• Deus Ex: Human Revolution Megathread
    3,000 replies, posted
That new trailer shows us some important information at the end. It shows us the chemical symbol for hydronium. Lets figure out what hydronium is used for.
Holy shit those screenshots.
[QUOTE=Uberman77883;24897428]That new trailer shows us some important information at the end. It shows us the chemical symbol for hydronium. Lets figure out what hydronium is used for.[/QUOTE] Err, I may be completely mistaken, but I think it means [I]transhumanism[/I].
[QUOTE=Uberman77883;24897428]That new trailer shows us some important information at the end. It shows us the chemical symbol for hydronium. Lets figure out what hydronium is used for.[/QUOTE] I was under the impression that the symbol was the official "transhumanist" logo? H+?
[QUOTE=redBadger;24848409]New screenshot, apparently: [img_thumb]http://img.photobucket.com/albums/v427/ashpolt/DXHRchoicescreen.jpg[/img_thumb][/QUOTE] dat aliasing
[QUOTE=Generic_Monk;24899048]dat aliasing[/QUOTE] Ah, the joys of taking screen-captures from a cunsole.
fffuck when he's in that jet cockpit thing with the mask or whatever and the icarus thing flashes I got goosebumps
New interview video: [media]http://www.youtube.com/watch?v=iCgVcpcuMAo[/media] [img]http://img690.imageshack.us/img690/5593/dugaslaugh.gif[/img] [QUOTE=Egevened;24899307]fffuck when he's in that jet cockpit thing with the mask or whatever and the icarus thing flashes I got goosebumps[/QUOTE] Me too.
I like how he said a lot of hours, I'm sick of 5 hour games. Human Revolution better be at least 20, hopefully more.
That baron laugh dugas does gets me every time. Why did he say the guys seen new gameplay at GC when its all just been different versions of the E3 demo. I can't figure him out for shit anymore.
[QUOTE=spekter;24943613]That baron laugh dugas does gets me every time. Why did he say the guys seen new gameplay at GC when its all just been different versions of the E3 demo. I can't figure him out for shit anymore.[/QUOTE] He's talking about the police station demo, where the player has to recover something from a corpse.
[QUOTE=OutOfExile2;24924246]I like how he said a lot of hours, I'm sick of 5 hour games. Human Revolution better be at least 20, hopefully more.[/QUOTE] The gameplay sequence we've all seen is 6 hours in.
heck yeah, bump in epic thread
No new news as of yet, can confirm that plasma shotgun he uses in the CGI trailer is actually passive, just hurls people with forces but doesn't kill them. I looked up that gamescom demo, convenient character placement much?
[QUOTE=spekter;25091095]No new news as of yet, can confirm that plasma shotgun he uses in the CGI trailer is actually passive, just hurls people with forces but doesn't kill them.[/QUOTE] It's non-lethal only because some people want to complete the game without any kills. But seriously, a non-lethal shotgun?
[QUOTE=Jericho_Rus;25092187]It's non-lethal only because some people want to complete the game without any kills. But seriously, a non-lethal shotgun?[/QUOTE] [img]http://www.blogcdn.com/www.switched.com/media/2009/07/2009.07.13taseguinm.jpg[/img] [img]http://3.bp.blogspot.com/_KcFkeN0I6po/Swyr1gFmGQI/AAAAAAAAEak/K1VFvZ4UkK4/s1600/als-bean-bag-roundbig.jpg[/img]
[img]http://dxhr.nanoaugur.net/dx3-weap2.jpg[/img] Stop whining :colbert: [img_thumb]http://dxhr.nanoaugur.net/dx3-weap3.jpg[/img_thumb] I personally will enjoy using the Pepsi cannon, the ragdoll physics could be pretty fun.
I wish I had gotten into the Deus Ex series back when it first came out. Now the graphics are too low for me to play and enjoy it. I hope this game is adapted for people who haven't played the previous two games.
[QUOTE=Hypernova;25094491]I wish I had gotten into the Deus Ex series back when it first came out. Now the graphics are too low for me to play and enjoy it. I hope this game is adapted for people who haven't played the previous two games.[/QUOTE] Just get [url=http://kentie.net/article/d3d10drv/]this[/url] and stop being a graphics whore
[QUOTE=Hypernova;25094491]I wish I had gotten into the Deus Ex series back when it first came out. Now the graphics are too low for me to play and enjoy it. I hope this game is adapted for people who haven't played the previous two games.[/QUOTE] Thats a poor excuse. There are games with worse graphics that are still fantastic and yes, this one is more with the times.
[QUOTE=OutOfExile2;25094555]Just get [URL="http://kentie.net/article/d3d10drv/"]this[/URL] and stop being a graphics whore[/QUOTE] How am I being a graphics whore? It's not my conscious choice. I really cannot enjoy a game unless it looks nice. If you can play and enjoy a game based on gameplay alone, good for you, but don't insult me. [editline]05:26PM[/editline] Aside from that, thanks for the link, that really helps.
[QUOTE=Hypernova;25094652][B]How am I being a graphics whore?[/B] It's not my conscious choice. [B]I really cannot enjoy a game unless it looks nice[/B]. If you can play and enjoy a game based on gameplay alone, good for you, but don't insult me.[/QUOTE] You answered your own question. DX didn't have the best graphics even at the time yet that didn't effect it. If you're going to avoid a game purely because of its graphics you are missing out big time.
[QUOTE=spekter;25094865]You answered your own question. DX didn't have the best graphics even at the time yet that didn't effect it. If you're going to avoid a game purely because of its graphics you are missing out big time.[/QUOTE] Don't think I don't know that. I really hate it. Like I said in my previous post I wish I could enjoy them, but it's not my decision. I just can't enjoy it. [editline]05:37PM[/editline] Also, calling someone a whore of any type implies that it's their active choice to be as such.
[QUOTE=Hypernova;25094981]Also, calling someone a whore of any type implies that it's their active choice to be as such.[/QUOTE] People call hookers whores but for some hookers it's the only way they can make money to avoid starving.
[url=http://www.videogamer.com/news/deus_ex_will_definitely_hit_its_release_date.html]Deus Ex will 'definitely' hit its release date[/url] [quote]Human Revolution will be out on time, says art director Jean Jacques-Belletete. These days it seems that most triple-A release dates slip like a drunkard on wet stairs - Gears of War 3 being the latest casualty - but Eidos Montreal has promised that its forthcoming Deus Ex prequel will be bang on time. Earlier this week, art director Jean Jacques-Belletete told VideoGamer.com that the studio was "very confident" that Human Revolution would arrive on schedule. We pushed further, asking if the game would definitely hit its appointed release next February. "Yeah, yeah definitely," said Belletete. "For all sorts of reasons I'm not going to mention." While he wouldn't go into specifics about why he was supremely confident, Belletete said that it was the conception of the game, rather than its brass tacks development, that posed the most challenge to Eidos. "I think it's been harder to figure out what we had to do, and how to do it, then getting everything done," he continued. "Once we knew what it was, once we knew how to get the flavour, once I'd figured out what the recipe for the art direction was, and the core team and everything... after that was the easy part. After that was just, here are all the blocks, now pile them on top of each other. But figuring out which blocks to choose, that was tough." Deus Ex: Human Revolution will be released in February 2011, on PC, PS3 and Xbox 360.[/quote]
Oh boy I can't wait! :allears:
Good, now give us some new gameplay. This and Duke in the same month, I could play those two games for the rest of the year.
[url=http://uk.pc.ign.com/articles/112/1125874p1.html]Interview with Art Director, Jonathan Jacques-Belletête (IGN)[/url] [quote]When first details and screens of Deus Ex: Human Revolution appeared, the reaction among Deus Ex fans was one of nervous terror. It was too shiny and too pretty to be a proper sequel, we fretted. Probably the only way Square Enix could quell those nerves would be to release a screen shot of a reassuringly complicated menu, one corner displaying how good the character was at swimming and the other tracking the number of fire extinguishers he was carrying. Since then, members of the gaming press have slowly been convinced, one after another - this really is a sequel to Deus Ex, replete with grid-based inventory, in-depth character development, non-linear levels and adult dialogue. It just happens to be very shiny and very pretty, too. And so, we sat down with Jonathan Jacques-Belletête, Human Revolution's art director, to politely ask him what on Earth was going on. IGN: Why do you think so few people are making immersive sims these days? Jonathan Jacques-Belletête: I think the reason is that it's really hard. The whole multi-path thing is really expensive to develop, because you're creating data that the player might not see. I'm not sure that this kind of freedom is necessarily a prerequisite of an immersive sim, but if we consider that it is, well, I've worked for companies that won't allow for a single piece of content to be developed that the player might not see. IGN: So from a development perspective, how do you justify making a game where a player might only see 60% of it on a given playthrough? JJB: The justification comes the minute somebody asks you to make a sequel to Deus Ex! [Laughter] At that point you're safe, you're cool. It's like, "You're sure that's what you want?" But if that wasn't the case, I'm sure it'd be really hard to justify it. IGN: Well, this is what surprised me seeing Human Revolution at GamesCom. You guys are absolutely bringing Deus Ex back, right down to the grid inventory. And then there's the new hacking minigame - this is complex stuff! JJB: But playable. Our game actually used to be more complex. IGN: And you're doing this in the face of games like Bioshock stripping down System Shock's structure, or Bioware removing the inventory from Mass Effect 2. Are you guys just crusaders? JJB: I don't think we're crusaders. I think we're fully conscious that the industry needs a game that sells well and that a wide range of people can play. And I think we're also very conscious of what the fans of Deus Ex like and want, even though we're making changes like the health system. IGN: You mean regenerating health? JJB: Yeah. No more "I have 2 HP left in my arm." That's one of the major things we've gotten flak for. It was incredible. Just this never-ending thread on the forums. IGN: To me, the regenerating health and cover system seem like logical steps forward for the series. JJB: That's exactly what we think. IGN: Where I've been hearing complaints is regarding the "boss"-like setup that you end the E3 demo with, with an enormous augmented bastard showing up and starting to beat up Jensen. [Hasty discussion between Jonathon and PR types] JJB: Alright. If I had to answer that based on what we've shown so far, I'd say that there is nothing in there that tells you that you have no choice but to fight him. Alright, you have no choice about getting hit in the face. But that's it. IGN: You talk about needing to both sell your game, and produce a true sequel to Deus Ex. The original game didn't sell a huge amount, did it? JJB: For the time, it actually sold pretty well. Even if you ignore the PS2 port it sold a respectable amount. IGN: To get back on track, keeping the original Deus Ex's features is one thing, but making it more complex is something else. Where did the decision for a relatively deep hacking minigame come from? JJB: It goes back quite a while. There was zero participation in the original Deus Ex's hacking. It was a bar, and that was it. So the first thing was that we wanted some interaction in the hacking. Then the second thing we wanted was to not having a section that was like, "Press X! Now press Y!" We wanted something that really feels like you're hacking, and that's enjoyable. And then at the same time we've got the hacking augmentation upgrades that help you, and the software and viruses you can get. We just spent so much time on it. François, our game designer for the hacking, I'd see him at work until midnight. He'd spend weeks on it. And then Jean, our game director, would take a look at be like "Yup, let's give it another pass," or "Let's restart that hacking thing, it's not there yet." That balance of complexity versus playability versus enjoyability is something that we tinkered at for a long time. Like any complex system in a game, we slowly take the player to the full extent of the system. The way that I like to compare it is to the fighting mechanics in RPGs. They can be really complex, but they're very slow to open it up to you. IGN: I keep thinking back to Bioware, and how with Dragon Age and Mass Effect they're gradually stripping away the less intuitive elements. JJB: Yeah... I'm not gonna tell you what I really think of them doing that. But there's always a way to make something rather complicated work well. Our game director is a pragmatic, no-bullshit kind of guy and I'm really lucky to be working with him... one of his main skills is to ask what the reason is for something, and then make it usable and understandable. And that's what design is! Whether it's game design, graphic design, industrial design, it's the perfect marriage of complexity and usability. If you have a graphic interface that looks beautiful but nobody understands what it is or how to use it, or if an industrial designer makes a beautiful chair that hurts your back when you sit in it, that's bad design. There's always a way to make something work. IGN: Talking about design, why exactly did you choose this neo-Renaissance art style? JJB: This was the first time I was able to bring something a little crazy to a project, and was given carte blanche. Where it comes from is the game's central theme of transhumanism. At one point during my research I started seeing the Leonardo Da Vinci anatomical sketches, and there's a huge link there because that was the foundation of the human machine. It was the Renaissance when people started to understand how the body functioned. And transhumanism is the augmentation of the human machine. The Renaissance was also a big creative transition from the Dark Ages. You have Galileo explaining to people that the Earth is round and isn't the centre of the universe, with the guillotine right here [Motions above his head]. You have the same thing at the beginning of the transhumanist era that we're in now. For example, doping in sports, or the Raëlians being summoned to the US Senate to explain the claim that they'd successfully cloned a human being. IGN: You've said in interviews that while Deus Ex dealt in political themes, you're exploring transhumanism, and what augmentation does to the concept of humanity. How does that work if the most important augmented character in the game is Adam Jensen himself? Is the story specifically about your character losing his humanity? JJB: [Transhumanism] is being explored in all sorts of ways. Socially, the rift between rich and poor grows much bigger when rich people can get faster, stronger, more intelligent, through all these implants. And we're exploring this with the environments in the game. And also the philosophical thing behind it. What do augmentations give us? Should we be prepared to go there? You deal with that a lot just talking to NPCs. Adam can have some pretty deep conversations about that with some characters in the game, or just reading newspapers and emails. Just exploring the player will get a feel for that debate. We never tell the player which side's good and which side's wrong, even though Adam is augmented. The player can choose not to push him any further if they want. IGN: Wouldn't that be like choosing not to level up in an RPG? JJB: Obviously you might not get the full experience, but it's doable. It's totally doable. This is still a first-person shooter, and it's possible to have a lot of fun just shooting. So if you choose not to augment your hacking abilities or whatever you can still shoot your way through the front door. So we let the player decide whether transhumanism is a good thing or a bad thing, and they have to make some pretty important choices IGN: The original Deus Ex had a lot of characters who'd lie to the player, with no foreshadowing and sometimes no explanation. Do you think there's a place for that in a modern commercial game? JJB: I think it definitely has a place. In just the same way that you might not find certain areas in the game, if somebody totally lies to your face and you finish the game without knowing it, that makes it more fun to replay it. It's the idea of multiple paths. IGN: Good point. Thanks for your time![/quote]
I hate double-posting, especially in my own threads, but here goes: Interview with JJB, Art Director: [media]http://www.youtube.com/watch?v=YhpAwowH29o[/media] [url=http://www.computerandvideogames.com/article.php?id=269503?cid=OTC-RSS&attr=CVG-General-RSS]Deus Ex: 'We must respect the original'[/url] [quote]The staff at Eidos Montreal have a tough task resurrecting the hugely acclaimed Deus Ex series - and you don't have to point towards its army of 'best PC game ever' awards to have them realise. In our chat David Anfossi (producer), Jonathan Jacques-Belletete (art director) and Andre Vu (marketing game manager) below, the trio talk of the "mandate" they have to retain the series' core values - and from what we've seen they've done a fantastic job. Human Revolution looks and sounds like the ten-year-old original - but the team has updated the shooter's gameplay to live up to today's expectations. Will it live up to the hype? Read our recent Deus Ex preview to see how it's shaping up, and read on for the Eidos chaps' words... [B]We can't quite believe how evocative Human Revolution is of Deus Ex 1. Why did you feel like you had such a duty to do the original game justice?[/B] AV: We had a mandate from Eidos back then - it was very important for the portfolio that we had this major title. One of the core points was that, if you're using a name like Deus Ex, then the original was such a great experience we wanted to recreate something that's still kind of unique. We didn't want to create just a shooter, just a stealth game... You take the name, you have to respect the core values. And if you look at the state of the market right now, with games like Bioshock, Fallout 3 etc. people - hardcore gamers - will say they're kind of niche, but they sell millions. That kind of audience wants more depth, the universe, some kind of customisation... instead of a regular shooter. There is a real audience for that kind of game. JJB: When we started this project, it coincided with the creation of this studio. There was no studio, no team, no technology... and it was 'make a new Deus Ex game,' right? I think because of all this we knew it needed to be the best it could be - every game designer thinks like that, I hope, when they start a new game. It just seemed that the whole future of this studio was based on that at that point, and also we commissioned diff studies to research what the franchise meant and what the values were - and we also studied the game personally. I don't know, I guess we're all such big fans of the series, so passionate about the whole thing... and we had sacrificed a lot personally to come here (Eidos). Most of us were at Ubisoft previously, and had no particular reasons to leave. So I guess we just understood how this game needed to set the right tone, convey the right experience. And also the second Deus Ex title - Invisible War - wasn't too well received, nor Project Snowblind. That was a fear we had. [B]Did you just look at the original then?[/B] AV: No, we played all of them. Just to be sure. Obviously... JJB: There's some good stuff in the second one also. Even Snowblind had some good ideas; they just weren't particularly well implemented. AV: The thing is: it's important to play both the successful one and the one that didn't work - just to make sure we didn't fall into the same trap. What was great was that obviously we were hardcore fans too - we played Deus Ex back in the day. So it was kind of weird recreating something 'new' for the market; young players now don't really know about Deus Ex... [B]Prequels using better tech are always tricky to realise - it's weird when a game set before Deus Ex looks so much more aesthetically amazing. Indeed, the world of the original Deus Ex was quite similar to our world... was dealing with that an issue for you?[/B] JJB: Yeah, we thought about it a lot. The way we look at it - first of all, as well as playing Deus Ex we read a lot of books on technology, where technology is going, the whole tech curve thing, all the big thinkers... singularity. There's some wicked material in there, some of the stuff that could happen within the next 20 years is insane. We were like: 'really?' Where some of those big scientists think we might be in 2030... it's completely out of this world. If it's gonna happen - or not - that wasn't really important to us; we just wanted to run with it. Also, regarding the first Deus Ex, a lot of the stuff we have today is more advanced that the portrayal in the first game - even though it was set in 2052. So we just made a decision that: 'let's make sure it looks a bit more like things are today.' Like our TVs are bigger and flatter than the tellys in Deus Ex 1. It's a mundane example, but there are a whole lot more. We also need and like to have fun designing these games, so we need some crazy things to develop! The way we see it also is almost as if Deus Ex 1 is after the great collapse - it's set in 2033. After that the huge earthquakes, the whole economic collapse... everything is going to go to shit. And Human Revolution takes place right before that. [B]Kind of like the Golden Age before the Dark Age?[/B] JJB: It's exactly that. It's a motif in our game almost; one of the ideas we're using is that: 'it's not the end of the world yet, but you can see it from here.' It's like when the Titanic was sinking, you can still see people playing music, quaffing cocktails, not believing they were going to drown. That's how we're playing it... [B]It's not quite the end of the world, but during the development of this game there's been a global recession...[/B] JJB: It might have inspired us, it's certainly a theme that's part of the franchise. I think what's crazy in general is where the world is going - you look at Deus Ex 1, cyberpunk themes in general - it seems to be straight where we're shooting. [B]One of the main things that has blown everyone away about this game is the aesthetic. There are obvious influences - Metal Gear, the dropship from Halo, Blade Runner, Ghost in the Shell... Who stumbled upon the whole black and gold thing?[/B] JJB: It was me! (laughs) [B]We take it there was a long journey to get there?[/B] JJB: Oh yeah! There's something really interesting in what you just said. You can see the BR, GITS... we wanted that, we needed that - but we also wanted to have our own voice shine through that. Completely reinventing something is almost impossible, especially when it's something like cyberpunk. So what was important was to put our own feelings into it, and the way that worked was that a lot of reading on tech, on transhumanism - and then at one point we were like: 'okay, we think we understand everything, let's all go into our own corners and start working on art direction.' Because the way we work is really tight early on - with the game director and lead animator - we kind of create the core, then split and start thinking about our own departments. And when I really started diving into the 'look' - I knew it'd resemble Blade Runner... it's necessary to some degree. But the reading drove me to start sketching, and a lot of research is based on the human body - especially with transhumanism - and all of it is anatomical sketches. I saw that, and it just hit me that: 'let's thematise the game with the Renaissance somehow. There's a link. Cybernetics is augmenting, upgrading the human body. To upgrade a system first you have to understand how it functions, and the Renaissance was like the first time in the Western world where we honestly started studying the human body. Galileo had to show up in front of the Inquisition like seven times - every time he'd have to update his theories... [B]Ironically there are parallels, correlations with the themes and setting of AC: Brotherhood, even though you're far future and they're distant past...[/B] JJB: Yeah, they're literally the Renaissance, and we're reimagining it. Mixing cyberpunk aesthetics with Renaissance aesthetics. [B]What about the colours though?[/B] JJB: Okay, so that was just one day... one picture. I think it was like a Sunday, and I saw this black and gold advert - I have no idea what it was. But it just struck me - this could be a great palette, it's never really been used in videogames. It was great for communication, packaging, bags so on. If you look at AC, it's white and blue. Ours is gonna be black and gold. And I think it worked well, because if you look at the Renaissance, the painters at the time like Rembrandt, Vermeer... a lot of the colours they use are black and white. Obviously they could paint in the daytime, but if they wanted to paint at night they didn't have leccy so would paint with candles - which resulted in this warm, black and goldy effect. To me, it represents the Renaissance, it gives us our own signature and if you want to go even further into themes - for me black represents the cyberpunk, gold the Golden era, the Renaissance. It started off small, but it ended up being core to our vision. [B]Looking at the demos, the Renaissance style doesn't seem overt in the areas we've seen. Is it affluence, a high society thing?[/B] JJB: It's exactly that. Even today, high fashion - the craziest fashions are worm by stars, the social elite, the people on TV. There's monetary aspect to it, a social aspect to it - you need to kinda be in those circles to... well, you couldn't come to work in that! [B]Did you guys still feel the need to send a team out to Shanghai, take photos, build the future on a realistic foundation?[/B] JJB: We found the need, though there were no field trips by the team. We paid a professional photographer who's based in Shanghai to go round and scout. We went to Shanghai with Google Earth - that was a good 'trip'! (laughs) [B]The original Deus Ex wasn't a good looking game, even at the time. Another one of your challenges must have been to make Human Revolution look like a triple-A title while still packing in ambitious level design...[/B] DA: We made a lot of changes with the engine, to be honest. Because obviously it was the engine from Crystal Dynamics, it was adapted from Tomb Raider. So yeah, the lighting system for example - we implemented a new system, a new tech to support the ambience with the light. We implemented effects for the fog, the smoke. It took approx two years before we were comfortable with the results in game. A lot of work. JJB: And in terms of the mix with the level design, the core - the multi-ending, multipath experience... it's not Oblivion, but it's multipath. And with that, the visuals are hard to do. Adding a cover system, it makes it all the more complicated. Because when you do something where objects in the game become an element of gameplay that need to be tagged - that's where we have probably the biggest clash between visuals and level design in the entire industry. Because scenery, for the level designer, becomes a gameplay tool - and for the artists it's a visual tool. So the artist puts a crate like this because it looks nice, then a level designer comes along and says: 'no, that's not my proper cover angle!' And we wind up with all these crazy rules, but it still went rather well considering. I think it could have been a much bigger nightmare... In Rainbow Six Vegas at Ubisoft it was the biggest headache they had, y'know. [B]Both demos had references to names familiar to Deus Ex universe; Tong, Mandalay... Is that a way to set the stall out for the original Deus?[/B] JJB: Absolutely. DA: It's interesting to note that the lead writer for the first two games has been a consultant on this one - to ensure and maintain consistency, to respect the universe. JJB: The story's style, its tone. [B]Who's doing the soundtrack? The same guy?[/B] AV: No, Michael McCann. DA: He did the music for the trailers also. [B]You can detect the strains.[/B] AV: Yeah, it's like a two tone sound. [B]Obviously your fan service is amazing, but do you still find it's an impossible task placating the hardcore Deus Ex fans?[/B] JJB: Have you ever been on our forum??? (laughs) It's insane, there's your answer right there! I think people believed we would fail miserably, that nobody thought we could ever make something that felt like Deus Ex 1 again. And there was this huge detachment. But now people are saying: 'hey, wait a second!' There are like 50-70 hardcore fans - there is no way to please them. DA: They'll still buy it though! [B]It really does hold up spectacularly well, and nobody's really done anything like it since - bizarrely. Maybe the only spiritual sequel we can think of is Vampire the Masquerade: Bloodlines...[/B] AV: Actually, some of our game designers also played that before they started on Human Revolution. Perhaps Kojima might pop around to see it... DA: Kojima is a very good friend of our CTO - he had dinner with him and we just received good feedback. JJB: Kojima saw our game? He saw it? DA: Yeah. JJB: (pumps fist) Yesss. [B]Were you having to fight against the higher ups to be so faithful? Because it was a long time ago - you don't necessarily owe it anything aside from a fan homage kind of level...[/B] JJB: But actually that's what they wanted to see. The studies, the market research suggested we needed to be faithful. DA: Thanks to Mass Effect, Bioshock that kind of game is coming back. JJB: We started Deus way before Assassin's Creed II by the way! When I was still at Ubisoft the word was it was going to be set during the Mayan era... when I saw the first teaser later on I was like, 'argh.' [B]I suppose that is quite delicate given that lots of you are ex-Ubi, Assassin's Creed...[/B] JJB: Totally, and you can only take my word for it but we had no idea! I remember when word first came out I called some people and was like, 'wasn't it supposed to be f***ing Aztecs?' [B]We don't think many people have made a connection between Deus Ex and Assassin's Creed...[/B] JJB: The other thing was the Bioshock thing. A lot of gamers get educated with games as they play. The idea of pushing aesthetic - a lot of people got it for the first time during Bioshock. Now they see our stuff and say, 'oh man, they're so riffing off Bioshock.' We started work on our aesthetic way earlier than that. Bioshock's a funny game. Without talking anything away from it, it got a lot of credit for things a lot of games were doing waaay earlier. Even System Shock! [B]So how long will it take to beat Human Revolution?[/B] JJB: Well the original Deus Ex is like a 30/40 hour game... AV: If you play through Human Revolution in a fairly linear fashion, it's around 20 hours. Do the side quest and it's closer to 30. [B]That's substantial for game that's both pretty and has action mechanics...[/B] JJB: Yeah, and every environment has been furnished. Take the police station; there are so many terminals you can log into, so many emails to read. Some are related to side quests, some not. You could spend a whole afternoon there! [/quote]
[QUOTE=Jericho_Rus;25092187]It's non-lethal only because some people want to complete the game without any kills. But seriously, a non-lethal shotgun?[/QUOTE] Someone never heard of beanbag shotguns.
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