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On Deus Ex: Human Revolution DLC and Boss Battles

A new walkthrough trailer and three new screenshots are now available for The Missing Link, the upcoming DLC for Deus Ex: Human Revolution. There are also previews of the DLC on Ars Technica, Joystiq, G4tv, PC Gamer, and Shacknews, and an article on Eurogamer focusing on how it will include a new boss battle which was created in-house at Eidos Montreal, since it was recently revealed that the boss battles in the action/RPG prequel were outsourced. "We have a boss battle at the end, but it's different from the main game boss battles," Marc-Andre Dufort, producer of The Missing Link told them. "You can actually not kill the boss. You can do a non lethal takedown on him. And you can kill him from afar. You can even kill him without him seeing you. It's more of a bigger challenge than a standard boss fight like we have in many games."

On that subject, there's also an interview with Jean-François Dugas of Eidos Montreal on Rock, Paper, Shotgun where the project lead on Deus Ex: Human Revolution answers questions about the the upcoming DLC, endings, the PC version, transhumanism themes, ideas they cut from the design, and more where he also offers his take on those outsourced boss fights:

When we started the goal was to have those boss fights with the same design and rules as the rest of the game. We had our pillars of stealth, of non-lethal actions, and everything else, and we wanted to make sure that was reflected in the bosses, but in the end it was not. It’s the place where people were surprised because they would equip themselves in a certain way and then they got their and everything they’d fought for disappeared. You have to change your mindset, which can be upsetting. I think the biggest weakness there wasn’t the concept of having boss fights, it’s just that our boss fights are not Deus Ex boss fights and that’s why people are complaining about them. I guess we live and learn.

Should we have cut them? It’s a decision we made, we said “well at least they will be entertaining in some fashion”. The biggest surprise, actually, was having released the game and finding that people thought they were frustrating. Not just that they weren’t that interesting, but that they were frustrating. The playtesters internally gave us a lot of good feedback for the game, and on the bosses they felt that the fights were entertaining and making you use what you had learned. They didn’t say they were frustrating. We knew it was not in step with the rest of the game, but the surprise for us was that the playtesting was correct everywhere but the bossfights. So lesson learned.

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