clearing on 29/3/2009 at 11:06
(
http://www.nowgamer.com/news/340/deus-ex-3-to-return-to-series-roots)
Quote:
"We ultimately decided to focus more on the first game," said Jean Francois Dugas. "...In terms of being a Deus Ex game, we keep the core gameplay essence alive, which is a hybrid of action-RPG in which the core gameplay mechanics revolve around combat, stealth, hacking, and social aspects."
The Montreal-based dev team are also ensuring that Deus Ex 3's levels are more expansive than those in the second game - "think Hong Kong in Deus Ex 1," said Dugas.
ZylonBane on 29/3/2009 at 15:23
Oddly, I don't remember auto-regenerating health in DX. Or everyone walking around in puffy shirts. Or "Press X to take cover!".
Ostriig on 29/3/2009 at 15:38
I'm fine with some change in art direction for the game, as long as it's still cyberpunk at core. We'll see about the gameplay.
Quote Posted by article
Deus Ex 3 is out on PS3, 360 and PC later in the year.
Hope so.
Papy on 29/3/2009 at 19:24
Translation : Invisible War has a bad reputation and Deus Ex 1 is considered as one of the best game ever made. We would be idiots to say Deus Ex 3 is not based on the first game (even if we have no intention of really following the first game design because we know the modern gamer wouldn't like it).
Edit : and what the hell do they mean with "social aspects" being part of the core gameplay? I don't remember actually dancing in Hong-Kong. (That's kind of a joke BTW)
Chade on 30/3/2009 at 00:18
Well, I think they did as much social stuff as they could given the tech/resources they were working with. Ultimately, DX stands out from other similar games because of the meaning that your actions had for the people around you. I think that, even if you want to be very traditional, DX gives you a mandate to extend that as much as you can.
But yeah, the "focus on the first game" comment is ridiculously predictable.
Ostriig on 30/3/2009 at 14:33
Social aspects refers to the importance of dialogs, the information you'd get and the choices you could make in them. "Social exploration" played a big part in the original DX, just like in any full-fledged RPG. Whether you got sidequests, access to assets, or found new/more info about how to complete your current goals, etc., it was worth talking to people.
Papy on 30/3/2009 at 16:37
I knew what they were referring to (that's why I wrote my comment was kind of a joke), it's just that talking about dialogs as "social aspect gameplay" is, to me, a bit like calling a janitor a "technician in surface sanitation".
Chade on 30/3/2009 at 21:25
Sounds about right :p
rachel on 31/3/2009 at 10:59
Quote Posted by Papy
it's just that talking about dialogs as "social aspect gameplay" is, to me, a bit like calling a janitor a "technician in surface sanitation".
Okay, hotshot, what would you use to get a coffee stain up off a tile floor?
Chade on 31/3/2009 at 11:13
A rug