van HellSing on 4/10/2008 at 13:39
Twist - oh yeah, the strong art direction is what I like the most. I wouldn't really compare it to the ArtDeco-ness of Bioshock, it feels more euro-comic book. Ze french-canadian touch?
Twist on 4/10/2008 at 13:48
I agree... I think I mentioned BioShock as an abstract and not-concretely-accurate reference. As much as the french-canadian reference may be a joke, I feel like I can really see it.
Although a friend on IM just called the style
Da Vinci Cyberpunk. That sorta works.
I liked your comment on the DX3 forum:
Quote:
All this is giving me multiple personality disorder.
I hate it. I love it.
That's exactly the way I feel with this initial information and these initial screenshots. :cheeky:
henke on 4/10/2008 at 13:57
Quote Posted by Ostriig
dumping our lovely hide-in-shadows stealth system in favour of a "cover system"
Um... wasn't DX's stealth-system just based on line-of-sight as well, rather than shadows?
Twist on 4/10/2008 at 15:17
I think you're right. Deus Ex was a great game, but its stealth mechanics were pretty underdeveloped.
So I don't think a more elaborate stealth system of any sort could represent an abandonment from the original game. I just would have preferred they go in the direction of Thief rather than Metal Gear Solid.
On a completely different note, I'm a little puzzled at the overt reference and influence from Final Fantasy 7: A big, beefy character named Barrett who has a big gun for an arm. That's one of the more blunt homages to a completely unrelated game I've ever seen.
Ostriig on 4/10/2008 at 15:29
Quote Posted by henke
Um... wasn't DX's stealth-system just based on line-of-sight as well, rather than shadows?
Maybe I'm wrong, but I'm pretty sure I remember lighting factoring in to the chance of getting spotted by NPCs.
As for the system being underdeveloped, sure it could've done with a great deal of more refinement. The Crouch key was definitely overpowered. But I hardly find being thrown into third-person view to make use of the game's stealth options as a step forward. Hopefully the article, or the bits and pieces that we got of it, is not entirely accurate.
redrain85 on 4/10/2008 at 17:15
Quote Posted by Ostriig
Hopefully the article, or the bits and pieces that we got of it, is not entirely accurate.
It's beginning to sound like the guy quoting from the PC Zone article, isn't always reading it properly.
Someone from Eidos has already (
http://forums.eidosgames.com/showpost.php?p=848514&postcount=85) corrected him on a couple of points.
"Sorry Bioshock" . . . heh, that made me snicker a little.
d'Spair on 4/10/2008 at 17:32
God, it seems i'm almost the only one here who thinks that these newly announced exciting features are total crap.
Invisible War had tons of controversial design decisions, but all the key fundamental aspects of Deus Ex gameplay were kept intact.
Eidos Montreal seems to make it their own way this time.
God I hope it sounds worse than it is.
Digital Nightfall on 4/10/2008 at 18:04
Quote:
It sounds like Eidos Montreal isn't leaving anything to chance; a "powerful, layered" plot is promised for the third game - which has been confirmed as a prequel set in 2027- and the dev has even drafted in the consultative talents of original writer Sheldon Pacotti, while also gaining the blessing of both Harvey Smith and Warren Spector on the project.
I think it may have just earned its boots as Deus Ex 3 in my mind. I hope that at least some of what I saw of the old DX3 back at ION Austin makes it into the final game. It sounds like they changed the protagonist though.
Vraptor7 on 4/10/2008 at 18:45
Hey Tweest, we have a no-scans policy (albeit lax) at TTLG, please take the link down and ask people to PM you for it if they missed it.
The_Raven on 4/10/2008 at 19:35
I just read the news this morning, and immediately went here and tried to bitch about this. It's too bad, or maybe good from your perspective, that I had trouble access the forums today.
The new news is just simply described as WTF?! :confused:
I was hoping that the new team would have had more sense than that. Is this Deus Ex 3 or Project Snowblind 2?
EDIT: I really don't know what is with game design these days. Sure, no one likes it when games are incredibly obtuse about their mechanics and systems to the point that you need to read the manual, walkthrough, or strategy guide in order to understand how things are supposed to work. I know a silly example of this is the Mutate! perk in Fallout, for the longest time I believed that this perk involved changing a random trait to another randomly chosen trait. I think most of us are familiar enough with Fallout to realize that this isn't the case; and that along with the typos in the game when referring to how certain chances of success are calculated, are probably the worst offenses of an otherwise brilliant game for new players. On the other hand, you can go so far in the other direction that the game provides absolutely no challenge at all -even on the highest difficulty level. While I don't think anyone loves "failing at their entertainment," the very definition of a game implies that you have to master some sort of skill in order to truly succeed. Having a game hold your hand the entire way gives no sense of accomplishment, while having a game drop you in the middle of a minefield without any preparation is incredibly frustrating. As usual, the solution is in finding a good middle ground that allows optional scaling towards certain skill levels while preserving the challenge and the ensuing sense of accomplishment.