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| [Sep 12, 2010, 12:27 pm ET] - Share - Viewing Comments |
The Deus Ex: Human Revolution interview on Computer and Video Games sits down with Eidos Montreal's Jean François Dugas, director of Deus Ex: Human Revolution, the upcoming continuation of the action/RPG series first created by ION Storm. Along the way Jean François addresses concerns that attempting to appeal to a broader audience will create a "consolified" game, which will turn off PC gamers: Absolutely not. I think PC is a great platform, but I think consoles are a great platform, too. Back in the '90s, games on the two platforms were very different, but I think these days it's all about bringing things together - movies, TV, music - they're all converging in the same places for everyone to access. I see it as convergence, and it's the same for games.
We didn't think, 'Oh, it's coming to console; it has to be easy'. We can have a very deep experience, but it's important that if you want to just jump in to it, you can jump in to it. It's not about removing complexity or cutting possibilities: it's about the way the complexity is introduced.
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Re: On Deus Ex: Human Revolution and Consoles |
Sep 13, 2010, 03:41 |
Flatline |
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theyarecomingforyou wrote on Sep 12, 2010, 14:34: I never got into the original game (I played the demo that was released). It had a terrible engine, an awkward interface, an obtuse storyline and weak gameplay mechanics. So for me any attempt to take the best aspects of the original to build a new game around is a good thing. This one paragraph shows you're talking out your ass. You only played the demo, but can completely comment on the entire gameplay mechanics, storyline, and relative sparseness of the entire game from the demo? That first level was literally like maybe 30 minutes of a 20-30 hour game.
If I remember, the demo was Liberty Island, which was one of the slowest, least-fun first levels to a kickass game I've ever played. Pretty much everything once you left New York kicked ass and never let go, and almost everything up to that point kind of lagged. It also was the worst-performing level in the entire game. Seriously. It had something to do with the way the level was built, it rendered like sh*t, especially when you got big, long looks at the NY skyline. After getting off that one level, the game ran graphite smooth.
That aside, people ask why DX was such a classic in spite of it's obvious faults.
Well, it was relatively easy to go through the game with a nearly zero body count. In fact, almost anyone who stuck to non-lethal weaponry could easily get through the game and only reach 3 points where they had to kill someone as part of the plot. A little fiddling and some choices, and you could cull it down to 2 or even 1 death. It was asked by reporters to Warren Specter himself what he thought about the non-lethal playthrough technique, and he said while he admired it, it was impossible to do a completely non-lethal playthrough.
Then someone figured out how to get through the entire game with a zero body count. Deus Ex was such an emergent game with so many options, that a savvy player could actually do things that the developer thought was impossible, without resorting to bugs and glitches.
This comment was edited on Sep 13, 2010, 03:47. |
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