourth game in the Deus Ex franchise made [published] by the Japanese company Square Enix [the game is developed by Canadian Eidos Montreal], is a visually stunning masterpiece that has gamers considering the impact of their decisions and prejudices just as often as it has them killing some bad guys.

Mankind Divided takes place in the year 2029, in a future in which humanity has begun to augment itself with emerging biotechnology. Those without limbs are able to purchase hyper-responsive and durable augmented arms and legs, as well as other augmentations that prolong life or increase strength and stealth. Many of those who use the augmentations are regular people, from soldiers and police officers who lost limbs in the call of duty to grandparents who simply wish to be strong and energetic enough to keep up with their overactive grandchildren.

Unfortunately, in this world, society is divided about the use of augmentation technology and in the midst of an existential crisis about what it means to be human. This soul-searching is only complicated by an incident that took place several years before the start of the game, in which people with augmentations lost control of their bodies and began to attack others at random as a result of a hardware malfunction caused by an unknown terrorist organization.

In the wake of this attack and because of the revolutionary nature of augmentations, human society starts to repress and isolate those who are augmented. A UN Resolution passes in the wake of the attack requiring the world’s nearly seven million augmented people to preemptively register with police forces in order to ensure that their behavior is monitored, and many augmented people are being sent to isolated desert cities to live separate from the rest of humanity.

This backstory and political developments make Deus Ex: Mankind Divided an important game because it not only shows the amazing potential of human ingenuity and scientific research, but because it deals seriously with several important questions: What limits should society place on technological advancement? What are the defining features of humanity and human existence? How discriminatory and oppressive should national and global governments be in order to prevent potential catastrophes?

Not unexpectedly, the game has sparked some controversies according to its Wikipedia entry (Note: Links have been removed),

The developers of Deus Ex: Mankind Divided came up with the term “mechanical apartheid” for the repulsion and distrust shown by natural people towards augmented people in the game. However, the use of the term caused controversy; the developers were criticized for using it, especially due to the historical use of the term “apartheid”, referring to discrimination against blacks in South Africa. The game was accused of being racist and racially insensitive by some critics.[27] Eidos Montreal’s Jonathan Jacques-Belletete responded in an interview that he felt the complaints were “ridiculous” and justified the use of the term as appropriate for the game since the Deus Ex franchise is about human nature, which has historically repeated trends of segregation.[28] Mary DeMarle, the executive narrative director of the game, responded to the controversy by saying that they are trying to present the issues of the world without judging anyone for their actions.[29][30] Gilles Matouba, the former director of the game and a black Frenchman, added that the term was coined by him and Andre Vu, an Asian Frenchman who is the brand director of the Deus Ex franchise and they wanted to offer the audience something unique and something that was close and personal to them. He continued, saying that racism was a dark part of human nature and they wanted to treat this subject. He also scorned those who had criticized the developers for using the term, especially those who had suggested they were all white.[29]

The usage of the term “Augs Live Matter” in the game caused controversy; with critics alleging it was trying to appropriate the Black Lives Matter movement including BioWare designer Manveer Heir who claimed the game’s narrative might come across as anti-black even if it was not. Andre Vu however denied the accusations claiming the phrase was coined before the movement started and stated that it was an “unfortunate coincidence”.[31][32][33]

I wonder if the developers/narrators are feeling somewhat satisfied that their games has touched on hot button issues. That’s something a lot of artists, filmmakers, and writers strive for.

Eye, arm, & leg prostheses, cyborgs, eyeborgs, Deus Ex, and ableism

Companies are finding more ways to publicize and promote themselves and their products. For example there’s Intel, which seems to have been especially active lately with its Tomorrow Project (my August 22, 2011 posting) and its sponsorship (being one of only four companies to do so) of the Discovery Channel’s Curiosity television programme (my July 15, 2011 posting). What I find interesting in these efforts is their range and the use of old and new techniques.

Today I found (August 30, 2011 article by Nancy Owano) a documentary made by Robert Spence, Canadian filmmaker and eyeborg, for the recently released Deus Ex: Human Revolution game (both the game and Spence are mentioned in my August 18, 2011 posting) from the company, Eidos Montréal. If you’re squeamish (medical operation is featured), you might want to miss the first few minutes,

I found it quite informative but curiously US-centric. How could they discuss prostheses for the legs and not mention Oscar Pistorius, the history-making South African double amputee runner who successfully petitioned the Court for Arbitration for Sport for the right to compete with able-bodied athletes? (In July this year, Pistorius qualified for the 2012 Olympics.) By the way, they do mention the Icelandic company, Össur, which created Pistorius’ “cheetah” legs. (There’s more about Pistorius and human enhancement in my Feb. 2, 2010 posting. [scroll down about 1/3 of the way])

There’s some very interesting material about augmented reality masks for firefighters in this documentary. Once functional and commercially available, the masks would give firefighters information about toxic gases, temperature, etc. as they move through a burning building. There’s a lot of interest in making augmented reality commercially available via smartphones as Kit Eaton notes in an August 29, 2011 article for Fast Company,

Junaio’s 3.0 release is a big transformation for the software–it included limited object recognition powers for about a year, but the new system is far more sophisticated. As well as relying on the usual AR sensor suite of GPS (to tell the software where the smartphone is on the planet), compass, and gyros to work out what angle the phone’s camera is looking, it also uses feature tracking to give it a better idea of the objects in its field of view. As long as one of Junaio’s channels or databases or the platforms of its developer partners has information on the object, it’ll pop up on screen.

When it recognizes a barcode, for example, the software “combines and displays data sources from various partner platforms to provide useful consumer information on a given product,” which can be a “website, a shopping micro-site or other related information” such as finding recipes based on the ingredients. It’s sophisticated enough so you can scan numerous barcoded items from your fridge and add in extras like “onions” and then get it to find a recipe that uses them.

Eaton notes that people might have an objection to holding up their smartphones for long periods of time. That’s a problem that could be solved of course if we added a prosthetic to the eye or replaced an organic eye with a bionic eye as they do in the game and as they suggest in the documentary.

Not everyone is quite so sanguine about this bright new future. I featured a documentary, Fixed, about some of the discussion regarding disability, ability, and human enhancement in my August 3, 2010 posting. One of the featured academics is Gregor Wolbring, assistant professor, Dept of Community Health Sciences, Program in Community Rehabilitation and Disability Studies, University of Calgary; and president of the Canadian Disability Studies Association.  From Gregor’s June 17, 2011 posting on the FedCan blog,

The term ableism evolved from the disabled people rights movements in the United States and Britain during the 1960s and 1970s.  It questions and highlights the prejudice and discrimination experienced by persons whose body structure and ability functioning were labelled as ‘impaired’ as sub species-typical. Ableism of this flavor is a set of beliefs, processes and practices, which favors species-typical normative body structure based abilities. It labels ‘sub-normative’ species-typical biological structures as ‘deficient’, as not able to perform as expected.

The disabled people rights discourse and disability studies scholars question the assumption of deficiency intrinsic to ‘below the norm’ labeled body abilities and the favoritism for normative species-typical body abilities. The discourse around deafness and Deaf Culture would be one example where many hearing people expect the ability to hear. This expectation leads them to see deafness as a deficiency to be treated through medical means. In contrast, many Deaf people see hearing as an irrelevant ability and do not perceive themselves as ill and in need of gaining the ability to hear. Within the disabled people rights framework ableism was set up as a term to be used like sexism and racism to highlight unjust and inequitable treatment.

Ableism is, however, much more pervasive.

Ableism based on biological structure is not limited to the species-typical/ sub species-typical dichotomy. With recent science and technology advances, and envisioned advances to come, we will see the dichotomy of people exhibiting species-typical and the so-called sub species-typical abilities labeled as impaired, and in ill health. On the other side we will see people exhibiting beyond species-typical abilities as the new expectation norm. An ableism that favours beyond species-typical abilities over species-typical and sub species-typical abilities will enable a change in meaning and scope of concepts such as health, illness, rehabilitation, disability adjusted life years, medicine, health care, and health insurance. For example, one will only be labeled as healthy if one has received the newest upgrade to one’s body – meaning one would by default be ill until one receives the upgrade.

Here’s an excerpt from my Feb. 2, 2010 posting which reinforces what Gregor is saying,

This influx of R&D cash, combined with breakthroughs in materials science and processor speed, has had a striking visual and social result: an emblem of hurt and loss has become a paradigm of the sleek, modern, and powerful. Which is why Michael Bailey, a 24-year-old student in Duluth, Georgia, is looking forward to the day when he can amputate the last two fingers on his left hand.

“I don’t think I would have said this if it had never happened,” says Bailey, referring to the accident that tore off his pinkie, ring, and middle fingers. “But I told Touch Bionics I’d cut the rest of my hand off if I could make all five of my fingers robotic.” [originally excerpted from Paul Hochman’s Feb. 1, 2010 article, Bionic Legs, i-Limbs, and Other Super Human Prostheses You’ll Envy for Fast Company]

I don’t really know how to take the fact that the documentary is in fact product placement for the game, Deus Ex: Human Revolution. On the up side, it opens up a philosophical discussion in a very engaging way. On the down side, it closes down the discussion because drawbacks are not seriously mentioned.

God from the machine: Deus ex machina and augmentation

Wherever you go, there it is: ancient Greece. Deus Ex, a game series from Eidos Montréal, is likely referencing ‘deus ex machina’, a term applied to a theatrical device (in both senses of the word) attributed to  playwrights of ancient Greece. (For anyone who’s unfamiliar with the term, at the end of a play, all of the conflicts would be resolved by a god descending from the heavens. The term refers both to the plot device itself and to the mechanical device used to lower the ‘god’.)

The latest game in the series, Deus Ex: Human Revolution, a role-playing shooter, will be released August 23, 2011. From the August 16, 2011 article by Susan Karlin for Fast Company,

The result—Deus Ex: Human Revolution, a role-playing shooter that comes out August 23–extrapolates MicroTransponder, prosthetics, robotics, and other current augmentation technology into a vision of how technologically enhanced people might gain superhuman abilities and at what cost.

… “We built a timeline that traces the history of augmentation, creating new things, and predicting how would it get out into society. We wanted to ground it in today, and make something where everyone could say, ‘I can see the world going that way.'” [Mary DeMarle, Human Revolution’s lead writer]

Human Revolution, although the third in the series, is a prequel to the original Deus Ex which took place 25 years after Human Revolution.

I’m glad to see games that bring up interesting philosophical questions and possible social impacts of emerging technologies along with the action. In a February 3, 2011 interview with Mary DeMarle, Quintin Smith of Rock, Paper, Shotgun posed these questions,

RPS: Finally, with anti-augmentation groups featuring in Human Revolution, I was just wondering what your own opinions are on human augmentation and human bioengineering are.

MD: Oh, gosh. Well I have to tell you that the joke on the team is that for the duration of this story I’d be supporting the anti-technology view, because most people on the team wouldn’t be anti-technology, and it’d help me make the game more human, you know? And now that the project’s over I bought my first iPad, and I have to admit I’m suddenly like “You know, if I could get one of those InfoLinks in my head, it’d be really useful.”

But you know, all of this stuff is already out there. We already have people putting cameras in their eyes to improve their vision. [emphasis mine] The technology’s there, we’re just not aware of it. As far as our team’s technology expert is concerned, human augmentation’s been going on for decades. If you look at all the sports controversy regarding drugs, that is augmentation. It’s already happening.

RPS: But you have no qualms with our using technology to make ourselves more than we can be?

MD: From my perspective, I think mankind will always try to be more than he is. That’s part of being human. But I do admit we have to be careful about how we do it.

In my February 2, 2010 posting (scroll down about 1/2 way), I featured a quote that resonates with DeMarle’s comments about humans trying to be more,

“I don’t think I would have said this if it had never happened,” says Bailey, referring to the accident that tore off his pinkie, ring, and middle fingers. “But I told Touch Bionics I’d cut the rest of my hand off if I could make all five of my fingers robotic.”

Bailey went on to say that having machinery incorporated into his body made him feel “above human”.

As for cameras being implanted in eyes to improve vision, I would be delighted to hear from anyone who has information about this. The only project I could find in my search was EyeBorg, a project with a one-eyed Canadian filmmaker who was planning to have a video camera implanted into his eye socket to record images. From the About the Project page,

Take a one eyed film maker, an unemployed engineer, and a vision for something that’s never been done before and you have yourself the EyeBorg Project. Rob Spence and Kosta Grammatis are trying to make history by embedding a video camera and a transmitter in a prosthetic eye. That eye is going in Robs eye socket, and will record the world from a perspective that’s never been seen before.

There are more details about the EyeBorg project in a June 11, 2010 posting by Tim Hornyak for the Automaton blog (on the IEEE [Institute of Electrical and Electronics Engineers] website),

When Canadian filmmaker Rob Spence was a kid, he would peer through the bionic eye of his Six Million Dollar action figure. After a shooting accident left him partially blind, he decided to create his own electronic eye. Now he calls himself Eyeborg.

Spence’s bionic eye contains a battery-powered, wireless video camera. Not only can he record everything he sees just by looking around, but soon people will be able to log on to his video feed and view the world through his right eye.

I don’t know how the Eyeborg project is proceeding as there haven’t been any updates on the site since August 25, 2010.

While I wish Quintin Smith had asked for more details about the science information DeMarle was passing on in the February 3, 2011 interview, I think it’s interesting to note that information about science and technology comes to us in many ways: advertisements, popular television programmes, comic books, interviews, and games, as well as, formal public science outreach programmes through museums and educational institutions.

ETA August 19, 2011: I found some information about visual prosthetics at the European Commission’s Future and Emerging Technologies (FET) website, We can rebuild you page featuring a TEDxVienna November 2010 talk by electrical engineer, Grégoire Cosendai, from the Swiss Federal Institute of Technology. He doesn’t mention the prosthetics until approximately 13 minutes, 25 seconds into the talk. The work is being done to help people with retinitis pigmentosa, a condition that is incurable at this time but it may have implications for others. There are 30 people worldwide in a clinical trial testing a retinal implant that requires the person wear special glasses containing a camera and an antenna. For Star Trek fans, this seems similar to Geordi LaForge‘s special glasses.

ETA Sept. 13, 2011: Better late than never, here’s an excerpt from Dexter Johnson’s Sept. 2, 2011 posting (on his Nanoclast blog at the Institute of Electrical and Electronics Engineers [IEEE] website) about a nano retina project,

The Israel-based company [Nano Retina] is a joint venture between Rainbow Medical and Zyvex Labs, the latter being well known for its work in nanotechnology and its founder Jim Von Ehr, who has been a strong proponent of molecular mechanosynthesis.

It’s well worth contrasting the information in the company video that Dexter provides and the information in the FET video mentioned in the Aug. 19, 2011 update preceding this one. The company presents a vastly more optimistic claim for the vision these implants will provide than one would expect after viewing the information in the FET video about clinical trials, for another similar (to me) system, currently taking place.