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| [Aug 15, 2011, 10:14 pm ET] - Share - Viewing Comments |
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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Re: Deus Ex: Human Revolution Q&A |
Aug 17, 2011, 03:37 |
Jerykk |
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If an enemy can see you when you trigger the takedown, he'll be able to see you when the cinematic ends because you won't have enough time to take cover. But I'm 100% sure that NPCs are completely frozen during takedowns, so they can't actually detect or attack you during that time.
In any case, I'm hoping the game has some degree of mod support. Enough to at least edit the game's scripting so things like vision cones, movement speeds, takedown trigger distances, etc, can be adjusted. |
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