warcrow on 25/6/2010 at 18:20
My Deus Ex: Human Revolution interview is now live! Sorry it took so long but my real job got in the way and transcribing two guys with very thick accents in a noisy setting took some time to decipher.
Here are a few of the questions I asked: How deep do the RPG elements go? Do our choices have a global effect in the game? Can you complete the game without killing anyone? Will there be different ammo types? Will there be support for motion controls since there will be console releases? Will any characters from previous games make an appearance? And there is more...
I'm no games journalist but I did my best so I hope you enjoy! Let me know what you think.
(
http://eat-games.blogspot.com/2010/06/e3-interview-deus-ex-human-revolution.html)
van HellSing on 25/6/2010 at 18:35
Thanks! :thumb:
Reposted @ eidos boards, hope you don't mind :)
warcrow on 25/6/2010 at 20:25
no worries. Can you link it here so I can check out the responses? :)
chris the cynic on 26/6/2010 at 15:30
I was going to put a disclaimer like this at the end, but it on further reflection it probably belongs up front. What I bring up in this post is not saying what I think the Human Revolution team should have done, nor is it saying that I think the game will suck because of what they have done.
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I'm somewhat confused about how they want this game to be in terms of technology.
In one interview they were asked about complaints that Human Revolution looked more futuristic than Deus Ex, the response gave me the impression that they were very concerned with having HR feel like it was set in the future, and they felt a game that looked less advanced than DX couldn't pull that off.
They wanted something that really seemed more advanced than today and it was important enough that they were were willing have discontinuity to allow it. I can understand that, it is certainly a valid place to be working from*. There's no law against wanting you game to give off a futuristic vibe wherever possible.
Where I get confused is how having a single ammo type per gun fits in. If you're looking for an area where you can say beyond all doubt that the Human Revolution people are right that Deus Ex doesn't really feel like it can be set in the future, shotgun ammo is a good place to start. Right now if you have a bog standard shotgun you can load it with bird shot, buckshot, ordinary slugs, sabots, grenades, bean bags, flares, sonic stun rounds, rubber shot, door breaching rounds, and now even tasers. I'm probably leaving several things out. Of those only some would be useful in a game like Deus Ex, but of those Deus Ex only used two. Of all of the non-lethal shotgun ammo types, Deus Ex included none.
The types of ammo Deus Ex uses were developed for sporting, the types designed for law enforcement, the types you'd expect UNATCO to have on hand, never come up.
So here is an area where Deus Ex seems less advanced than present day and HR is apparently going to go less advanced than Deus Ex. What happened to feeling futuristic as a primary concern? You have to go pretty far back in history to find a time when we didn't have weapons with multiple ammo types.
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As I said, I'm not in any way saying that the should feel compelled to include all ammo types or that the game will suck because weapons have only one type of ammo. I wouldn't bat an eyelash if it weren't for the fact that this seems like the opposite of what they elsewhere claimed to be going for.
I wouldn't expect them to give players 11 different types of shotgun ammo. I don't expect game designers to leave you choosing whether to load your pistol with ordinary rounds, hollow points, frangibles, or rat shot. In many cases multiple ammo would be pointless and unnecessary and I don't see it as a gigantic loss that they're not including it.
Where it does seem strange is that where current trends seem (especially in the cases of shotguns, stand along grenade launchers, and of course the myriad weapons that are not grenade launchers but have grenade launchers attached to them) to be wholeheartedly embracing multiple ammunition types is for them, with their strong emphasis on giving the feeling of being in The Future, to decide to get rid of that entire concept when the franchise already made a point of featuring it.
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* I don't agree with the idea that you can't have something that seems like it is in today's future and Deus Ex's past but as time goes on the argument that Deus Ex doesn't seem like a possible future will become more and more valid. Especially with the rate at which robotic prostheses is coming along.
negativeliberty on 27/6/2010 at 05:06
Thanks for the interview warcrow!
Quote:
You have all these paths and multiple endings, and considering Deus Ex Human Revolution is a prequel, I'm curious how you can have multiple endings when the story has already been told?
We see Human Revolution as a sort of reboot of the franchise, so we're essentially approaching it as a new IP. It's a series that is appreciated by a very strong but small group of people, but really a lot of people don't even know what Deus Ex is these days. So we're really trying to develop a new protagonist along with a bunch of new characters. You won't have to be familiar with the original games to appreciate Human Revolution, but there are going to be some connections in there for those that are familiar with the lore.
Last I checked, just mentioning Deus Ex on an unrelated forum spawns a whole host of responses, if only because it's a critically acclaimed name not just for a "small group of people" but also by how its almost continually covered by gaming media and appears in plenty of "Top 50 games" features. And if a lot of people don't know what DX is then why would they proceed to cash in on it?
But yeah this paragraph pretty much sums up their whole design philosophy. And I think it's safe to say Eidos isn't going to let Spector buy the rights to DX any time soon, at least not before they manage to crap out a couple more sequels/prequels.
TheCapedPillager on 27/6/2010 at 15:04
Quote:
We see Human Revolution as a sort of reboot of the franchise, so we're essentially approaching it as a new IP. It's a series that is appreciated by a very strong but small group of people, but really a lot of people don't even know what Deus Ex is these days
I died a little when I read this. :(
Papy on 28/6/2010 at 12:37
Quote Posted by ZylonBane
A question that should have been asked: Why did you merge the skill and aug systems, even though Harvey Smith has stated that doing so in Invisible War was a huge mistake?
From (
http://www.eurogamer.net/articles/eidos-montreals-jean-francois-dugas-interview?page=2) Jean-François Dugas :
Quote:
At the beginning, when we were first developing Human Revolution, we had the augmentations and skills separate - like in the first game. Later on we realised that we wanted the augmentations to be centre stage of the experience and that the skills were starting to conflict with that. So we decided that they should be put back into the augmentations; so they don't exist anymore, they exist in augmentations.
Deus Ex: Invisible War actually already did the same thing, so basically we had to go full circle to understand that and do it ourselves.
Inline Image:
http://tametheblackdog.files.wordpress.com/2009/05/lemmings.jpg
ZylonBane on 28/6/2010 at 13:29
That's the thing though... poor clueless Mr. Dugas doesn't seem to realize that what IW did was a mistake. In fact he seems rather proud that they came to the same erroneous conclusion as the IW team.
So we're most likely going to get another "gamey" Deus Ex sequel in which all the systemic redundancy has been stripped out by overeager designers who Just Don't Get It.