Deus Ex: Human Revolution Fan-powered Q&A, Continued

Since last time we checked the folks at Eidos Montreal found time to reply to more people on their Tumblr account, publish an audio file made of readers' impressions on Deus Ex: Human Revolution, and, for the more art-oriented readers, also publish some interesting fan art. Here's a couple of replies from lead narrative designer Mary DeMarle:
Why was the decision made not to end the game with a quote (like previous Deus Ex games)? Thanks in advance and thanks to the whole team for an amazing game!

Here's a response from lead narrative designer Mary DeMarle:

(Actually, the game does end with a quote in at least four of the end game voice-overs. We originally wanted to weave different quotes into all 12 voice-overs, but when we tried it, the endings sounded forced and formulaic. So we dropped the idea.)

Why did you include the concept of neuropozyne? As far as I know, the human body would only reject foreign living tissue- after all, people already have pacemakers and hip replacements made of synthetic materials inside the body, and they have no problems. I understand that it may have been difficult to exacerbate social divides without an expensive drug to drive society apart, but surely the prevalence, initial and running costs of the latest biotech would have been enough? Fantastic game btw!

Possible spoilers below:

Lead narrative designer Mary DeMarle says:

(Including the concept of Neuropozyne in the game did help us to exacerbate the social divides in the game as you point out but it was also important for several other story reasons. First, it gave us a way to clearly illustrate Adam's uniqueness. Second, it made for a cool side quest. And third, it allowed us to make some nice tie-ins to DX1 and a certain drug company that's run by Illuminati members.)