[QUOTE=Greeneyes;29494587]Is the voice at the beginning of the 'Become Adam Jensen' Trailer the voice of Ben Saxon from Icarus Effect?[/QUOTE]
Hell no. Ben has a strong southern cockney accent. Sounds more like Namir.
True, sounds almost Scottish though..
[url=http://uk.gamespot.com/pc/action/deusex3/news.html?sid=6310478&mode=previews]Deus Ex: Human Revolution Updated Impressions - Weapon Upgrades, Augmentations, and Hacking:
[/url]
[quote]When we last saw Deus Ex: Human Revolution, we took you through the opening acts of Square Enix and Eidos Montreal's upcoming sci-fi shooter. We saw series protagonist Adam Jensen, an ex-SWAT officer, thrown into a deadly conspiracy after his workplace, cybernetic augmentations manufacturer Sarif Industries, was attacked by an unknown but well-armed force. The ensuing conflict ended with Jensen's supposed death, only to see him return with extensive augmentations--which Jensen was less than thrilled to have received. Now, during our recent hands-off demonstration with game designer Antoine Thisdale, we go beyond the opening to a later mission to explore some new augmentations and abilities at Jensen's disposal.
In the not-too-distant future of 2027, cybernetic augmentation is a topic steeped in controversy--religious, political, and otherwise. Where some see only sin, others see evolution. The ongoing debate has already produced disastrous results, most recent of which is the attack on Sarif Industries. After an extensive investigation, Jensen finally has a chance to strike back at those who inadvertently made him what he is today: augmented. After touching down a few blocks from our destination--an unsuspecting lot of warehouses--our character decided it was best to stock up on supplies before attempting the mission. A chatty arm's dealer was nearby, and after some small talk, he was more than eager to tell us all about the heavily armed people he'd recently seen moving in and out of the area. Despite its appearance, we now knew we were on the right trail.
The merchant also supplied us with a target-leading system for Jensen's tranquilizer rifle; it was an upgrade that would prove immensely useful once he infiltrated the enemy compound. For now, the upgrade was stored in our inventory, which was displayed on a large grid similar to the system used in Resident Evil 4. Each item takes up a certain number of slots on the grid, with larger items, such as weapons and upgrades, taking up more space than a CD, for instance. However, you won't be able to carry everything you come across. Once our character made his purchases, he moved onto the target area. Here, our character was faced with his first challenge: infiltration. Guards were stationed all around the building itself, and while there weren't a lot of them, Thisdale (the demo's pilot) decided it was best to use the element of surprise and attempt sneaking inside.
When sneaking past enemies, the game uses a combination of line of sight and sound to pinpoint your location. Jensen's cloaking and silent-moving augmentations easily countered this, but they rapidly drained his internal power supply. After slipping past the guards, his next task was to hack the security gate to the compound. When hacking any computer terminal, the goal is to connect your point of entry (represented by a blue orb) with your target (represented by a green orb). You do this by capturing the numerous access nodes between these two points. However, each time you capture a new point, you run the risk of alerting the network's security system, which is represented by a red tower. It then becomes a race against time as the security system attempts to capture nodes and link itself with your access point. Because the gate's lock wasn't too advanced, Thisdale easily outmaneuvered its security system and gained access.
(The game's save system features two overlapping checkpoints, and it allows you to save almost anywhere.)
Inside was a large, single room that housed numerous crates and a half-dozen guards. From within his inventory, Jensen equipped the previously purchased target-leading system to the tranquilizer rifle. With this upgrade, he now received a visual cue indicating where he should fire to score a hit. This was especially helpful when tracking moving targets. A few well-timed shots dropped enemies behind crates or otherwise out of sight. Those that required a more intimate touch got treated to a sneak attack sleeper hold, a melee technique that depleted Jensen's internal batteries. With the guards dispatched, it was simple to slip under the camera and take the elevator down to the floors below.
Upon arriving on the basement level, Thisdale decided he was finished with sneaking around and took a more direct approach. After rolling out of the elevator and sliding up behind some crates, he used another augmentation to place tracking markers on all the enemies, including one large, four-legged robot. These markers took the form of large, green arrows placed above the enemies to help us track them in battle. From his inventory, Jensen outfitted his assault rifle with a target-seeking system. Modeled after existing technology, this system applies a calculated spin on a bullet when fired. The spin allows it to curve in midair and hit those hard-to-reach targets. Used in combination with the target tracker, Jensen could angle his gun upward and fire bullets downward to hit enemies ascending a flight of stairs on the far side of the room. However, this system wasn't very accurate, and a lot of bullets had to be twisted to drop the target.
With the human guards defeated, our character still had to contend with the four-legged walker. While the machine hammered the balcony with machine-gun fire, Jensen navigated behind it and used the Icarus drop augmentation to jump to the floor below. This ability drastically slows your descent and allows you to touch down without making a sound. After snatching up a nearby rocket launcher, he popped out of cover and made quick work of the walker. Our demonstration ended here, with Thisdale encouraging us to try a different approach from the one he had taken. "There's always more than one way to do things," he added.
From this brief encounter, we got a sense of Human Revolution's dense gameplay. The gunplay, augmentations, dialogue, hacking, and numerous other factors will make it interesting to see how developer Eidos Montreal brings together the final release. [B]When asked what the team was hoping to improve upon from the first game, Thisdale focused mostly on the story and music. In the original Deus Ex, the story was presented to the player at a much slower pace than the redesigned Human Revolution, where information is presented a bit at a time in a constant stream. Regarding the music, the team loved the original score and is hoping to improve upon it by dynamically tailoring it to what's happening onscreen--whether it is stealth or a firefight.[/B] You can find Deus Ex: Human Revolution this August on the Xbox 360, PlayStation 3, and PC.[/quote]
I noticed the dynamic music in the e3 warehouse demo. Cannot get enough of the music in this.
These cloaking augs etc remind me how overpowered special forces are going to be in the future (see: Ghost in the Shell). In games invisibility is balanced since you'll run out of energy in like 20 seconds but in real life you could probably stay invisible for hours.
[QUOTE=Zezibesh;29504005]These cloaking augs etc remind me how overpowered special forces are going to be in the future (see: Ghost in the Shell). In games invisibility is balanced since you'll run out of energy in like 20 seconds but in real life you could probably stay invisible for hours.[/QUOTE]
until they get disabled by an EMP
Yeah well in that case everything electronic in proximity will get disabled, everything has a weakness
Future special forces will hide in cloaked cardboard boxes.
Just wait and see.
[editline]29th April 2011[/editline]
I bet DARPA's on it already.
[QUOTE=spekter;29496896]I noticed the dynamic music in the e3 warehouse demo. Cannot get enough of the music in this.[/QUOTE]
Personally I've never been fond of dynamic music and I dont understand developer's obsession with it (the first game had "dyanmic music" as well by the way).
It just completely breaks the music rythem IMO. Its why C&C's soundtrack was so awesome, because they had static music tracks that were well crafted and sounded awesome. I mean, half the people I know dont even bother playing games with music on anyways because of this fact...
The only game I've known to have good dynamic music was Populous 3, and it was never anything complex. It played through a set of tracks with a certain mood (depending on the level you were on), and if you got into conflict a "war drum" music track would play over the current ambient music track matching its beat. It was seamless, kept the rythem established by the excellently crafted ambient tracks while also making it have a dynamic music feel.
Thats the only game I've ever known to do that. "Dynamic Music" now a days is just some silly bullet point on the back of the box in my eyes that says to me, "This game won't have memorable music tracks because its all dynamic that all awkwardly jump between each other".
Not saying it;ll be like that in DX:HR but dynamic music IMO tends to ruin a soundtrack more than "enhance it" or the mood, because of those above reasons.
Its probably only going to be switching to combat tracks in-game. So far the music has been solid and there are some good tracks in it so I don't see how they really could swap tracks in and out so quickly. Its not like its going to be mix and match like L4D (although that was good, not like it can work in everything I mean).
As you remember, the original Deus Ex had 3 different tracks for each location: ambient, combat and dialogue. I hope they'll have something similiar.
Portal 2 did dynamic music pretty well I think
[QUOTE=DainBramageStudios;29513347]Portal 2 did dynamic music pretty well I think[/QUOTE]
How did it do it?
I just hate how most dynamic music ends up being in a game these days.
*Interesting ambient track that pulls you in. Oop, here's some conflict I acciendly fell into!*
*Music suddenly takes a sharp turn out of rythem and jumps into some orchistrated combat/action music that loops and has no defining sections in it*
*Combat over.. suddenly a different ambient music track starts as if nothing happened!*
Now that I think about it though Supreme Commander 1 had some pretty good dynamic music too.
It had the main build up track that would always play through no matter what (even if you got into an early game skirmish), but after a while once you got into a big conflict the music would shift gears into a similar song, except one that was much faster paced and exciting till the combat slowed down and it was back to the mysterious/decietful ambient music without being noticably off.
I never pay attention to music. Most of the time I don't even realize music is playing
[QUOTE=KorJax;29523441]How did it do it?[/QUOTE]
It would have a main track, but with different instruments or sounds that went over it depending on what you did. Like if you were dealing with lasers it would sound different to whether you were dealing with turrets, and if you did something cool like a long fling or use a Faith Plate it would get louder and pick up a bit.
It was subtle but effective.
[QUOTE=DainBramageStudios;29528185]It would have a main track, but with different instruments or sounds that went over it depending on what you did. Like if you were dealing with lasers it would sound different to whether you were dealing with turrets, and if you did something cool like a long fling or use a Faith Plate it would get louder and pick up a bit.
It was subtle but effective.[/QUOTE]
That sounds a lot like Populous 3, and a much better implementation of Dynamic Music than the standard sudden jumps between songs like in Oblivion.
[QUOTE=Dr.C;29523639]I never pay attention to music. Most of the time I don't even realize music is playing[/QUOTE]
That's the key of a great soundtrack. It adds to the whole game making it epic without distracting you.
[QUOTE=Greeneyes;29532451]That's the key of a great soundtrack. It adds to the whole game making it epic without distracting you.[/QUOTE]
IMO the best soundtracks feature memorable tunes that really pull you in (when appropriate). Such as, the UNATCO theme from DX1.
Soundtracks you never notice might as well not be there IMO. i.e. token orchistra theme while playing a game that has no noticeable climaxes or rythem to it.
Why bother then? I'd rather the music be completely axed in favor of a great ambient sound implementation than have to listen to filler music while playing. A sound track shouldn't be distracting, but it should complement the game's rythem and style that pulls you in. Thats why soundtracks even exist - because they add rythmic interest to events going on screen (while potentually sacrificing immersion for the sake of a solid mood being conveyed).
[QUOTE=Darth_GW7;29466156][media]http://www.youtube.com/watch?v=u0IsK2C8SNo[/media]
This is my favourite[/QUOTE]
[media]http://www.youtube.com/watch?v=i3ssPzLiY_4&feature=related[/media]
[QUOTE=KorJax;29550731]IMO the best soundtracks feature memorable tunes that really pull you in (when appropriate). Such as, the UNATCO theme from DX1.
Soundtracks you never notice might as well not be there IMO. i.e. token orchistra theme while playing a game that has no noticeable climaxes or rythem to it.
Why bother then? I'd rather the music be completely axed in favor of a great ambient sound implementation than have to listen to filler music while playing. A sound track shouldn't be distracting, but it should complement the game's rythem and style that pulls you in. Thats why soundtracks even exist - because they add rythmic interest to events going on screen (while potentually sacrificing immersion for the sake of a solid mood being conveyed).[/QUOTE]
[media]http://www.youtube.com/watch?v=TuWb6nBo65g[/media]
[media]http://www.youtube.com/watch?v=Z9EUzVUTyTQ[/media]
it's on! PC footage releasing this week son! Starting today!
[URL="http://forums.eidosgames.com/showthread.php?t=117609"]Here is what the Community Manager has to say: [/URL]
[quote]Remember last week when I said we'd deliver PC-related info soon? What I REALLY wanted to say is "you'll get it next week."
The fun starts tomorrow.
Here are our partners:
- Tom’s Games [url]http://www.jeuxvideo-flash.com/[/url] France
- PCGamer.com: UK
- Gamespy.com: North America
- Meristation: Spain
- Gamesarena: Australia
- gry-online.pl: Poland
I'll also release a few bits and pieces on Facebook. And, as always, the mods and I will try and keep this post updated with as much info and content as possible.
P.S. Yes, you'll definitely see the HUD. [/quote]
[quote]I don't know if the footage is coming tomorrow, but there is a lot of PC-related info coming this week. The first part of that information starts tomorrow.
And yeah, part of this information is PC gameplay. [/quote]
Oh shit I am hype
I hope they have different keys/key combinations to do different things instead of "Press X to do A, Hold X to do B"
I'm most curious about the HUD and how the game will look at full resolution :)
Here we go. PC screenshots and system specs revealed. No more jagged edges thank god for AA :').
Don't understand why such a low resolution though...
[url]http://tweakers.net/nieuws/74241/systeemeisen-deus-ex-human-revolution-vrijgegeven.html[/url]
[QUOTE=ZakKa!;29591007]Here we go. PC screenshots and system specs revealed. No more jagged edges thank god for AA :').
Don't understand why such a low resolution though...
[url]http://tweakers.net/nieuws/74241/systeemeisen-deus-ex-human-revolution-vrijgegeven.html[/url][/QUOTE]
Translated article for English people:
[url]http://translate.google.com/translate?js=n&prev=_t&hl=en&ie=UTF-8&layout=2&eotf=1&sl=nl&tl=en&u=http%3A%2F%2Ftweakers.net%2Fnieuws%2F74241%2Fsysteemeisen-deus-ex-human-revolution-vrijgegeven.html[/url]
[quote]Square Enix recommends a system with quad-core processor and AMD Radeon HD 5850 graphics card to use for turning the game Deus Ex: Human Revolution. There are new screenshots of the action-RPG released.
The minimum system requirements for Deus Ex: Human Revolution, the presence of a dual-core processor with a speed of 2GHz, 1GB RAM when using Windows XP or 2GB as the user running Windows Vista or 7 runs, and a graphics card from Nvidia's GeForce 8000-series or AMD's Radeon HD 2000 line.
Publisher Square Enix recommends gamers, however, a computer with AMD Phenom X4 II or Intel Core 2 Quad quad-use, while the opinion that the video card is concerned that a Radeon HD 5850 should be to the gamer of the full game enjoy. In addition, it is recommended to run Windows 7 and ready to have 2GB memory. The amount of available storage capacity should be 8.5 GB.
Deus Ex: Human Revolution takes place before the events of the first Deus Ex part, in 2000. The player can choose from sneaking and upgrades, such as improving the battery of its mechanical components, or a temporarily invisible cloak. Among others, the Dutch developer Nixxes Software works in the game, on Aug. 26 to appear.[/quote]
Specs, straight from the dev team:
Minimum:
• OS: Windows XP, Windows Vista or Windows 7 with DirectX 9.0c
• PROCESSOR: 2 GHz dual core
• RAM: 1 GB RAM (Windows XP) / 2 GB (Windows Vista and Windows 7)
• GRAPHICS: NVIDIA GeForce 8000 series or ATI Radeon HD 2000 series or better
• REQUIRED DISC SPACE: 8.5 GB
Recommended:
• OS: Windows 7
• PROCESSOR: AMD Phenom II X4 or Intel Core 2 Quad or better
• RAM: 2 GB
• GRAPHICS: AMD Radeon HD 5850
• REQUIRED DISC SPACE: 8.5 GB
DAYTIME DEUS EX:
[img]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/dx3-screenshot49.jpg[/img]
[img]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/1304425811.jpeg[/img]
[img]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/1304425812.jpeg[/img]
[img]http://dl.dropbox.com/u/12580001/Pictures/win.gif[/img]
See the above images in 1920x1200:
[url]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/dx3-screenshot49_1920x1200.jpg[/url]
[url]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/1304425811_1920x1200.jpg[/url]
[url]http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/1304425812_1920x1200.jpg[/url]
[QUOTE=ZakKa!;29591007]Don't understand why such a low resolution though...[/quote]
Shame about the lighting, guess we know why all the shots we've seen most of the time have been set during the night.
As my friend just pointed out: "Looks like UE3 with re-introduced bloom instead of HDR."
I think it'll probably be alright though.
Deus Ex: Human Revolution - The Nixxes Connection Explained:
[media]http://www.youtube.com/watch?v=ouu5uYvP7co[/media]
[quote]Called it. :smug: [/quote]
They are released in high resolution (see above post) so you didn't call anything :p It's just tweakers.net who probably decided to resize the pictures or whatever.
PC WEEK BABY
-snip Ninja!
[QUOTE=ZakKa!;29592568]Called it. :smug:
They are released in high resolution (see above post) so you didn't call anything :p It's just tweakers.net who probably decided to resize the pictures or whatever.
PC WEEK BABY
-snip Ninja![/QUOTE]
[url=http://dl.dropbox.com/u/12580001/Deus%20Ex%20Human%20Revolution%20Megathread/Gameplay/PC/1304425811_1920x1200.jpg]This one[/url] is my favourite out of the batch because one glance reveals so many different possibilities for the player in this area.
I agree dr Bob and the world is so incredibly detailed!
By the way that first screenshot is the first daytime footage we've seen. I had no idea there even would be daytime. Interesting.
I am excited and very happy that EM does this. Other multiplatform developers almost never take the time to show the extra attention that's given to the pc version
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