Do the Revolution
"It has never been our goal to transform Deus Ex into a shooter."
The time for CGI is over. With the next instalment in the Deus Ex series nearer to its "early 2011" release, the time for gameplay has arrived. And Eurogamer has it: Deus Ex: Human Revolution's first gameplay trailer, below, for your viewing pleasure.
But that's not all. Here, we chat with lead designer Jean-François Dugas about his inspiration, the action RPG split and, of course, Mr Warren Spector.
Eurogamer: A lot of people looked at your reveal trailer and thought Blade Runner. Was that an influence?
Jean-François Dugas: It was an influence. It was not the only one.
Of course, this cult movie that defined the cyber-punk archetypes, we definitely looked at it. Everything that has to do with cluttering and fog and smoke – it builds a strong archetype of the Blade Runner movie.
We didn't try to reproduce them as is, but we took a page from their book.
We looked at other influences, like Ghost in the Shell, some Japanese anime, even some not so good movies.
Eurogamer: Like what?
Jean-François Dugas: Johnny Mnemonic. But also good old movies like Robocop - that was fun to watch again.
We also dug into some of the books, Ray Kurzweil and other authors that are big into transhumanism. We looked at pretty much everything we could. Greek mythology as well. It was all over the place.
The challenge was, okay, a lot of cool ideas from a lot of different places, but how do you mix it up into one current thing that is going to work on itself and is not going to feel like a rip-off of something else?
Deus Ex - gamescom trailer.
Eurogamer: How much of a modern day shooter is this? What's the action RPG blend?
Jean-François Dugas: It's the same blend of first-person shooter slash RPG that the first game was.
Honestly, I know when we said it's going to have auto-regen and a cover system and shooting is not going to be stat-based anymore, a lot of people went, "oh my God! Now they're doing just an action game and it's all about running around and shooting."
It's a fair concern when you just hear that this way. I totally understand it. But it has never been our goal to transform Deus Ex into a shooter game.
We wanted to make sure that the components like stealth and combat, and all the possibilities of being able to upgrade yourself to be better in those areas, the RPG aspect of that, it stays all in place.
Yes we did do some things differently from the first game, or even the second game. But in the end it's still the same experience.
You have a challenge that's not necessarily easy. It's not the case that because the shooting is more straightforward and you have regen that you're going to be invincible.
You'll have to think. You'll have to look around you and maybe find other ways than just shoot and see what happens.
We're balancing the game right now, and I can tell you when there are a few characters on screen that are after you, if you don't take care, a few bullets and you're dead.
Where Deus Ex stands out from other shooter games, that's when Deus Ex is encouraging you to do other things than shooting.
It's where it gets its angle and where it gets exciting and rewarding. This is what we're working at: to make sure that if you want to be a combatant you can be one, but you still have to think and plan and see how you want to upgrade your character and play your fantasy.
The RPG element of that is, you need to build a character for how you want to play. You have to interact with a lot of people. And you have to make decisions that will have some effect on some aspects of the story.
It's not going to be more of an action game than the other ones. It's just when you're in an action segment it's going to be more straightforward.
Eurogamer: What's your favourite quest and what's the most difficult decision the player will have to make?
Jean-François Dugas: I'm not sure I'm allowed to answer this. Even if I'm allowed I'm not sure I want to. It would be spoiling things.
What I can say is we're trying to keep it on a human level. We're trying to explore why people do what they do, and, what are their motivations?
We're trying to explore those kinds of things as much as we can. Sometimes you will have to make choices that might have some sort of impact on the human level for someone else, and on subjects that matter, that you can relate to.
We're trying to make you care as opposed to trying to guess if you say yes or no, if you're going to have a bigger gun or a smaller gun.
Eurogamer: How will Deus Ex emotionally engage players on an adult and intelligent level?
Jean-François Dugas: It's not out yet so I cannot say it does it. I can only say what we're trying to do.
At first, internally, when we were brainstorming and going around with ideas of player choices, sometimes we had heated debates.
'If we don't give a big reward to the player for this then this choice is meaningless.' We were debating that. I was like, no, it's not meaningless.
If we talk about something on a human level that something as a player, as a human being, you can relate to, you probably had that experience in the past or you know someone, you understand the emotional aspect of the choice.
Hopefully that is going to help the player focus on choosing because of that, as opposed to, oh, it's going to give me this or that.
Sometimes we have choices where it gives you something, and if you choose something else it gives you something different. What is good is normally something the player decides.
But we're trying to stay away as much as possible from that.
In the end, do we succeed? Is it going to work the way I explain it to you? I have no idea.
The feedback we received with play tests, we received comments that people were experiencing certain interactions with a character. They said, 'I want to kill him.'
It was the reflection that this person was emotionally engaged with that character. If you want to kill him, he was pissing you off or annoying you.
In the end we'll see when the game ships.
Eurogamer: How many endings will the game have? What choices will determine the endings?
Jean-François Dugas: I don't want to reveal too much. What I can tell you is yes, we have multiple endings. At some moment in the game where you'll be facing an important decision to make, it's going to influence your ending.
But also some of your actions you'll have done throughout the game, how you have managed certain situations, is going to have an effect with the ending. That's as far as I'm going to go into it.
Eurogamer: How big is the game? Is it as big as Fallout 3? How long will it take to finish?
Jean-François Dugas: No, it's not going to be 80 hours at all. It's not going to be as big. Fallout is mainly and solely an RPG. Deus Ex is more a blend of action and RPG.
It's a pretty big game. On the critical path it's roughly 20 hours. If you explore beyond the critical path to find all the secrets and all the side quests and the secondary objectives, it's going to clock roughly at 30 hours.
It might be a little bit more depending on one player to another - if they have the strategy guide or not!
It's still pretty big. It's bigger than BioShock but it's smaller than Fallout 3. It's in-between.
Eurogamer: Once you've finished the game, will you be able to replay it with a new game plus option?
Jean-François Dugas: That's something we're still looking into doing if we have the time to do it.
What I would like to do is, once you complete it, you have an option that lets you start the game all over again but with all the augmentations you already have, because in one play through we're balancing it so it's impossible to have them all.
We're still toying with that idea, but depending on how much time we'll have to do it and what is needed, we might drop it or not. It's still an open question.
Eurogamer: How does the PC version differ from the console versions, if at all?
Jean-François Dugas: It takes advantage of the power of the 3D graphics cards on PC and Direct X11.
But in terms of the experience itself, we're not looking at it as, this is the console version and this is the PC version.
We're looking at our game as just a game, and this is going to be the game on all the platforms.
The only thing for me that's important is I want us to be able to adapt the enemies a bit with the hit points to be on PC more challenging.
With the mouse you're way more precise than with the controller. It's not the same experience, exactly. I want to make sure the PC version is tailored to the fact you play with a mouse, and it doesn't feel like it's dumbed down.
More on Deus Ex: Human Revolution
-
Face-off: Face-Off: Deus Ex: Human Revolution
The truth will change SKU.
Review: Deus Ex: Human Revolution
Praxis makes perfect.
Preview: Deus Ex: Human Revolution
Ten hours played. Your questions answered.
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Screenshots: Deus Ex: Human Revolution
Eurogamer: Will you need a powerful PC to play it?
Jean-François Dugas: At this point the specs are not totally nailed so I can't answer that question.
Eurogamer: Deus Ex will be released early next year. Kinect and PlayStation Move will be released very soon. Will the game support them in any way?
Jean-François Dugas: Unfortunately they came too late in the development process. So it's going to play like traditional games right now.
Eurogamer: Will the game be playable in 3D?
Jean-François Dugas: The technology lead has had some discussions with a few people about that, but at this point I don't think... I can't answer. I'm not sure if we're going to support it or not.
That's to do with what we need to do and the time we have left and the resources we have.
Eurogamer: Have you spoken to Warren Spector about the game?
Jean-François Dugas: Unfortunately not. But I can tell you we spoke with other members of the original team.
For the development of the story, Sheldon Pacotti, who was the lead writer on the first two games, helped us as a consultant. He came to Montreal and we showed him the game. He gave us feedback on the story and we worked together.
It was great to have the input of some of the original members. The reaction has been enthusiastic. It's been cool.
When you know that some of the original members are coming to see your game and you present, it's nerve-racking!
We take it seriously. We want to revive Deus Ex. We want to make it a worthy addition to the franchise.
When they came and gave us feedback it was really like, 'wow.' It was really cool.
Deus Ex: Human Revolution is due out on the PC, PlayStation 3 and Xbox 360 early next year.
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Comments (36) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Imagination requires stimuli.
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*edit: "minutes". Durr.
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It isn't called "multiplayer". If we are going to say "new game plus" then it's also "vs. mode". Please stick to the japanese terms that make no sense whatsoever.
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I do, however, have a criticism about the interview, where you just had to ask 'how big is this going to be?'. Really, I would hope we can move on beyond placing so much importance and relevance on that number.
Or I'm going to make a Flash game where you control a little man, with the objective that you have to run from left to right and back again, and score a point. You will be able to input the length of time you wish to play for.
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This interview hasn't convinced me at all, I just bloody hope I'm proved wrong and wish the developers good luck!
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It's missing a remixed Deux Ex theme though
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I hope there won't be "invincible" characters who can only be killed when it suits the plot.
While I'm glad unified ammo has fucked off, the regenerating health is a worry. At least in the old games you needed a certain aug to do this, or to be carrying healing supplies.
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What a stupid question, seriously. Why not just tell us all the plot endings as well?
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I loved the trailer, but I don't like the sound of this. Deus Ex didn't have predefined 'action segments'. You made them into action segments.
That said, I don't really care if this new game is all that much like the old game. Deus Ex is a ridiculous game on so many levels anyway, maybe this can be more cohesive and believable by being designed tighter.
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I am very optimistic about the way they are handling this newest Deus Ex game. It seems to have all the core elements that I loved about the first game: the amazing cyberpunk setting, the emergent gameplay and freedom to tackle objectives your own way, NPCs that seem to actually contain a hint of a spark of life, and the ability to augment yourself and your abilities the way you choose. Nothing crucial is missing and I actually quite like many of the new additions. The brutal take downs for one are damn cool, I don't care what anybody says.
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Feeling something for a character to the extent that you actually want to kill them is perhaps the epitome of emotional engagement in media. He's not talking about "that guy is on my screen and I have a gun and this is a game, so he must die." He's talking about wanting that guy dead for reasons that go beyond a game mechanic.
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I think that given that this is a cyberpunk game that you need to research the recurrent themes and ideas established in the genre to do it justice, as i'm sure fans of the genre are aware Deus Ex did. To do otherwise may create a world that doent fit or may seem shallow especilly considering what this game has to live up to. Although thats not to say they shouldn't or they wont explore fresh directions and outlooks within the genre.
Personally i'm glad to see they've been looking at this stuff, i feel more secure in the devs dedication to the project. So long as they don't plagerise (i dont think i spelt that right).
also Jonny Memnonic really is a terrible film.
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Different game, but this is a proper interview: http://ww w.rockpapershotgun.com/2010/08/...
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The original game seemed to think that bullets were less powerful because you were less skilled with the gun... the logical extension would be a child who accidentally shoots himself with daddy's gun would be unhurt as he has no skill with it.
Not far off is the Fallout system of old where it was possible to miss shooting someone in the face at point blank range... Even if you were standing so close to them when you raised the gun to fire the end of the barrel would be poking them in the eye.
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In some ways. The other interview reveals Levine to be a tad pretentious imo, almost hitting Molyneux levels of ambition before trailing off a bit thank God.
Back on topic - Infinite, even with EG's less than taxing questions seems be going the way of the masses. In effect.
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[link url=http://www.gamasutra.com/view/feature /4325/past_and_future_tension_the_.php
]http://ww w.gamasutra.com/view/feature/43...[/link]
and this:
[link url=http:/ /www.gamasutra.com/view/news/27647/GDC_Creating_Deus_Ex_Huma n_Revolutions_Cybernetic_Renaissance.php
]http://ww w.gamasutra.com/view/news/27647...[/link]
I'll buy it whatever the reviews says just because people this smart and this concerned about history, philosophy, ideology etc. can't possibly come up with an uninteresting game.
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Theres nothing unfortunate about that Jean!!!!