Eidos Montreal: "We Knew" Boss Fights in DX:HR Were "a Weakness"
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"The problem was not the supplier, it was what we did with them," he said. "The boss fights were too much for the team to do internally in the time we had. We totally underestimated the effort to do that correctly. We had to work with an external supplier with that, but the design and everything is from the team at Eidos Montreal.
"We knew that it would be a weakness for the game, that we had to make a compromise to deliver it [on] two levels. First, the boss fights were forced, which is not the Deus Ex experience. Second, there is no mix [of] solutions to tackle the boss fights, which is not Deus Ex either.
"We knew that before the release of the game, but there had to be some compromise. It [was] our decision."
Considering that with The Missing Link DLC we already have a concrete sign that the developer will try to not repeat the mistake in the future, I'm inclined to forgive them.