[QUOTE=Zezibesh;29331332]"Will Adam walk out of this alive?"
seriously[/QUOTE]
I'm not entirely sure if the comic is cannon or just the game events in a different order. [sp]I mean in issue 1 he doesn't have his cranial implant at all and he talks about killing Barrett even though he hasn't even been to Heng Sha yet.[/sp]
Good job of the developers too make highlighting optional by the way.
[QUOTE=spekter;29177604][B]Ask JJB - Will Adam's glasses always be activated?[/B]
[media]http://www.youtube.com/watch?v=vpQazugPDHk&feature=youtu.be[/media][/QUOTE]
his vision is augmented
Will the augmented version be available on steam?
[QUOTE=Solidsnail;29421849]Will the augmented version be available on steam?[/QUOTE]
Well since a lot of the extras are physical I doubt it. The in-game stuff is all just codes you use.
And unfortunately the augmented version has been stripped of all the goodies for the North American version.
[QUOTE=spekter;29335012]I'm not entirely sure if the comic is cannon or just the game events in a different order. [sp]I mean in issue 1 he doesn't have his cranial implant at all and he talks about killing Barrett even though he hasn't even been to Heng Sha yet.[/sp][/QUOTE]
They're canon, as is Icarus Effect.
[QUOTE=imadaman;29425692]They're canon, as is Icarus Effect.[/QUOTE]
Yeah but [sp]why wouldn't he have his cranial implant even though he clearly has it straight away? I guess it is possible Barrett could die before heng sha if they do it proper DX style with bosses.[/sp]
[QUOTE=spekter;29422204]Well since a lot of the extras are physical I doubt it. The in-game stuff is all just codes you use.[/QUOTE]
You can digitally release the artbook and soundtrack - Mass Effect 2 did it just fine with its Steam release.
[url=http://blog.us.playstation.com/2011/04/21/composing-deus-ex-human-revolution-conspiracy-transhumanism-and-synthesizers/][B]Composing Deus Ex: Human Revolution – Conspiracy, Transhumanism and Synthesizers[/B]:[/url]
[quote]I’ve always been fascinated by video-game soundtrack composition, partly because game composers sometimes face dueling or outright contradictory objectives. For a complex, emotionally charged stealth-action game such as Deus Ex: Human Revolution the soundtrack serves multiple roles, grounding the player in the game’s rich atmosphere while staying limber enough to reflect the player’s choices, be it sweet-talking a pimp or blowing him away.
I’ve wanted to meet Composer Michael McCann ever since I heard his work in the Deus Ex: Human Revolution E3 2010 trailer. Through a series of unfortunate events, I narrowly missed meeting with him at this year’s GDC in San Francisco. Luckily, McCann jumped at the chance to share his thoughts directly with PlayStation.Blog readers, and it makes for fascinating reading whether you’re interested in Deus Ex: Human Revolution, game soundtrack creation, or none of the above.
[B]Soundtrack Themes and “More Than Human”[/B]
Transhumanism is definitely the core theme throughout the Deus Ex series. What makes this theme so powerful is that it permeates almost every part of life – science, philosophy, art, religion, and politics. On the surface, transhumanism deals with the use of technology to push humanity beyond our physical and mental limitations – in the extreme it would be a push toward immortality. It’s obvious, especially today with the controversy behind stem cell research, that this kind of scientific advancement has consistently come into conflict with religion and politics. The power that scientific discovery ultimately yields also makes transhumanism a great foundation for conspiracy themes – another common thread throughout the Deus Ex world.
I’ve always been inspired by transhumanist themes, and there were a few ways it was represented in this score. In the game’s story there is often talk about the merits of scientific discovery – whether it’s good, moral, responsible – or in a political sense for example, whether it creates a division in classes where some people can afford access this technology while others are left behind. But out of all these themes, there is a definite struggle between the natural and the technological.
These two sides are represented in many different ways throughout the soundtrack. One key element is the duality between acoustic and electronic instrumentation – and for every cue there is a constant trade off between the two – they kind of weave in and out of each other, always fighting for priority. I also spent a lot of time manipulating the acoustic elements to sound “more than human” – editing them for perfect pitch and timing, so they become very mechanical – and often the line between acoustic and electronic is completely blurred.
[B]Vangelis, Trent Reznor and John Carpenter[/B]
Although there is a strong Renaissance theme in the art direction (read more), most of the musical influences were modern. From the beginning, audio director Steve Szczepkowski gave me a few artists to keep in mind: Vangelis, John Carpenter, Trent Reznor and the score from the first Deus Ex. From this initial direction I needed to find a counter balance to what was predominately an electronic influence and expand into more diverse territory. To give a bunch of examples of some of the music I looked at: Dead Can Dance, Eliot Goldenthal, Vangelis, Kronos Quartet, Tangerine Dream, Cliff Martinez, Brian Eno, Ben Lukas Boysen (HECQ), Peter Gabriel, Philip Glass, Autechre, and many more.
The influence of some of these artists came more in the form of sound design within the music – basically building a very strong mood in the ambient music by mixing elements that would actually exist in the environment you’re visiting. For example, in the Hengsha section of the game, I use a lot of source recordings of traditional Asian music (folk songs, street musicians) but there are hundreds of these clips all blended together to create one large piece. If you were walking through a busy urban street, like in the Hengsha map, there would be music from bars, street musicians, cars driving by, and so on. I liked the idea of bringing in all these elements but fusing them into the actual score. In the end you have a very rich musical ambiance with rhythm, melody, and harmony, but it is built from many different unrelated sources. I think doing this also ties into the larger transhumanism theme, by incorporating very traditional forms of music but using technology to manipulate, tune, and merge them into an electronic world.
Synths were important in this score, not just because they are important to the cyber-punk world of Deus Ex, but also because they are a counterweight to the more acoustic elements in the score. I needed that balance to get the story across through the music, and synths were one of the more important electronic instruments in achieving that. Also, synths became a key way of setting a stark emotional tone, while not losing the cerebral, futuristic atmosphere we needed in many parts of the game.
[B]Creating a “Stark Emotional State”[/B]
From very early on, Eidos Montreal (and I) were very adamant about creating an original score for Deus Ex: Human Revolution. There is one nod to a DX1 cue early in the game, but other than that it’s all new music. However, I can definitely say that tracks from the original game do appear in various ways in the game. Audio director Steve Szczepkowski created quite a few clever ways of using DX1 cues, but not in the places, or in the ways, that you’d expect.
Although it is a prequel, Deus Ex: Human Revolution is very much its own story – with unique emotions, characters, locations, visual design, and so forth. However, what I really liked about the original game’s score is the consistency of its very stark emotional state. You can really get into a trance playing the first game, and I think that’s very much due to the music. I’ve heard people describe the experience of “taking the game with you” after you’ve finished playing. I very much wanted that same quality in this soundtrack – so that the atmosphere created in the game affects you even after the game is turned off.[/quote]
Ok guys [url=http://forums.eidosgames.com/showthread.php?t=117547] apparently we will get pc footage soon and there will be a new round of previews. (click here for more info)[/url]
Here are some new screens.
[media]
[url]http://media.gamer.nl/site/dump/20110426102709-deusex1.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102715-deusex2.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102731-deusex5.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102720-deusex3.jpg[/url]
[/media]
[QUOTE=ZakKa!;29444758]Ok guys [url=http://forums.eidosgames.com/showthread.php?t=117547] apparently we will get pc footage soon and there will be a new round of previews. (click here for more info)[/url]
Here are some new screens.
[media]
[url]http://media.gamer.nl/site/dump/20110426102709-deusex1.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102715-deusex2.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102731-deusex5.jpg[/url]
[url]http://media.gamer.nl/site/dump/20110426102720-deusex3.jpg[/url]
[/media][/QUOTE]
[img]http://stylishcorpse.files.wordpress.com/2009/11/house_do_want.jpg[/img]
[media]http://media.gamer.nl/site/dump/20110426102720-deusex3.jpg[/media]
This looks serious.
This thread needs more winner ratings.
[editline]26th April 2011[/editline]
[url]http://translate.google.com/translate?hl=fr&sl=fr&tl=en&u=http%3A%2F%2Fwww.jvn.com%2Fjeux%2Fpreviews%2Fpreview-et-interview-de-deus-ex-human-revolution.html[/url]
[media]http://static.jvn.com/files/data/media/1c/1cac/1cace44d95-deus-ex-human-revolution-pc-xbox-360-ps3-25765.jpg[/media]
Damn that's a nice combat robot.
[editline]26th April 2011[/editline]
Hell, it even folds into a cube.
The pistol looks awesome.
Holy shit its Namir. Can't wait to face off against him.
[QUOTE=Dr Bob;29445167][img_thumb]http://stylishcorpse.files.wordpress.com/2009/11/house_do_want.jpg[/img_thumb]
[media]http://media.gamer.nl/site/dump/20110426102720-deusex3.jpg[/media]
This looks serious.[/QUOTE]
His head is so small.
Also about that music article: DE1 theme will obviously be played somewhere, and the "remade" tracks with DE1 elements are what I'm looking forward to. Most likely, one of them will be the Hong Kong theme since it's very iconic and you will visit China anyway, and I'm hoping UNATCO theme is another one since it's my favorite song in the game.
[QUOTE=ZakKa!;29446271]This thread needs more winner ratings.
[editline]26th April 2011[/editline]
[url]http://translate.google.com/translate?hl=fr&sl=fr&tl=en&u=http%3A%2F%2Fwww.jvn.com%2Fjeux%2Fpreviews%2Fpreview-et-interview-de-deus-ex-human-revolution.html[/url]
[media]http://static.jvn.com/files/data/media/1c/1cac/1cace44d95-deus-ex-human-revolution-pc-xbox-360-ps3-25765.jpg[/media][/QUOTE]
....wall-e?
[QUOTE=Zezibesh;29447820]His head is so small.
Also about that music article: DE1 theme will obviously be played somewhere, and the "remade" tracks with DE1 elements are what I'm looking forward to. Most likely, one of them will be the Hong Kong theme since it's very iconic and you will visit China anyway, and I'm hoping UNATCO theme is another one since it's my favorite song in the game.[/QUOTE]
I hope we hear some kind of remix or homage to this track:
[media]http://www.youtube.com/watch?v=RgIE6Pb_MFE[/media]
I find this track to be very atmospheric, and just listening to it visually reminds me of the gritty New York setting that we saw in Deus Ex 1.
UNATCO Theme remix has been confirmed, as has a nod to the original theme.
[QUOTE=Dr Bob;29450194]I hope we hear some kind of remix or homage to this track:
[media]http://www.youtube.com/watch?v=RgIE6Pb_MFE[/media]
I find this track to be very atmospheric, and just listening to it visually reminds me of the gritty New York setting that we saw in Deus Ex 1.[/QUOTE]
Probably one of my most favorite tracks in the game, along with the one that plays in the NSF airbase. In fact a lot of the music in that game had great atmosphere.
Wonder how the PC screenshots will look, kind of expecting the same thing from the console versions and at a similar resolution too. :v:
[QUOTE=DainBramageStudios;29452162]UNATCO Theme remix has been confirmed, as has a nod to the original theme.[/QUOTE]
Hell yes.
[QUOTE=DainBramageStudios;29452162]UNATCO Theme remix has been confirmed, as has a nod to the original theme.[/QUOTE]
:gizz:
[QUOTE=Dr Bob;29450194]I hope we hear some kind of remix or homage to this track:
[media]http://www.youtube.com/watch?v=RgIE6Pb_MFE[/media]
I find this track to be very atmospheric, and just listening to it visually reminds me of the gritty New York setting that we saw in Deus Ex 1.[/QUOTE]
[media]http://www.youtube.com/watch?v=u0IsK2C8SNo[/media]
This is my favourite
[QUOTE=Darth_GW7;29466156][media]http://www.youtube.com/watch?v=u0IsK2C8SNo[/media]
This is my favourite[/QUOTE]
This plays when you [sp]emerge from the secret MJ-12 bunker, right?[/sp]
What a mindfuck that was.
[url=http://www.oxm.co.uk/27815/previews/why-deus-ex-human-revolution-is-a-metal-gear-solid-killer/]Why Deus Ex: Human Revolution is a Metal Gear Solid killer:[/url]
[quote]Despite already lugging around the weighty expectations it's already inherited merely from stepping onto the Deus Ex wagon, Human Revolution isn't afraid to pile on more.
Envisioning a world 50 years prior to the events of the original game, Eidos Montreal wants to introduce players to a world on the cusp of collapse. Vast advances in cybernetic technology have placed immortality itself potentially within humanity's reach - providing you've got the wallet to support it.
Dipping into a gorgeously dark realm laced with ethical debate and class politics, Human Revolution puts in you in the shoes of Adam Jensen - a corporate security guard who finds himself being temporarily blown to pieces by a terrorist attack. Gifted a new set of robo-arms by the wonders of science, it's time to investigate the motives and perpetrators behind the attack. Oh, and we'll probably uncover a couple of shocking conspiracies somewhere along the way, too.
Skulking in a dimly lit car park whilst scouting for an entry point into a mysterious facility, we sit back and watch as Art Director Jonathan Jacques-Belletête guides Adam towards a couple of shady characters in the hope of gaining additional Intel or equipment. The conversation with 'Big Rizzle' is brief, but already we're pleasantly surprised by Adam's understated and dry sense of humour.
Moving on to the task at hand, we watch as Jonathan attempts to infiltrate a FEMA facility without being detected. After being informed that the guards don't follow pre-set patrol pathways, we watch as Adam evades detection by carefully sneaking around behind boxes. Things get sticky a little later on, and it's time to start playing with augmentations; reducing movement noise to a mere whisper, and temporarily becoming almost invisible in order to dash through unnoticed.
Not everything goes to plan, however - and on a few occasions we see Jonathan making use of tranquiliser darts to take down troublesome guards. In the true tradition of stealth gaming, these sleepy soldiers then have to be moved out of sight to avoid arousing suspicion. This isn't a clean over-the-shoulder job, mind you; watching Adam dragging bodies around looks realistically cumbersome - something we'll definitely be bearing in mind when taking out enemies in more open areas.
Using augmented vision to see enemy positions through solid surfaces seems vital if you're planning on sneaking through most of the game - but if you're planning on getting your hands dirty, optical tagging will soon become your visual tool of choice. Having the position and distance of up to six enemies being tracked simultaneously is quite useful, but becomes a hell of a lot more interesting when you're the owner of an assault rifle that can fire around corners.
Opening fire from behind the safety of a metal crate, we watch as the tagged enemies fall off the visual radar one by one - bullets gently curving downwards into the skulls of unseen enemies. It's hard to tell just how useful this ability will be until we're able to get our hands on it, but the trajectory curve seems restrictive enough to ensure it doesn't feel too overpowered.
After mistakenly chugging a bottle of vodka instead of chucking an EMP grenade to deactivate the stairwell surveillance, we see Adam deciding to face the final challenge we saw head-on; squaring up to a deadly-looking 'Box Guard' with a nearby rocket launcher. Handily transforming from their easily transportable cube shape, Box Guards unfold transformers-style into dangerous robotic bastards that don't seem fazed by bullets. Nearby cover doesn't last long against whatever heat the Box Guard is packing, but provides just enough time for Adam to blast a few rockets into its chunky chassis.
Whilst Jonathan decided to showcase the game's stealth system for most of the demo, what we've seen so far seems hugely promising in terms of delivering the scope of choice that fans of Deus Ex are going to expect. Shrugging off a variety of hardcore nuances for the sake of keeping the experience focused and streamlined, one aspect that remains intact is the grid-based equipment screen. Human Revolution clearly offers a huge amount of scope in terms of how you choose to handle each situation - but with limited space for equipment, we'll likely see the game encouraging you to choose your gear carefully - specialising to suit your preferred style of play.
From what we've seen so far - it feels a lot more like Metal Gear Solid than it does Crysis. Whether this will remain the case once we get our destructive little mitts on it remains questionable, but there's one thing we're entirely sure of: More than anything, Human Revolution wants to tell you a story. If knocking the difficulty down a notch and going in guns blazing is the only way you're likely to see their story through, then Eidos Montreal are totally cool with that. Sadistically determined to stay true to the original and avoid conflict at all costs? Don't worry - they've got you well and truly covered too.
We'll be getting our hands on the game very soon - but in the meantime, feel free to activate your cynicism suppression augmentations. Adam Jenson will be taking your desk, Snake. Let us know if you need another cardboard box.[/quote]
[editline]27th April 2011[/editline]
New interview with new gameplay and awesome music: [url]http://www.gametrailers.com/video/infiltration-interview-deus-ex/713290[/url]
Eidos' moving people from Deus Ex to Thief.
[release]No longer does the floor space of Eidos Montreal belong to Deus Ex: Human Revolution - Thief 4 production has properly begun.
"It's their turn now," Deus Ex: Human Revolution art director Jonathan Jacques-Belletete told Will Porter for Eurogamer.
"We've ramped down, they've ramped up. The main production floor is occupied by them now. We're occupying a lesser space.
"For the past four years all the directors on Deus Ex were sitting in the same area, with tons of concept art and design papers all pinned up on the walls... the day we went to take them down all the directors of Thief were [appropriately - Ed] sitting in our places. It was a weird day."
Jacques-Belletete revealed how both teams are "entirely separate" and that he'll have "no role at all" on Thief 4.
"It's a really kickass team [on Thief 4]," he enthused, "some great people."
"The Art Director is a good friend of mine, and it's in really good hands."
He added: "I cannot say anything about the game apart from that it'll rock your shorts."
Thief 4 has been confirmed by Eidos Montreal but not officially unveiled.
Talk of a possible Game Developers Conference reveal earlier this year amounted to nothing. But we were treated to what may turn out to be our first ever glimpse of Thief 4, courtesy of sketchy off-screen photography.
All eyes now turn to this summer's E3 event as a likely platform for the game to be revealed.[/release]
[url=http://www.eurogamer.net/articles/2011-04-27-thief-4-development-supersedes-deus-ex]Source[/url]
[QUOTE=imadaman;29467106]"The Art Director is a good friend of mine, and it's in really good hands."[/QUOTE]
[media]http://www.youtube.com/watch?v=xFGfWrJR5Ck[/media]
Awesome. There needs to be one signature horror level. Just because it's Thief.
I don't like the sound of that bullet-curve attachment. Seems to be auto-aim by any other name.
[editline]27th April 2011[/editline]
[quote]After mistakenly chugging a bottle of vodka instead of chucking an EMP grenade[/quote]
ahahah
Is the voice at the beginning of the 'Become Adam Jensen' Trailer the voice of Ben Saxon from Icarus Effect?
Sorry, you need to Log In to post a reply to this thread.