Daydream Software
Their first game was "Safecracker", a point and click adventure game published by DreamCatcher Interactive. The game had a tumultuous production, starting when GT Interactive bought initial publisher Warner Interactive Europe. Daydream Software went public in late 1996. The company's goal was to increase its economic and decision-making freedom, and to secure the ability to select a publisher at the end of each game's development rather than at the beginning. President Jans Phersson-Broburg argued that self-financing Daydream's future games with money from Swedish investors, instead of obtaining "funding linked to specific projects" from publishers, would offer the developer more stability, flexibility and room for growth. For Daydream's public launch, roughly 20 million kr worth of shares, or 45.5% of the company, were offered to investors in Sweden. The initial public offering was a success, and Daydream opened on the Stockholm Stock Exchange's Stockholm Börsinformation (SBI) list in January 1997. Daydream was eventually able to buy back the rights to "Safecracker".
Deus Ex
The original "Deus Ex" was conceived by Warren Spector in 1994 under the working title "Troubleshooter". The main drive behind "Deus Ex" was Spector's growing dislike for straight fantasy or science fiction video games, and the want to create something new and different. In an interview, he stated that he wanted to emulate the immersive playing styles of games like "Ultima Underworld", and eventually, after being rejected by Origin Systems, the company he was working with at the time, and Looking Glass Studios, Spector's project was picked up by Ion Storm, who, according to Spector, asked him to "make the game of [his] dreams". The title "Deus Ex" was meant to both represent aspects of the plot in the game and to poke fun at the design techniques that were prevalent in the majority of games at the time. The second game in the series, "Invisible War", was unveiled at E3 2002. The designers chose to allow the players to choose which sex their player character would be, an idea conceived for the original game. After the release of "Invisible War", both Harvey Smith, the main designer for "Deus Ex", and Spector left Ion Storm in 2004, with the former citing health problems and the latter saying he wished to pursue his own projects. Later, because of restructuring at Eidos Interactive, Ion Storm was closed down the following year. A multiplayer-focused third game titled "Deus Ex: Clan Wars" was originally being made at Crystal Dynamics, but because of the commercial underperformance of "Invisible War", it was distanced from the "Deux Ex" series and renamed "Project Snowblind". "Human Revolution" was announced in 2007 under the working title "Deus Ex 3". The game's creation was handled by Eidos Montréal and the developer's parent company Square Enix, whose Visual Works department created the CG movies for the game. The game became the first entry in the series to receive downloadable content in the form of "The Missing Link", an extra episode designed to fill a narrative gap in the game. In 2013, a new title was created for iPhone and iPad. Titled "The Fall" and set within "Human Revolution"s timeframe, the game was created by the previous game's core team and a team from mobile phone developer N-Fusion. In October 2013, Eidos Montréal announced that they were working on another title in the series for PC and next-gen platforms, and that it would be the first part of a larger, transmedia project called "Deus Ex: Universe".