- Stripping Jensen of his augs in The Missing Link was the team making a statement that Deus Ex is not all about action, but stealth too.
- Originally the ship exploration would be coupled with monitors, lasers, and other elements oddly timed to move patrols out of your way to hint at someone helping you escape. Almost all of this was cut as it didn't properly support open gameplay, and thus didn't feel like a Deus Ex game.
- The writing team wanted to channel more of the orignal Deus Ex with The Missing Link, so there are many situations where lines of dialogue and little details will change not just based on prior choices, but your play style. For example, the tail end of exiting the ship will depend on how you play. Silent, sneaky players will find guards relaxed, while loud, bloody players will find the guards have prepared themselves with mines and such. Same with the guard dialogue when lowering the ship cargo bay, where they'll note if Jensen is known to have escaped and the status of the boat.
- Writers wrote back stories for each room on the ship and handed that information off to the artists so they could do their best to make each room seem logical and realistically used.
- Namir exo-skeleton concept was one of the earliest ideas the team had, his disguise influenced by the Human Body exposition.
- Writing team weren't happy with Megan's info dump in the white room, as they felt it was too much too quickly and needed to be broken up with gameplay. Rest of the team agreed, but were unable to stretch it as there was no time left for additional gameplay.
- White room was created mostly from the Human Revolution art philosophy of just making things that are suprising and unusual, to break the pacing and provide something memorable.
- Art director Jonathan Jacques-Belletête's two favourite games (at least, at the time of recording) are The Legend of Zelda: A Link to the Past, followed by Resident Evil 4.
- The Panchaea "crazies" were supposed to be less zombie-like, and more like people regressing to a state of absolute fear, wherein they turn to primal fight-or-flight responses to the stimulus around them. Due to a lack of reference material, routinely calling them "crazies" during development, and running out of time to fully flesh out a secondary AI system just for the Panchaea level, this vision was not properly met.
- Panchaea conversations with Sarif and Taggart were supposed to be more in-depth, and you weren't supposed to simply unlock an ending option by speaking to them, but instead complete objectives for each character to form their ending. These ideas were cut due to time.
- Team is aware some people really didn't like the live action endings, but were still happy with what they achieved. They didn't want the game to end strictly within the canon, but reflect on how the story, as fictional as it is, does deal with themes and concepts that are very important to us in the real world, examples littered throughout history. They didn't want to spell out the future of mankind in the game world based on your choice, but give you time to reflect and consider, as a person, on what your choice might actually mean.
And that's that!