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PostPosted: Tue May 17, 2011 4:14 pm 
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Sarif Industries Promotional Website

A little previous news mongering from me on the topic aside, we haven't seen much talk about the upcoming Deus Ex: Human Revolution around these parts. And that's a travesty, people.

It's getting harder for me to temper my enthusiasm in my attempt to remain cautiously enthusiastic. I've seen some media folks walk away from the recent (last two weeks?) press event SquEnix held in which reviewers got to sit down with the first ~10 hours or so positively glowing about it. I've seen others with some more mixed experiences, but still reporting an overall positive experience.

I want it to be good, and the wait's already killing me.

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PostPosted: Fri May 20, 2011 10:53 am 
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Please don't suck. Please don't suck. Please don't suck...

Edit: besides my love for Deus Ex, if this doesn't suck, it will greatly increase the odds of getting a Thief 4 that also doesn't suck.

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PostPosted: Fri May 20, 2011 12:54 pm 
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After how bad Deus Ex 2 was, I'm trying VERY hard not to get too excited about this.


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PostPosted: Thu Jun 16, 2011 8:17 am 
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RPS is trying very hard to make me give up on trying not to get excited

Rock, Paper, Shotgun wrote:
During E3 I sat down with Deus Ex: Human Revolution’s director, Jean-François Dugas, and lead writer, Mary DeMarle. With the game nearly complete we talked about the experience of creating a game in such a renowned series, the transhumanist literary inspirations for its tone and design, and how characters nearly had deer legs. We explore the process behind how you can maintain multiple paths, whether it really can be just a straight shooter, and learn that the game was influenced by Johnny Mnemonic.


RPS: What would you say about the original Deus Ex did you want to avoid in this game?

Mary DeMarle: Well, honestly… I liked the second game.

RPS whispers: I did too!

DeMarle: I know all the flaws, and I know why people didn’t like it. But I did like it. But the one thing I didn’t like was that I felt they tried to play the factions… they tried to be so neutral that they lost any character. It’s not that I think you need to try to make a moral statement by this, in fact I think what we’re trying to do with our story is get you to think about it, and make your own decisions. But in that one I think they were so trying to be level – at least when I played it – I didn’t care about either side, I just tried to play to get the best advantage out for me. So one of the things I wanted to do from a story perspective was to get you to care about the character of Adam, and the people in the world, so that which side you choose would have value.

Jean-François Dugas: Going back to the original game, I thought that the combat mechanic was broken in some ways. We thought in the original game, when you were in combat, that squads were breaking off really quickly. After a bullet or two the guy was starting to run because he was scared. It was an interesting concept, but I felt you were losing the intensity of the moment. I wanted to bring it back in Human Revolution – I didn’t want the player to feel cheated, to think “my stats were not good enough”, so even though I’m close to you and I’m aiming at you I’m not hitting you! It works well when it’s turn-based, but in a first-person shooter it’s super-accurate. Putting this artificial system on top of it – I feel there’s something that doesn’t work nicely there. We went to a shooting mechanic that’s more immediate, more intense, but still tactical, you still have to think about what weapon to use, what kinds of ammo you have, what enemy is in front of you. We wanted to give augmentations that would improve your ability when you’re in firefights, but not artificially diminishing you. So let’s start normal, and give the players the opportunity to be on normal.

RPS: This must have been a daunting project, just to approach.

Dugas: Nooooo.

[Much laughter from all]

Dugas: We said, “Sure, why not!”

[More, slightly cynical laughter]

Dugas: Actually it took me six weeks before saying yes. I knew the lure of Deus Ex, the fanbase, the cult behind it. I was a fan too, I played it back in the day, and it was one of the most striking experiences I’d had in a long time. And I was like, okay, reviving the franchise, you need to be ready, because – like you said – it’s going to be a daunting task. And after six weeks I said, you know what, I think there is something to do with that franchise. Let’s jump into the water and learn to swim.

RPS: But presumably you don’t go in thinking about being Looking Glass/Ion Storm, you go in thinking, we’re going to be ourselves?

Dugas: We didn’t try to imitate other people, we tried to be ourselves, and bring our own essence into this project.

RPS: I don’t think there was any doubt that Looking Glass/Ion Storm had a bias. With the Thief games, and Deus Ex, Spector and his team were biased toward non-lethal routes. Do you have a bias in this game?

DeMarle: I know that I personally like to play stealth, but that’s because I’m not very good at combat! But I wouldn’t say I have a bias toward it. I tried, at least from a story perspective, to bear in mind that that’s a viable way of playing, and the world needs to reflect that. And the characters need to reflect it.

Dugas: I don’t think I have a bias either. I like to play stealth, I like to go through those maps, either to take down enemies or not, and have the feeling that none of them realise I was there. It’s a really good feeling – you feel like you’re eavesdropping, you’re the small camera in the corner that sees everything, but no one realises the camera is there. But as we developed it, it was important that all those aspects would be rewarding in their own rights. If you’re the type of player more interested in shooting stuff, then it should be rewarding as well. You shouldn’t feel like, “Oh my God, to enjoy this game I need to do this.” Especially as we’re giving the choices.

RPS: Is there a chance people will miss out if they just shoot their way through the game? Are they going to lose out on something?

DeMarle: The way we built the story, is we’ve layered it. We created the critical path first, so what is the bare minimum you need to know to fully understand the story by the end, if you do breeze through it. So for people who blast through the game, they’re still going to get the critical information they need. What they’ll end up missing out on is the layered in additional story. They may miss the back story information. But they miss it only in that they didn’t pick it up, but I don’t think they miss it, because it doesn’t feel like anything’s missing from their experience.

Dugas: It should flow naturally.

RPS: So someone playing it as a straight shooter will get to the end and have had a satisfactory experience?

Dugas: Absolutely, absolutely. Even if you play it as a straight shooter, it’s still a Deus Ex game. So you need to be careful, more tactical in your approach. If you just jump in the melee, and there are several tough enemies, it’s going to be a nice challenge.

RPS: The way you play the game is going to influence the paths you can take. Are you influencing players to take the best routes for the way they play?

Dugas: The level design has been about iterations. When we were building the way the different paths give different outcomes, it was one layer at a time. We began with the initial intentions, validating this, and building on top of that until we got things right. It was really about iterating and nothing else. After that, when it was playable, we were playing the maps and looking at how the story was playing out in the missions, and sometimes we were seeing new opportunities that we didn’t exploit. We said, “Gosh, we need to address that.”

RPS: What is the motivation behind the game’s colour-scheme, this very smooth, almost untextured world. It’s a very distinct style.

Dugas: When we started the project we knew we wanted to be different, to look different and original, and we hoped that people would love it. After that, okay cool, that’s what we want to do, how do we do it? We had no freaking idea! But it was the starting point, setting a high-level objective. We started by brainstorming. The transhumanism them is very present in the game. We brainstormed about that not only for gameplay and story purposes, but also from at art standpoint. And very quickly we started to fall on Leonardo da Vinci work from the Renaissance that was really reminiscent of the transhumanist technologies. We started to connect the dots, and see, well, maybe the Renaissance could be integrated into that cyber-punk world. For us to give that flavour it was important that it was helping to support the story, the characters.

RPS: So how does this come though?

Dugas: When we nailed this pattern, those colours, those kinds of things that shape certain characters, always when they have those references they’re pro transhumanists in some ways. When they don’t have them they’re either on the fence or against it. Early in the preview code the first mission you have impurity freaks, and when you look at those guys they’re inspired by the Dark Ages, more conservative, and we try to play with that to support their intentions. And the black and gold – it also goes back to the Renaissance. At the time the lighting was candles. It’s also to represent the Icarus myth, with the augmentations, when you try to be better than you are it can be great, but there’s a danger that you burn your wings. And the black is if you fall back into the sea, the dangers of augmentation. It’s also all about the conspirators in the shadows, manipulating the events of the dystopian world. All those parts of the art direction are there to support the themes, and the experience we want to give.

RPS: Deus Ex is one of very few games that has inspired me to read books and explore philosophical ideas. What are the literary references that have influenced this game?

DeMarle: I know when we first started working on it, we lifted a lot of writing on the singularity, and on transhumanism, and we read a lot of Kurzweil…

Dugas: Joel Garreau

Demarle: And we looked at a lot of the philosophical thinking about where is technology combining with human biology techniques. So we didn’t necessarily look at the great philosophers of the Renaissance, we looked at now, and the theorists of today.

Dugas: We have been inspired by a lot of real science books like that, but also by the classics, Bladerunner, Ghost In The Shell. We went into some underground anime, we even went back to Robocop, to Johnny Mnemonic – even though it’s not a very good movie there are some ideas that can be really interesting. We really covered everything we could.

RPS: Was there ever a temptation to go in a more Cronenbergian direction?

Dugas: We wanted it to be uncanny, not disturbing.

DeMarle: Some of the early designs were – well, if you’re going to redesign a human leg to make it faster, you’re not going to model it on a human leg, because human legs aren’t fast. But animal legs are, deer legs are. It was pushing in that direction a little bit, and I think we pulled back from it because it was a little bit too weird for us.

Dugas: But it was still more uncanny than disturbing. Cronenberg can be really deeply into some **** up stuff.

RPS: So no guns made out of bones in this game then?

Dugas: No, no. So we shot more for the uncanny aspect, like mechanical arms, you can twist the wrist in weird ways and what-not. And it was also to keep the theme of transhumanism alive in the mind of the players, because there is always something that’s off, that’s weird, so we constantly keep the theme alive.

RPS: How much do you explore this idea of being detached from your own humanity through the augmentations?

DeMarle: The way we’re exploring it is, we have the central conflict that you’re trying to solve, and you have various people you encounter along the way, and various factions – I hate using that word, because it makes you think of the wrong things! – but you have different organisations who support certain views, and who believe certain things. So as you go along you’re exposed to those different things. And then we use side-quests. We didn’t want side-quests that say, “Go save someone’s cat,” or “Go kill a thousand rats.” So the side-quests tell you more about Jensen and his background, or they explore the issue from different sides, maybe you’re getting involved with somebody who is dealing with some problem with augmentations. So we can expose to you the differing views on this. Is this good for society to go in this direction? Is it good for mankind to go in this direction? And then certainly through emails and books that you’re reading – we have tons of books in the game. In fact, we should have had an achievement for reading every single one. No book is repeated. Then there’s two different types of books. There’s the XP books, which are the scientific ones that tell you more about augmentations and how they work, which give you experience points. So we explore it those ways as well.

RPS: So when you announced the game the reaction was, well, not great. People were excited about new Deus Ex, but upset that it wasn’t by the original team. There was a general atmosphere that you wouldn’t do a good enough job. How did you as a team protect yourself from that?

DeMarle: For me, when you start working on something, it’s very easy to isolate yourself, because you’re just focused on just getting it done. And we were doing something that was so ambitious, and we are big dreamers. We build something and we think, “Oh, it’s simple.” And then when we dive into it we start to discover, “Oh, it’s a little more complex than we thought!” So what I’m trying to say is that eventually we were so busy that we had no time to focus on what people were saying.

Dugas: We were naïve, and very busy. Those things combined together.

RPS: The perception seems to have significantly shifted now, people are far more hyped up. Have you been following this, or have you tried to avoid too much communication with the player base?

Dugas: No, we’ve never shied away from showing the game to Deus Ex fans. At first we were really nervous. Internally we thought we’d managed to make a real Deus Ex game, and it was starting to shape up and come alive. We were not one hundred percent confident, but enough to be able to show it. And when the players played it, Deus Ex fans especially, they were like, “Wow, it feels like Deus Ex.” Even some of the original developers of Deus Ex were presented with the game, and they said, “Yes, this is Deus Ex.” And we were like [giant sigh of relief].

DeMarle: Sheldon Pacotti, the original writer [of Deus Ex 1] – actually he contacted us. When we first started we knew we’d need more writers. And I thought, “I’d love to contact Sheldon”, but I knew he had a job, so I didn’t even bother. And then all of a sudden he contacted us, three months later, and said he was really curious and offered advice. So we were immediately, “LET’S CALL SHELDON!” So we brought him in as the story consultant. He sent me an email recently saying, “It looks like you guys are really going to revive this license. Great job.” It was really great to get that from him. And to get his input on the game.

RPS: Thanks for your time.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jun 16, 2011 6:16 pm 
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I may have to try it when it comes out. I gave the original Deus Ex a try back when it first came out. I heard that you could play through the game stealthily. Having just recently played Thief: The Dark Project, the idea appealed to me greatly.

But unfortunately, T:TDP's stealth elements were vastly superior to Deus Ex's. Understandable, since the game was built entirely around it and won all kinds of crazy awards for positional audio. But, I was a bit let down and never really got past the first few missions.

I can appreciate the goal of giving you multiple solutions to a problem. I just never had the thought to go back and give it another chance.

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PostPosted: Mon Jul 25, 2011 10:01 am 
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Mmm. Even the promotional material oozes juicy cyberpunk themes.

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PostPosted: Mon Aug 15, 2011 10:35 am 
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FWIW: PC Gamer just gave this a 94, with the reviewer stating it's the best game he's played in the last 4 years.

I haven't really followed it closely, but I watched several videos this weekend and I'm excited to see this game in action and delve into its story.


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PostPosted: Mon Aug 15, 2011 10:47 am 
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Ooh. Nice news. I'll have to poke over to PCG's site later.

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PostPosted: Tue Aug 23, 2011 10:53 am 
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Frankenreview scores look niiiiiice...

Spoiler:
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Last edited by Mookhow on Wed Aug 24, 2011 9:20 am, edited 1 time in total.
Spoilered for size


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PostPosted: Tue Aug 23, 2011 11:36 am 
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Yup. Picked up my copy over lunch. Didn't quite get far enough in my computer build to say, "Once I get home, I'm loading it up," but you can be sure that's the main goal tonight. I estimate I'll be playing by 8.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Aug 23, 2011 11:46 am 
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Here's what I really need to know:

Can I get cochlear implants so I can listen for sonic transducers and not get my head blown off?

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PostPosted: Tue Aug 23, 2011 11:04 pm 
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Heheheheheh.

I just ghosted through the first mission, and I think I'm grinning ear to ear.

My only disappointment, thus far, is that the graphics have obviously been hamstrung on PC by sharing art assets with the consoles. Oh, and some of the body language during conversations is just atrociously animated and figety. But that's not particularly surprising, it's kind of par for the franchise, lol.

The non-expository conversations are pretty damn awesome. Bioware wishes it was written as dynamically.

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PostPosted: Tue Aug 23, 2011 11:58 pm 
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Entertainingly, I find the pre-order bonus to be more harm than help - the two items they give you absolutely devour your inventory space.

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PostPosted: Wed Aug 24, 2011 1:15 am 
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Keanu Reeves IS Adam Jensen!

And yeah, the people are REALLY fidgety when talking. So far, its not bad, but the stealth parts seem more of a pain in the *** than anything. First mission I got a tranq rifle with 9 rounds. 9. Way to be stingy with the ammo boss.

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PostPosted: Wed Aug 24, 2011 8:33 am 
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Dalantia wrote:
Entertainingly, I find the pre-order bonus to be more harm than help - the two items they give you absolutely devour your inventory space.

I can't even figure out where to enter the code. I was gonna forum-surf today at lunch to try to figure it out.

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Müs wrote:
Keanu Reeves IS Adam Jensen!

And yeah, the people are REALLY fidgety when talking. So far, its not bad, but the stealth parts seem more of a pain in the *** than anything. First mission I got a tranq rifle with 9 rounds. 9. Way to be stingy with the ammo boss.

Um. You can find additional ammo.

Also, if you're playing stealthy, it's not hard to sneak past most of the guys with a little patience and observation. The 3rd person cover makes that no problem to do. And most of the time, if you DO need to take somebody out, you can get close and use a 3rd person takedown when nobody else is looking.

In fact, the only time I shot more than one person in a room, it was only because I wanted to snoop through the computer terminals they were checking. I shot two and took down the third.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Aug 24, 2011 9:17 am 
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I'm not good at patience when I have a gun and no good reason to not kill bad guys. ;) Other than I'm hella flimsy and if I get sneezed on I'll die.

If there's 2 guys together, doing a takedown on one is a good way to get dead, because of the aforementioned hella flimsiness.

In addition,
Spoiler:
Barrett is a douchebag ****.


I like the world, I like the story so far, but the inventory system and the loads and loads of loading is kinda turning me off.

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If there's two guys together, you either need to get the dual takedown aug, or let their patrols separate them and use a silent (stun) takedown. That's what I did in that room with 3 guys. I shot one from a doorway when he was at the far end of the room from the other 3 guys, then snuck over and dragged him away before the second one's patrol route would have him discover the now-unconscious first guy.

Then, I snuck around to a different entry point to the room, and approached the 2nd guy. I took him down silently not 10 feet from the 3rd guy while they were both tapping away at the computers. I left the guy there, since there was a row of computers between it/me and the last guy, and I popped over cover and shot the last guy with his back turned just for expediency.

I finished the first level with 17 rounds, FWIW.

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PostPosted: Wed Aug 24, 2011 10:31 am 
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Just seems more expedient to shoot them in the face with a tranq gun. Or a silenced 10mm. ;)

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And you're welcome to do that. That's the strength of Deus Ex: it supports a variety of play choices and approaches.

I was just pointing out that the 9 rounds of tranqs isn't restrictive. If you're going for a "just shoot them in the face and be done with it" approach, your problem is in trying to do it non-lethally. Even if you had the ammo, you'd run into problems with the tranq gun; the reload is slow enough that if you weren't sneaking around in conjunction with it, people would see their fellow guards go down and revive them. It's not a room-clearing weapon, as it were.

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PostPosted: Wed Aug 24, 2011 12:30 pm 
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Looks like gamestop doesn't want you to use the free OnLive coupon that is supposed to be included with the game...

http://arstechnica.com/gaming/news/2011 ... t=My+Yahoo


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Midgen wrote:
Looks like gamestop doesn't want you to use the free OnLive coupon that is supposed to be included with the game...

http://arstechnica.com/gaming/news/2011 ... t=My+Yahoo

Holy. ****.

That's got to be illegal...


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PostPosted: Wed Aug 24, 2011 12:41 pm 
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One of the problems with its attempt to support multiple approaches is that the player character is ultra-squishy until you get some armor upgrades, or burn lots of painkillers/alcohol in order to stack your HP. (basically: Combat specialization isn't particularly well-supported, until you get some weapons and burn a bunch of modules on upgrades)

Also, exp for incaps. do not like.

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Dalantia wrote:
Also, exp for incaps. do not like.

Really? Why?

Oh, I suppose because you could farm xp by letting bodies be discovered, and re-incapacitating them?

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PostPosted: Wed Aug 24, 2011 1:09 pm 
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Joined: Mon Sep 07, 2009 9:23 am
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Location: The battlefield. As always.
I.. just prefer that my experience be given out for completing objectives instead of for pew pew. I mean, it's more along the lines of getting less reward theoretically for ghosting a mission (or negotiating) instead of murdering/naptiming all in my path.

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