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Deus Ex: Human Revolution Q&A

A GameSpy Reader Q&A talks with Deus Ex: Human Revolution designer Antoine Thisdale about the upcoming action/RPG prequel and includes a recent IGN trailer where Thisdale answers other questions and shows off some gameplay footage. Here's his explanation of why they did away with weapon skills:

That's a very good question, and I have a very good answer. We wanted combat to rely on player skill, and not the fictional character's skill. We wanted to avoid the possibility of just buying the skill for sniper rifles, then you never use a sniper rifle, and later in the game you pick it up because, hey, that's going to be good for this situation -- and you take everyone down because you [bought the skill]. Also, one of the reasons for the skill system not being used is because it really portrays nanotechnology as mechanical. It's more about learning to physically use your body and use the mechanics that go with it, more than a skill-based system. It's kind of the same idea; we just spin it in a different way. But we didn't want it to directly affect combat with weapons. That was a very early choice, specifically because we wanted players to actually train with the weapons.

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67. Re: Deus Ex: Human Revolution Q&A Aug 17, 2011, 16:09 Raptor
 
Jerykk wrote on Aug 17, 2011, 02:19:

Trust me on these things. I went out of my way to test the stealth mechanics quite thoroughly. For example, I discovered that the AI doesn't account for the Y-axis when tracking sounds. It's really easy to test. Just stand on top of the awning outside the plant in the first level and fire your weapons repeatedly. The guards will move towards your position on the X-axis but they'll never actually look up, even if you fire when they're right below you. Also, their vision cones aren't aligned to their eyes but to their root. It's possible that these things been tweaked since the leaked build but I doubt it.

Excellent observations.
The vision cone then explains why I was detected so many times in a vent when all I saw was their feet.
Although in all fairness I also thought staying in shadows helped, but that's been confirmed false since that.
The vision cone and path finding should be fixed though, if they leave that in then they may as well have a large hitbox around the characters.
Also yah, you move faster sideways, which is weird.

Also yes, time stands still during a takedown (you can get noticed before or after):
Proof from bitchslap montage (which is hilarious btw)
http://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related
Everyone not taking part in the takedown animation are frozen.
 
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