Considering the potential for great, inventive boss fights, it was unfortunate to see these sequences as one of the weaker elements of Deus Ex: Human Revolution. During a talk at GDC called “Reimagining a Classic,” gameplay director Francois Lapikas gave more insight into what went wrong.
“We saw them as a thing to break up the pacing more than a way to test the player’s skill,” he said. “Play tests did flag the boss fights as a problem, but they didn’t flag the severity of it.” To be fair, it doesn’t take much effort to get gamers to jump on a bandwagon of hate.
The fights “were a big part of the game, and we should have put more effort into them,” Lapikas admitted. “I’m truly sorry about that. Next time we’re gonna think about it more.” Everything is said and done now, so you can’t ask for much more than that.
Deus Ex Designer “Truly Sorry” For Human Revolution’s Boss Fights [Game Informer]