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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Re: Deus Ex: Human Revolution Q&A
Aug 17, 2011, 02:32
J
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Re: Deus Ex: Human Revolution Q&A Aug 17, 2011, 02:32
Aug 17, 2011, 02:32
J
 
You don't need to run away normally, no, but it does take much longer to utilise that strategy without dedicating yourself to it. My point is that the slowness is the trade-off for the power of the melee takedown, which can make it boring for somebody who doesn't specialize. You called it overpowered and I don't think it is overpowered. Overpowered would suggest you could run around doing it to all the NPCs and they couldn't do anything back. It's powerful, sure, but I wouldn't call it overpowered.

No, I was definitely performing silent takedowns when I got caught out. I've been caught out more than once doing it too. Perhaps they were looking the other way when you did it?

I tend to presume the player is 6 feet tall when I do my estimations. If I take that character and place him horizontally I think that would be greater than the reach for the melee.

I'm pretty certain I've been heard whilst crouch-moving in HR before. I'm not sure if it was just because I was moving fast or if I was strafing, as I have since altered my gameplay. I'll need to test that more thoroughly.

I agree the pathfinding isn't perfect, and I also hope that's something that's worked on for the final build. In the original DX once they heard you they could magically find you even when hidden or having moved, so it's still a step up from that - what with them now having a 'last observed at' point to work with.

We'll see for sure in a week or so.
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