• Deus Ex 3 Team Didn't Get it at First, Says Director
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:siren::siren:[highlight][b][u]I will no longer be updating this thread.[/b][/u]:siren::siren: :siren::siren:[b][u]Instead, use [url=http://www.facepunch.com/showthread.php?t=985816]this link[/url] to go to the new megathread.[/b][/u][/highlight]:siren::siren: :siren:[b][url=http://twobrothersandasister.com/?p=7441]Leaked gameplay footage! Grab it while it's hot![/b][/url]:siren: Gameplay footage (notify me if this gets taken down): [media]http://www.youtube.com/watch?v=gf63LPpDkBI[/media] [media]http://www.youtube.com/watch?v=NA99knPbkAs[/media] Gameplay trailer: [media]http://www.youtube.com/watch?v=usOUtOBntB4[/media] [URL="http://www.escapistmagazine.com/news/view/102358-Deus-Ex-3-Team-Didnt-Get-it-at-First-Says-Director"]Deus Ex 3 Team Didn't Get it at First, Says Director:[/URL] [quote]Deus Ex: Human Revolution director Jean-Francois Dugas says that the Eidos Montreal team didn't quite understand the aim of the game in the early days of the project. The amount of player choice in Deus Ex: Human Evolution provided some pretty unique challenges, said Dugas, because making things a player might not ever see didn't come naturally to his team. Dugas said that the high cost of game development had created a culture where everything a team built had to be something that the player would actually see, so convincing his team to make things that might be missed entirely was difficult, and that he had to stress that the whole point was letting players explore the game however they wanted and not leading them around by the nose. Eventually, everyone understood what the game was meant to be, Dugas said, even if it did take a little time. "At some point, everybody got on board with it," he said. "But at first it was tough to get all the people on properly, because they are not used to making that kind of game." It's interesting to get a glimpse into how averse some game developers are to "wasting" time, money and effort on things that players won't necessarily see, even in a game where player agency is such a big deal. It's also interesting - and quite gratifying - to see how seriously Dugas is taking player choices in Deus Ex: Human Revolution. Deus Ex: Human Revolution is scheduled for release early next year.[/quote] [URL="http://www.computerandvideogames.com/article.php?id=257187"]Recent article from CVG (27/07/10):[/URL] [quote]Casting our minds back to when we first played/finished/bought a new Voodoo card/replayed Deus Ex fills our creaking brainstems with thousands of tingly memories. The overriding one is, fittingly, that funky techno number that pumps out over the title screen - to us it perfectly encapsulated Ion Storm's PC classic. Sci-fi cool, conspiracy, dynamism... and endless possibilities. In retrospect, Deus Ex - unbelievably released a decade ago - was a project almost impossibly ahead of its time, still making a mockery of most action-RPGs released today in terms of its subtleties, branching paths, riveting dialogue and audacious take on a dystopic future. Not forgetting protagonist JC Denton, a true hero (or villain, of course) for tomorrow, striding around neo-New York and neo- Tokyo like some cybernetic trenchcoated colossus. His actions defined a generation of videogames, very few of which ever came close to besting their Dad. Ironically, even Deus Ex's very own sequel fell by the critical wayside in comparison. Invisible War - played today and without being blighted by its prequel's shadow - actually stands the test of time surprisingly well, but in 2003 it was perceived as regressive in its ambitions and the ultimate example of 'consolification' by the PC fraternity. Which leads us neatly onto the reason you're reading this: Human Revolution. Times have changed in the intervening seven years, with consoles having supplanted PCs as lead development platforms in almost all instances. Crucially though, despite this broader audience, developers and publishers are learning that 360 owners don't actually want the dumbed-down Invisible Wars of this world; they want the real deal. Even so, it's quite a surprise to find that Eidos Montreal's vision of Deus Ex - even without the input of original daddies, Warren Spector and Harvey Smith - is obsessively intricate, almost zealously faithful to the series' canon. And if they achieve what they hope, the game may just be the one to dominate hearts and minds in 2011. TOO HUMAN To nail Deus Ex you need to hone the following ingredients: sprawling, multi-route environments, legitimate action/ stealth/talkie gameplay, oodles of moral choice moments, solid cause and effect mechanics - and layer upon layer of Blade Runner-esque future sheen. Human Revolution ticks all those boxes, and then adds a dollop of fresh, next gen ones...just because it can. Stage one: nail the setting. Set in 2027, a quarter of a century before the original, the winding narrative concerns itself with the classic man-as-machine musings - with mechanical-human augmentation fever sweeping ultra-modern Planet Earth. We've got the traditional shady mega-corporation without which few games can cope these days (in this case, Sarif Industries), a brave but brittle resistance movement (the Humanity Front) and some poor sap caught in the middle of it all (our hero, Adam Jensen). Blasted into chunks during an attack on the Sarif management hierarchy by Black Ops, private security dude Jensen wakes to find himself all a bit Robocop - so the quest begins to discover what he's become, and settle some scores along the way. Stage two: nail the mechanics. Deus Ex did a frankly spectacular job of plonking you in an intriguing and unfamiliar locale, giving you just a cursory brief and then imbuing you with that feeling that you were free to get on with fulfilling your objectives any damn way you wanted. Find an informer and pump him for the location of a secret entrance? Yes, that certainly sounds promising. What about getting insanely tooled up and swanning in all-guns blazing? We like your style. Swim in via the sewers? Eurgh, frankly. Hack into the mainframe, get all those turret bots on your side while opening up all the doors? Now you're really talking. Human Revolution's scenarios are never quite as cut and-dried as that though, and mostly you'll need to combine all Adam's natural and bolted-on talents to make any headway in the game. JENSEN'S BUTTONS Admittedly, none of this sounds what you'd call cutting edge - but it's the way in which Eidos Montreal are going about their business that demands attention. There's a level of sheen here - from the seamless switching between first and third-person during gunplay or stealthy bits, to the impressive assortment of techy augmentations Jensen can utilise to, er... make his point. There are some neat ideas too - augs like X-Ray vision (think grabbing foes through walls), skin-grafted Claymore mines and bungee-style death leaps (which demonstrate genuinely inventive thinking on the part of the team), sit alongside the usual raft of machine pistols and sniper rifles. There are also thousands of created-especially-for-the-game brands and items to help fashion a convincing illusion of a genuine near-future society, testament to a project that's already been in development for more than three years. At its most basic level, Deus Ex: Human Revolution is combining the cover-focused, super-slick blasting of an Uncharted 2 and the intelligent talky stuff of Mass Effect - but it's also furnishing the whole shebang with a singular sci-fi vision that genuinely feels just that little bit special. Throw in countless nods to a feverish fanbase and visuals that rank up there with the best ever spied by the human eye and you've got the recipe for an sure-fire cyberpunk success and the start of an exciting neuromance for Deux Ex fans. We're very excited indeed.[/quote] [url=http://www.eurogamer.net/articles/deus-ex-fan-service-article]Deus Ex: Fan Service Article:[/url] [quote][b]On whether the Deus Ex menu music is coming back...[/b] "To be decided. It's still in discussions. I can say that there probably are a few spots in the game where you might hear an NPC whistle it. There's a very subjective argument that goes back and forth. Some people say it's awesome, some people are like: 'Errr? It's a little dated.' "I don't want you to feel that you need to defend it, because I do like the theme, but I can tell you that there's at least one guy on my team that's saying, 'No!' I think it works perfectly for the year 2000. I don't know if it lends itself to our game. I'd be surprised if it doesn't worm its way in somewhere though." [b]On whether cameos of characters from previous games will have the same voice actors...[/b] "If I can get them. Definitely. For me keeping continuity is very important. It costs me a bit of extra effort, but to get that smile across your face isn't that worth it? I'm in the smile business. [Lengthy pause] Okay. I don't want to say there's tons: there's not and I can tell you that right now. But there are some cool interesting things, and we did manage to get the real actors. Which I thought was important." [b]On the hero, Adam Jensen, having a voice that sounds a bit like Christian Bale's Batman... (But nowhere near as bad.)[/b] "I think we cast and started before Batman even came out, which was interesting. But I think you'll see he has a bit more dynamic range than Batman has. It's important that the character feels a bit like he's part of the JC Denton family. "Anyone who's played the original game knows the voice is an important part of it - and maybe even in cyberpunk across the board. For instance, think of the Matrix and the way everyone speaks in a 'Yes Ma'am' 'Just the facts Ma'am' way. There's no emotion. [b]On being able to kill main characters...[/b] "We definitely wanted to create a story that, despite at heart being a linear story, had key moments in it where the decisions you make can cause characters to disappear from the storyline. Or, can enable them to come back later. We very much want to have that, just as Deus Ex 1 did. So we have those instances in the game." [b]On hacking into email accounts...[/b] "When we're creating the story the way I describe it is that we're creating the layers of the story. We then start writing to fill those layers. The emails and things like that are one of those layers of the additional story that you can get. "We use them to potentially shed more light on things, like maybe you'll hack a very important person's email and you'll find the full bio on one of the villains. But you'll also have the emails that are related to the Nigerian scams, or someone selling tickets for a show." [b]On the code for a door being 0451...[/b] "Yes. 0451 is an important one. That one's in our game." [b]On the reported augmentation that featured tentacles popping out from Jensen's back...[/b] "The tentacles in the back - that's an old belief in the fans. What happened was that a long time ago we did a pre-vis of the bungee-jump that you've seen, and in the very first pre-vis that we did our art guy put in some cables coming out of Jensen's back. Then someone, I don't know if it was you or someone else, reported it. For us it was a way to illustrate to you guys the concept of the bungee. At the time we weren't sure ourselves as to whether we were going with the cables or not." [b]On multitools and proximity mines...[/b] "We didn't go into Multitools because we wanted to make hacking more prevalent. So we decided that all the unlocking of things like that is done through hacking. As for proximity mines we have different templates where you can put different types of item together - you can attach one grenade to a mine template and stick it on walls and things like that. We have other things that are similar to what's been before too, like the meds and some of the nutrients." [b]On gas grenades, frag grenades and a few others...[/b] "We have gas grenades, we have frag grenades... we have a few others." [b]On whether weapons will have different ammo for both non-lethal and lethal combat...[/b] "No, we're going more with a full cast of weapons. All of them have their unique abilities - so there's a range of lethal weapons and a range of non-lethal weapons. And it's not universal ammo: it's a specific ammo for each. We wanted to make sure that each weapon had a clear-cut functionality." [b]On creeping up behind people and banging them on the head...[/b] "No, we dropped that. We wanted to focus more on the takedowns. We thought about keeping it, but thought it would conflict with other things we wanted to do." [b]On the use of said spectacular third-person takedowns...[/b] "When we played the first and second DX games, we looked at how you could customise your character and there were a lot of sliders that you could move through the levels, but often there wasn't enough impact or reward for upgrading the character. "What we decided for this game was that we had to make it spectacular - we needed some reward. We needed, as soon as you used an augmentation, to pull the camera out into the third-person and let the player see what Jensen is able to do. And, to be honest with you, it's something that might reach a larger audience too - through being spectacular and giving reward it's a little less 'hardcore gamer'." [b]On how non-lethal gameplay will work...[/b] "There are two kinds of takedown - you can kill the guy, or stun the guy. If you hold onto your trigger, you'll kill him. If you tap the trigger once, you'll stun the guy. With the guns, we have over 15 of them in the game - and most support stealth in combat. And yes, we do have tranquilisers." [b]On whether we'll still have that good old-fashioned Deus Ex wobbly aim...[/b] "No, not for Deus Ex: Human Revolution. What we decided to do is start the game with the player skill alone - we don't want to diminish it. And after that it's upgrades." [b]On how the hacking mini-game works...[/b] "It can appear complex, huh? It's actually very simple - and to reassure you we did a lot of playtests before we found the right recipe. The goal here is that you have a network: you start at a node and you have to reach your target. There is a mainframe though - which can detect you through the network and will start to retrace you. I don't know if you know a game called Uplink [made by Introversion, the creators of Darwinia] but we're using a similar approach." [b]On how the sparring dialogue gameplay works alongside the usual question and answer...[/b] "It's not complex, that's not the right word. But it's deeper than Mass Effect. In Mass Effect you can skip through dialogue, and ours isn't the usual way to do conversation. "We wanted to have a form of social fighting, as you can see with Tong in our demo. You need information, and you have to read the character in front of you to deliver the right response to continue, and win the round. You have three rounds, he will have three counter-attacks. You can succeed, fail or have a neutral response. If you restart the conversation, it will move on to a completely different one. You can't learn the path. It's complex to code, very complex!" [b]On what the player will earn to advance himself...[/b] "There's an economic system, and an XP points system. The XP is gathered through exploration and completing tasks for people, the money is more about building new augmentations, upgrades, buying and selling guns." [b]On the influence of Deckard and dreams of electric sheep...[/b] "Blade Runner and Ghost in the Shell have some of the best cyber-punk visuals ever created, if not some of the best visuals ever created. We knew right from the start that we didn't just want to reproduce Blade Runner (and a lot of the Blade Runner flavour is in the E3 demo - we've got tons of other places that are totally not like that) but it's something we felt we had to do. "It's one of the main canons of cyberpunk - an Asian, super-cluttered, multi-ethnic place with all the signs in neon. From the get-go we had to nail it somewhere." [b]On the look and feel of Deus Ex Detroit...[/b] "The interesting thing about Detroit is that it looks quite a bit like contemporary Detroit; this is really all about anticipating what the world will be in 2027. We've designed stuff like objects which recharge electrical cars - we've invented them, and looked at where billboard technologies are going. So it's a lot like today's Detroit, with those added layers grafted over it. Plus there are those interesting and very modern-looking buildings." "It's sad for Detroit, because it was one of the hearts of America for quite a while because of the automobile industry. It's not really happening anymore - all those factories are abandoned. The idea is that with Sarif Industries, the company that Adam Jensen works for, David Sarif wanted to rejuvenate Detroit through the cybernetic industry. "Just like the car industry did in the 20th century. That's why, in the game, you actually go to visit those manufacturing plants. Sarif bought those abandoned car plants and renovated them for super hi-tech cybernetics. He's sending a message to the city and the world: 'I'm from Detroit, I love this city, I'm giving it a new breath.'" [b]On the look and feel of Deus Ex Shanghai...[/b] "Shanghai's Heng Sha is a lot more into the trans-humanist thing. It's a lot more accepted there - it's the Silicon Valley of all cybernetics. Within the art direction everything that's more like that is more golden, and a lot more towards the cyber-renaissance. The dual layer is inspired by a mockumentary we saw quite a while ago, which appeared to be a real documentary about Hong Kong..." "In the game the idea isn't that it's the poor at the bottom and the rich at the top; the bottom used to be the Mecca of cybernetics, a lot of the headquarters of the great labs and manufacturing plants are there, it's just that when they built above it they chose a different architectural direction. "So above they have new universities and new headquarters, but the bottom isn't a slum - there isn't an old school dichotomy. We put a lot of stuff in the game, like you'll see those student-types from the upper level coming downstairs at night to party, and hit the bars and brothels." [b]On how a prequel can look more technologically advanced than the first game...[/b] "We released the first screenshots and people said, oh man - it's a prequel that's set twenty years before Deus Ex, and it looks more technologically advanced. Well the thing is that if you look at the computer screens or television screens in Deus Ex, then our real-world monitors are already bigger, flatter and of a higher resolution than that in the modern day. "What do you do with that? Don't get me wrong we are doing this game for the fans and everything, but you can't just make it for the fans. It makes no sense. It's undebatable. It would be weird to make 4:3 ratio screens in the world, just because we want to fit in with the first one."[/quote] [url=http://www.eurogamer.net/articles/eidos-montreals-jean-francois-dugas-interview]Interview with Lead Designer, Jean-François Dugas:[/url] [quote]It may not be out until early 2011, but Deus Ex: Human Revolution already has a fight on its hands in convincing fans of the series that it's worthy of the name. Developed by a different team - a new studio, in fact, at Eidos Montreal - it's still intimately associated with the story behind the original Deus Ex, and takes place 25 years beforehand. After getting enormously excited about the game in our preview, we sat down with lead designer Jean-François Dugas - who spoke to us recently about the amazing E3 trailer - to probe those associations and discover how much choice the player is really given. Eurogamer: If you don't mind me being blunt, there's a lot riding on this. There are a lot of hardcore fans praying that you don't **** it up. Jean-François Dugas: [Uproarious laughter then silence] I know. Eurogamer: Scary eh? Jean-François Dugas: We say we have this pressure from the outside world and everything, but even within us - internally - there's a commitment to making a great game. We really are very harsh with ourselves: 'That doesn't work.' 'That's not enough.' 'Let's push it further…' That sort of thing. So there's the pressure from the outside, but also a pressure that we're putting on our own shoulders. Eurogamer: In terms of how it all works, such an important part of Deus Ex is the experimental nature of the gameplay. How open will the action be? Jean-François Dugas: All missions have multi-path solutions. It's not once in a while - it's all of them. We also have a lot of areas that are more open, like Detroit or Heng Sha streets - in the demo your saw today we went round two corners. It's much, much bigger than that. Eurogamer: How much bigger? Give me numbers and statistics. Jean-François Dugas: Big enough to lose yourself. It's not Fallout big, don't get me wrong, but there are a lot of streets, back alleys, rooftops, building interiors, sewers, conduits... There's a lot to explore. In terms of how the game is open, and the experience of playing the game, one example I can give is in Detroit. It's early on in the game and as ever you have objectives: when you've done A you can move on to B and C. The thing is while you're doing A you can come across something, and can hack it and shut it down. If you do that then right away one of your colleagues will call you and ask, "Jensen, what did you just do?" You say: "I don't know. There was this switch and I shut it off." But as you progress and do the other objectives it becomes clear that what you've already switched off is actually the final objective for the map - only you did it at the start. So basically we support players that maybe go left when they're meant to go right, when it makes sense, as much as we can. Eurogamer: And how about open gameplay within individual missions? Jean-François Dugas: In terms of that we have one mission in Detroit when you're meant to go into a morgue in a police station. It's been locked down, but you've got to retrieve some data. You can decide to go through the main door and through the police offices, but one officer will ask you to stop and not go beyond the lobby. You can decide to go further, but you'll go into combat. Also though, there's a desk sergeant in the lobby that you can talk to - and if you do then you'll discover that Adam Jensen knows him. They have a past together so you try to convince him to let you into the morgue; all the time though he has a grudge against you from something that's in the background story. There are different ways to convince him - through full dialogue, or maybe with an augmentation that allows you to convince him... more heartily. If you do that then he's going to get really mad, and threaten just what will happen the next time he sees you. So, much later on in the game, you might bump into him again - and he will have lost his job and he won't be very happy. Alternatively, you could have just found access to the morgue through the sewers. Eurogamer: I did love the way that in Deus Ex the game would react to your actions hours on, or even on a small-scale level like when Manderley tells you off for going into the women's toilet. Is that something you're looking to replicate? Jean-François Dugas: Exactly, that was an awesome moment. And definitely. In some places it doesn't make sense - there are places where we don't do it because of the story and the context, when technically nobody knows that you're there. But when it's events that have been publicised within the game world you'll have things like characters say, "Erm gosh... were you forced to kill everyone in that building?" We want to keep that spirit in the new game. Eurogamer: So are the hubs in Human Revolution directly comparable to the hubs in the original, say Hell's Kitchen and Hong Kong? Jean-François Dugas: Absolutely. You can go left or right, there are streets and buildings to explore. There are people to meet who have side-quests. You can find weapon dealers that are hidden here and there. You can expand your experience outside of the critical path of mission objectives. I actually think the maps that we have are a little bit bigger than the one's we're talking about in Deus Ex 1. Eurogamer: One of the biggest changes is the flip to the third-person, and the takedowns such as when Jensen leaps on two people unawares and stabs them. It's actually a little Assassin's Creed-y. Why have you gone down that route, how does it fit in with Deus Ex? Jean-François Dugas: When we started to brainstorm about this guy being augmented, we wanted him to have some sort of weapon concealed in the arms. At the time Assassin's Creed II didn't exist, and they only had a small blade in the first one. It was somewhat remotely related, but not really. But we thought it was cool with our character, and moved forward. Then Assassin's Creed II appeared with the two blades, and now you can see a correlation with ours more strongly, but that's what we were doing and we continued to do it. With the takedowns you can either kill people or knock them unconscious, so the blades are a visual cue that you're killing them. And we wanted to go for the cool aspect as well. Eurogamer: It does seem a bit more brutal than the earlier Deus Ex games. Jean-François Dugas: We did that somewhat on purpose, we don't want killing in the game to be [giddy, excited voice] "Hey I just killed a bunch of people!" We want players to play Adam Jensen in the way they want to see him. By making those takedowns violent it's not something you do lightly - some players will do it, others will think that they're not that kind of guy. We didn't want to portray violence in a glorified way. For instance when you go up to a passer-by, point your gun at him and he cowers. For us it's more like, "You have a gun. You carry a responsibility. You can fire it, but there are consequences." You're not just going in with a rocket launcher and having people not notice. People will say things like, "You have a gun! Remove it from my face!" Eurogamer: Deus Ex is a very old game (and I realise that we're somewhat skipping over Invisible War here) but is there anything from the original that you thought doesn't really work in modern gaming, and that you're scrapping? Jean-François Dugas: We didn't go into it thinking, 'That doesn't work anymore, cut it out!' It was more like identifying what we thought was really strong, and identifying what we thought was less strong. Then making sure we were taking the strong stuff and condensing it, while working out what we'd do differently with the content that wasn't so great. 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. Eurogamer: What different directions can you pull your character in if you were to max it out in different ways? Jean-François Dugas: You'll have enough money to buy all the basic augmentations if you want, but when it comes to the XP points that you use to unlock the abilities within a given augmentation - you won't have enough to max them all out. Plus if you choose to spend money on cool weapons that you won't find lying around in the world, then that's less money to spend on augmentation. Eurogamer: The manager of the bar is called Tong, and that clearly gets everyone's Deus Ex antennae waving around a bit. How important are nods and winks like that? Jean-François Dugas: I don't want to spoil anything, what did you make of this 'Tong' guy? Eurogamer: Well, I was trying to work out whether he was Tracer Tong's brother. Perhaps, seeing as he's augmented that might set up the Tong we know's opinions on nano-augments and technology by the time we get to the beginning of Deus Ex. I guess it's designed to get your mind racing. Jean-François Dugas: Yes, if you're new to the Deus Ex world it's entirely standalone. But here and there there are flavours of the old game. Even in this E3 demo there are three or four Easter eggs. Tong, the references to the Triads, a familiar string of music with a bad guy and the mention of Versalife. Eurogamer: Was there also an advert for the lemon-lime soft drink that Gunther Hermann prefers to the orange? Jean-François Dugas: [Baffled silence] Erm. Okay? Eurogamer: Well, maybe not.[/quote] [url=http://www.pcgamer.com/2010/06/10/1014/]PC Gamer get a demonstration of Deus Ex: Human Revolution:[/url] [quote]One month ago I got to see the third Deus Ex game being played in front of me, for half an hour. At the time I was pretty sceptical, but what happened in that demonstration made me a convert. I wrote my impressions down frantically as it went, so I thought the best way of explaining to you why I got so excited was to write up that mess of typos into a full blow-by-blow account. 1m It’s a LOADING SCREEN! Exciting! I’m not entirely kidding, because this loading screen has a LOADING SCREEN TIP! It tells you that you can upgrade your Cybernetic Arms augmentation to let you move heavier objects, cancel weapon recoil, punch through walls, or increase the size of your inventory. In Deus Ex: Human Revolution, Augs are things you buy at a Limb Clinic, but they only come with basic functionality. You earn experience points as you play, and spend that to unlock specific functions for your augs, like super-jumping for your legs. While the game loads, producer David Anfossi explains that the demonstration will be about 25 minutes, all taken from the actual game: no specially made demonstration levels to show off specific features. We’re going to see two consecutive levels, from about 5-6 hours into the game. Still loading. 3m “Basically we put a lot of effort on the demo itself, not so much on the loading times.” 3m22s The demo finally starts. It opens on a curvy VTOL aircraft named the B-EE burning through a thick gold fog towards a striking and profoundly futuristic sight: the double-decker city. An island metropolis near Shanghai that’s had a whole second street level built on top of the first, making it look like the logical extreme of a multistory car park. Hero Adam Jensen speaks for the first time: “Son of a bitch.” “Twice the scum in half the space,” remarks his pilot, Faridah Malik. She’s referring to the fact that the lower levels in particular have become home to less savoury elements. I think her maths is off: to fit twice the scum in half the space, you’d actually need four stories. I was expecting to hate their voices, but I actually don’t. Not enough to go on for Adam’s, but Faridah’s is perfectly decent. A very conventional nice-lady-in-your-earpiece performance, but a good one. 4m Faridah explains that we’re after a hacker who hangs out in a nightclub here. “Got a name?” “Tong Se Hong.” The journos in the room with sharp ears and fond memories all look at each other. Tong? Our Tong? 4m30s Touch-down in a great looking futuristic city. Like the original, a lot of Deus Ex 3 takes place in large, freely explorable city hubs. This one is gorgeous: every chunk of it is on a different level, and argon signs from tacky corner stalls light up the lingering fog with a different blaring colour on every street. Above, massive neon ads flicker so bright and sharp it’s hard to look at them. They’ve gone for the Blade Runner feel, and pretty much nailed it. Adam pulls a gun on the first guy he runs into as he leaves the landing pad – just to show us what happens. It’s a nice looking, very slim and secret-agenty silenced pistol. The poor guy yelps, puts his hands up, and whimpers something in Mandarin. It wouldn’t be Deus Ex if the hero wasn’t being a dick. The streets below aren’t packed, but there are more people than you expect to see in a game city, and they’re going about their business convincingly: sweeping up, chatting, buying things. At this point it’s pretty clear the ambient chatter you’re hearing isn’t coming from anyone in particular, but that’s understandable this early on. Producer David Anfossi tells me you can talk to absolutely anyone, and almost all of the dialogue is unique. 7m Adam follows the bassy thumps and finds the nightclub, approaches the bouncer and is denied entry. Two things strike me at once: One: Adam’s voice, heard properly for the first time. Holy shit, it’s gravelliest thing ever. It’s like if Clint Eastwood played Batman. It’s almost, almost too much, but after a few seconds, I like it. A lot, actually. Two: the shoulders of Adam’s trenchcoat have a faint black floral print on them. Combined, this makes him the manliest and girliest protagonist ever. 7m25s Adam relents and pays the cover charge, growling something reluctant. Game director Jean-Francois Dugas explains that he could have just shot the doorman, but with police and bots directly behind it would have been a tough fight. There’s also a back route that can be found by exploration. The club is cool – Deus Ex 3 actually has an art style, and this interior shows thought and creativity. It’s called the Hive, and gold hexagons dot the walls – a reference both to honeycomb, and a recurring motif on a lot of the cybernetic augs the game is about. There’s a second-floor balcony over the dance floor, and the ceiling space is filled with dozens of irregularly hung flourescent tubes: a messy crosshatch of lights in club’s thick smoke. 9m30s Adam finds a barman upstairs and asks after Tong. He’s unwilling to let him in. What follows is a verbal fight: Deus Ex 3 has conversations you can actually lose, closing off the social path to your objective forever. Adam has to choose a tack: Insist, Advise or Pinpoint, then try to tell by the barman’s response whether to stick with it, or change. Those verbs are different for each of these arguments, but the same within this one: he gets to choose three times. It’s a long, angry conversation. Adam tries to intimidate the man – he’s aggressive, but with a low menace rather than any shouting – then convince him he’s of use to Tong. Both ploys fail, the barman is abusive and ultimately refuses to even talk to him anymore. Whoa. I’m not used to there being a genuine risk when you choose how to talk to someone in an RPG. 12m50s Adam overhears a conversation about someone losing their keycode to the backrooms, and finds it quickly. If he hadn’t, Jean-Francois explains, he could have hacked the keypad if his hacking Aug was up to it, or found a sidequest for someone else in the club in exchange for an introduction to Tong. The code is 0415! Excuse me. This is exciting because it’s a nod to the code for the SatCom trailer at UNATCO in the first game: 0451. That, in turn, was a nod to the code to the first door in System Shock: 451. Which, in turn, is a reference to the book Fahrenheit 451. Which, in turn, is a reference to the temperature at which books burn: it’s a dystopian classic about banning critical thought. Looking Glass, Ion Storm, Irrational Games, 2K Marin and now Eidos Montreal have all snuck nods to this heritage in their System Shocky games: games where you have options, games where you have to think. System Shock 2, first airlock: 451000. BioShock, first keycoded room: 0451. BioShock 2, code to the Sauna: 1540, written on the other side of a window, so it reads 0451. And now Deus Ex: Human Revolution, the code to the backrooms at the Hive: 0415. Scrambled slightly perhaps out of modesty: they don’t have a lot of staff in common with the other companies who’ve used this calling card. 13m30s Adam slips into the backrooms and hugs a wall. I finally get to see one of the most worrying details of Human Revolution in action: the third-person cover system. It works. Adam slinks stealthily along the wall till he hits a corner, and because of the external perspective, I can see round it. A guard is coming. He waits till his back is turned, then comes out of cover and walks up to him. Adam taps the guard on the shoulder and knocks him out. Melee was never really a form of combat in the Deus Ex games: you either knocked them out with one blow, or slapped them repeatedly with your nanosword while they shot at you point blank. Human Revolution cuts out the slapping: if you’re close enough to hit them, you just press the key and the takedown happens perfectly – in third person. It’s a little jarring, yes, and people are going to decry it as a mere action game. But the mechanics make sense to me: Deus Ex was all about getting close enough to someone to be sure you could take them out instantly – whether it was with a crowbar or a headshot. This way, at least it looks cool. What I can’t tell without playing it is whether this will feel like you’re doing it. I think that’s the biggest risk. 13m45s Adam grabs the guard’s body and drags it into a storage closet – all in first person. Corpse dragging! Yay! Apparently guards can wake up their unconscious friends if they find them. So lethal kills are safer, but as in Deus Ex, certain characters will judge you for it. 14m Adam finally finds the ultimate alternative route: an air vent. He’s failed to get a meeting with Tong, but he can spy on his office from here. There’s a twist about the identity of Tong in this game that I won’t spoil for you. We weren’t asked not to mention it, so be aware that a spoiler for this scene may well be mentioned in other coverage of DXHR. I don’t reveal it in my preview feature in the mag (PCG UK 215), but I do go into more detail about how the Tong name may link the plots of this and the first game. A conversation unfolds in a cut-scene that reveals the hacker you’re after is at the shipyard. Fade out. 16m The next section of the demo takes place at the dock. Adam ducks behind a low wall as he approaches the security gates – again the switch to third person feels useful rather than weird. He dives and rolls from one bit of cover to the next until he comes to the fence on the other side. It’s blocked, but only by a crate. He picks it up. He picked up a crate! It’s Deus Ex! Me and Will Porter from Eurogamer are grinning like idiots. If you want to make a cool looking modern game, this is the feature you scrap: having a big transparent box in front of your face looks weird, and letting the player rearrange the scenery leads to all kinds of AI, level design and testing complications. But if you want to make a Deus Ex game, this is a feature you keep. They kept it. 17m Adam sneaks through the gap, over to a guard hut, and sets the crate down underneath its window. He hops up onto it – Deus Ex! – opens the window and slips through. Deus Ex: Invisible War had a pistol mod that would dissolve glass to let you break windows without setting off alarms. Deus Ex: Human Revolution just lets you open them. Inside, there’s a guard at his desk working on a computer. Adam sneaks up to him, we go to third person, a square blade flicks out of his wrist, and- Ewww! With a deeply unkind animation and very little noise, the guard is impaled where he sits. It’s gruesome, cinematic, situation-specific, and a total dick move. Adam, you’re an asshole. Welcome to the Deus Ex family. 17m30s The computer the guard was using controls the security cameras throughout the dock. With a little more exploration, Adam could find the password, but instead he hacks. My first thoughts on the hacking minigame are “It’s… Pacman? No, it’s… an RTS?” It’s a map of nodes, and you start at the I/O port. You have to reach the Registry on the other side by taking control of nodes. Each node you capture could trigger a trace. If it does, you have to reach the Registry before the trace gets back to you and trips an alarm. Adam manages it without problem, disables the cameras, and slips out into the shipyard proper. 18m30s The scene has a very crisp, dark, glowing, bloomy look. There’s that pervasive gloom Deus Ex always had: like it’s not only night, it hasn’t been day for several years. And unlike Invisible War, here we have a big, open, outdoor environment. Not huge, from what I can see, but Eidos tell me plenty of the levels are bigger than Deus Ex’s. Adam sneaks around its circumference, jumps up onto a storage container – why sir, your jump seems augmented – and takes stock. Two guards on the ground, one on the crates, watching their backs. He brings up the inventory – simple, placeholder stuff for now – and chooses the crossbow. But Adam! That guard will just run around going “Uh!” for ten seconds, alerting everyone and probably shooting you a fair bit! He shoots the crossbow. It nails the guard’s head to the corrugated metal behind. Oh, it’s that kind of crossbow. Eidos assure me there are plenty of non-lethal weapons, including tranquilisers like the old mini-crossbow. This is not one of them. 20m Lookout dealt with, Adam jumps down in front of the two remaining guards and skewers them both in one horrible move. You don’t have to do these moves from stealth, though some of the fancier ones have to be unlocked by spending experience. He runs into another guard around the corner, and takes him out with a rapid series of punches to all the wrong parts of his body. When you do a takedown like this, you can tap the key to beat them up, or hold it to get your blades out and eviscerate them. So right from the start, you always have a choice of lethal or non-lethal. 20m30s Adam flicks into a new vision mode: green with gold figures everywhere. He’s seeing people through walls. The nearest guy is in a flimsy-walled hut, so he approaches from the outside and- Jesus Christ! He smashes both fists through the wall, completely demolishing it, and grabs the poor guard from behind. A few nasty blows and he collapses in a heap of rubble. I’d heard you could punch through walls, I didn’t realise that meant bringing the whole thing down. He finds the explosives he’s looking for, and Malik tells him where to head to plant them for the best distraction. There are a few too many guards to take on along the way, so he slips into stealth mode and sneaks past them invisibly until he finds one on his own. Another inventory switch: this time to that slimline silenced pistol we saw back in the city. Ca-thack! It makes a sound like a particularly satisfying holepunch as he headshots the guard. 22m20s Adam’s found a route up to the roof of the main building, and his standing on a skylight through which he can see guards talking below. He does exactly what I would do if I were playing: shoots out the glass. He hits the ground in slow-motion, third-person, knocking all three guards on their arses. Then, absurdly, dozens of tiny red spheres shoot out of his body in a cloud around him – and detonate. Now everyone is dead. These are two separate augs, I’m told: one lets you land with a stunning slam, the other emits tiny mines all around you. This allows you to use a “Blow your tiny mines” pun. That’s the only thing that’s been rigged for this demo: he’s playing with infinite energy. Normally each of these abilities would consume at least one of your 2-6 energy pips, and you’d need to find something to replenish them before you could bash down any more walls or blow up any more crowds. Only your first energy pip regenerates over time. 22m40s There are a few more guards in the building, so Adam ducks behind some boxes – third person cover system – and peeks out to fire a few bursts at them with the assault rifle. It’s a big, boomy weapon – fully upgraded apparently, which explains why its red muzzle flash colours the whole screen with every shot. The guards are down, but there’s an ominous zoomy noise coming from overhead. A massive steel cube is dropped from an unseen aircraft, smashes through a skylight, and lands in the centre of the warehouse. It unfolds elegantly, limb by limb, into a four-legged combat droid the size of the giganto-bots from the first game. Which is to say: giganto. Its elephant legs crush the puny cardboard boxes it stomps on, while two miniguns protruding like antennae pelt Adam with fire. He dives between pallets with acrobatic commando-rolls and keeps firing back at the bot in short bursts, and I become worried. In Deus Ex, bots are puzzles. It’s completely inviable to fight them with mere bullets, so you have to hide, look at your toolset, and think about how to deal with them. This was starting to look like a boss fight: do enough damage and you win. That only requires – spit – skill. Deus Ex should require thought: can I afford to use up a rocket on this? Can I get away? Do I have any EMPs? If he beats this thing with an assault rifle, I will be sad. 24m10s After a lot of diving, shooting and hiding, Adam’s found a good vantage point above the droid, and he’s rooting through his inventory. He has a rocket launcher. And he has a weapon mod for the rocket launcher that lets him acquire a target, then fire-and-forget. Boom, whoosh, crash! The bot is totalled. Phew. This is still about having the right tool for the job, and not just brute skill. 26m After the fight, and the explosion, a military-looking chap with an augmented jaw shows up. I recognise him from concept art: Barrett. He has a minigun for a hand, and looks like the type to say something awful like “Looky here, we got us a boyscout.” Barrett: Well looky here, we got us a boyscout. He goes on to explain that we ‘done good’ to get this far, but that ‘this ends here’. Not really looking forward to hearing more of the Disgruntled Paramilitary Phrasebook from this guy in the final game. 28m That’s the end of the demo. I am left confused and excited. It’s good? It’s good! When did this become good? I thought this was going to be the slightly embarrassing bastardisation of the Deus Ex template that I would play to death anyway, find some underlying virtue in, then spend seven years apologising for. That’s what happened with Invisible War. There are third-person kills, you can shoot from cover, and there are a few mid-mission cut-scenes. But you don’t have to clone Deus Ex to stay true to it, and seeing some of the slicker changes here gets me thinking about how silly some of Deus Ex’s rough edges really were. I usually defend them, because things like the half-blind enemies and inaccurate shooting were key to making you plan your approach. But here, I can see those things replaced by better systems without reducing the thought required. It’s a sneakier, prettier, more violent Deus Ex. That doesn’t mean it’ll be better than Deus Ex, but just seeing a game that’s comparable gets me buzzing. Next in Deus Ex week, we have an interview with game director Jean-Francois Dugas about what made Deus Ex great, what was wrong with Invisible War, and which side of the line Human Revolution falls on.[/quote] [B][u]Here's the awesome E3 trailer, if you haven't seen it already. Even if you've already seen it, you [I]will[/I] watch it again:[/u][/B] [media]http://youtube.com/watch?v=4FRWYRqaGFE[/media] [b][u]Key features:[/b][/u] * The long-awaited return of the award winning franchise that blends the best of Action and RPG: the perfect mix of combat, stealth, hacking, and social gameplay. * Play as Adam Jensen, a mechanically augmented agent: customize and upgrade your character with more than 50 unique augmentations that support your style of play. * Deadly weapons: Over 20 available weapons, each with their own customizable elements. * Fight enemies including dangerous thugs, augmented special operations soldiers, advanced robots; and engage in epic boss battles. * Live the reactive and dangerous world: your choices will have consequences in the game’s world. * Play in an open-ended world: there are always multiple solutions to every challenge. * Engage the unique Cyber Renaissance setting: discover a unique world that blends near future and Renaissance elements. * Travel the world: visit multiple unique locations across the globe each with their own design, story and gameplay elements. * Become involved in vast global conspiracy: unravel the story — discover who you can really trust. * Decide humanity’s future: the decision you make and the actions you take will lead to an ultimate decision on mankind’s future. [B][u]Gameplay screenshots:[/u][/B] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233850.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233849.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233848.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_235119.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233847.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_235118.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233845.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233844.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_233842.jpg[/IMG] [IMG]http://cdn.medialib.computerandvideogames.com/screens/screenshot_235120.jpg[/IMG] [img]http://www.xbox360achievements.org/images/news/1329DXHR_conceptart_detroit_exterior1_632x495.jpg[/img] [img]http://cdn.steampowered.com/v/gfx/apps/39170/ss_509eb4628403a1bf5a9c33f87655e9d9f6113b92.1920x1080.jpg?t=1280791107[/img] [url]http://cdn.steampowered.com/v/gfx/apps/39170/ss_162d6acf8e068fee9e96833ae05aea2c981ced5c.1920x1080.jpg?t=1280791107[/url] [B][u]Characters:[/u][/B] Adam Jensen (Protagonist) [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/1.jpg[/IMG] [img]http://img94.imageshack.us/img94/9490/ajdx.jpg[/img] ??? [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/unknownmanclean.jpg Barret (Main Antagonist?) [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/barret.jpg[/IMG] [img]http://img232.imageshack.us/img232/8286/dx3concept5aw0.jpg[/img] [img]http://images1.wikia.nocookie.net/__cb20100618204649/deusex/en/images/d/dc/Barrett.jpg[/img] Farida Malik (Pilot) [img]http://images.eurogamer.net/assets/articles//a/1/1/2/7/2/0/4/ss_preview_4.jpg.jpg[/img] Eliza (Picus TV Newsreader) [img]http://images3.wikia.nocookie.net/__cb20100618204951/deusex/en/images/8/8a/Eliza.jpg[/img] Riot Police Officer [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/scan9.jpg[/IMG] Civilians wearing Renaissance-styled clothing to show support for human augmentations [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/reinassance.jpg[/IMG] [B][u]Weapons & Gadgets:[/u][/B] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/dx3b.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/rifle.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/grenades.jpg[/IMG] [img]http://www.nanoaugur.net/dx3/weapons1.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1354DXHR_conceptart_crossbow2_632x421.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1355DXHR_conceptart_heavy_rifle2.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1357DXHR_conceptart_machine_pistol2.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1358DXHR_conceptart_peps_632x409.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1359DXHR_conceptart_Pistol.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1360DXHR_conceptart_revolver_632x409.jpg[/img] [img]http://www.xbox360achievements.org/images/news/1361DXHR_conceptart_rocket_launcher.jpg[/img] [B][u]Augmentations:[/u][/B] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/arms-1-1.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/scand-1.jpg[/IMG] [B][u]Environments:[/u][/B] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/shanghai-1.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/shanghai.jpg[/IMG] [img]http://www.nanoaugur.net/dx3/igna.jpg[/img] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/statue.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/adamapartment1.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/lab3.jpg[/IMG] [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/dxnew.jpg [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/dxlabnew.jpg [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/cellhires.jpg [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/scientist.jpg [IMG]http://i219.photobucket.com/albums/cc159/eternaltreasure/office.jpg [IMG]http://i553.photobucket.com/albums/jj392/KOLMod/deusEx3_conceptArt_v04.jpg [img]http://www.xbox360achievements.org/images/news/1330DXHR_conceptart_detroit_exterior2_632x356.jpg [url]http://www.xbox360achievements.org/images/news/1331DXHR_conceptart_detroit_exterior3_632x356.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1332DXHR_conceptart_detroit_exterior4_632x356.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1333DXHR_conceptart_detroit_exterior6_632x356.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1334DXHR_conceptart_Floof_632x356.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1335DXHR_conceptart_hengsha1_632x319.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1337DXHR_conceptart_lower_shanghai_632x333.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1339DXHR_conceptart_lowerhengsha1_632x348.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1338DXHR_conceptart_lower_tym_stairs_632x306.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1340DXHR_conceptart_meganoffice_632x298.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1341DXHR_conceptart_omega1_632x360.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1342DXHR_conceptart_omega_labs1_632x285.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1343DXHR_conceptart_policestation_632x356.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1344DXHR_conceptart_sarifoffice_632x326.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1350DXHR_conceptart_box_guard1_632x211.jpg[/url] [url]http://www.xbox360achievements.org/images/news/1351DXHR_conceptart_box_guard2_632x488.jpg[/url] [URL="http://store.steampowered.com/app/39170"][B]Steam Store page link.[/B][/URL] [url=http://deusex.wikia.com/wiki/Deus_Ex:_Human_Revolution][b]Deus Ex: Human Revolution Official Wikia page.[/b][/url] [url=http://www.stuffwelike.com/stuffwelike/2010/07/12/deus-ex-novel-announced-titled-icarus-effect/][b]'The Icarus Effect', a novel to be released simultaneously with the game.[/b][/url] [B][highlight]The current release estimate is February 2011.[/highlight][/B] Credits go to: CVG, The Escapist Magazine website , the Deus Ex Wikia hub, the official forums for Deus Ex, [url=http://www.facepunch.com/member.php?u=311773]LaTOUNGa[/url] and [url=http://www.facepunch.com/member.php?u=52015]spekter[/url].
I'm still expecting great things from this.
I shit my pants watching that trailer. It was fucking sweet. Deff. Getting this
I have high expectations.
Damn you for making me watch the trailer again
That trailer is so fucking awesome....ughhhhhhhhh jizz n my pants
Wants it. To be fair, it won't be hard to top Invisible War.
I hope those aren't in game cutscenes cause a game like this shouldn't have cutscenes interrupting the action.
[QUOTE=stepat201;23649829]I hope those aren't in game cutscenes cause a game like this shouldn't have cutscenes interrupting the action.[/QUOTE] These aren't the cutscenes you will see in-game but from what I've heard, there will be cutscenes during missions.
I guess I'm the only person that hates the shit out of this trailer
the face he makes at 2:07 makes the trailer for me
Wow this game is going to be amazing as long is that guy is directing it
Hopefully it's not as boring as the first game
[QUOTE=ThePutty;23671909]Hopefully it's not as boring as the first game[/QUOTE] Holy fuck, I predict lots of flaming for you.
[QUOTE=ThePutty;23671909]Hopefully it's not as boring as the first game[/QUOTE] Whoooooooah.
[QUOTE=ThePutty;23671909]Hopefully it's not as boring as the first game[/QUOTE] Oh my god! JC a fag.
[QUOTE=Heigou;23672128]Holy fuck, I predict lots of flaming for you.[/QUOTE] Most likely, but hey, opinions are the worst poison
-snip- The forum fucked up and deleted all my text.
I've never played these games... Don't know why I Skipped out, I even own Invisible War
Lost interest when I saw the gameplay trailer: press this key to execute two enemies.
[QUOTE=Hybrid 4F;23672663]Lost interest when I saw the gameplay trailer: press this key to execute two enemies.[/QUOTE] there's a gameplay trailer? Because all i've seen is a cinematic trailer.
I still think they should make a movie out of this.
[QUOTE=froztshock;23673215]there's a gameplay trailer? Because all i've seen is a cinematic trailer.[/QUOTE] It was leaked gameplay footage that was recorded during the private booth Eidos Montreal had with select members of the press. I've been looking for this leaked footage but I can't find it. Eidos/Square Enix did a good job cleaning it up.
Am I going to be able to upgrade my character to have a gun in his head? Because it took too long to draw my gun and shoot the bad guys in Deus Ex, and by the time I did, I already took a lot of damage, so I was thinking if I could get a gun in my head so I can kill enemies just by thinking about it.
I really hoped it would be an exception to the brown graphics trend :frown:
Its yellow
I really want this game, but there better be good stealth factors. From what's been released, it looks like a run-and-gun game, but that's not what Deus Ex is at all.
[QUOTE=MetalGear;23648410]I shit my pants watching that trailer. It was fucking sweet. Deff. Getting this[/QUOTE] You watched some prerendered nonsense that could have very little to do with the actual game, and decided that you are "Deff. Getting this" ? You make me question why I come to Facepunch :saddowns:
[QUOTE=Mr.Cookie;23672244]Oh my god! JC a fag.[/QUOTE] You're an idiot, he's entitled to his own opinion
[QUOTE=Hybrid 4F;23672663]Lost interest when I saw the gameplay trailer: [B]press this key to execute two enemies[/B].[/QUOTE] :sigh: This game is gonna be another console port.
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