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

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.

Comments (36) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • NimbusTLD #1 2 years ago

    I am so sick and tired of devs saying their game's style came from that movie, and this one too, and also takes a page from this book. Come on guys, don't you have any imagination?
  • MrWonderstuff #2 2 years ago

    So is "new game plus" the new "does it have multiplayer?"
  • ChthonicEcho #3 2 years ago

    @Nimbus
    Imagination requires stimuli.
  • Roamer #4 2 years ago

    Aye, I find the removal of RPG-elements in these games, Dragon Age, Fallout and Fable being recent examples, annoying. The reason I loved Deus Ex wasn't just the setting and level design, and if anything the RPG-elements could have been more pronounced.
  • Windypops #5 2 years ago

    Well I only watched the first ten seconds of the footage, but I think the shift to a retro Italian-American setting is a brave one.

    *edit: "minutes". Durr.
    Edited by 1 at 13/08/10 @ 20:00
  • Masaroth #6 2 years ago

    Im hoping this turns out to be great but i cant help but get the feeling that somethings amiss.
  • Pasco #7 2 years ago

    So is "new game plus" the new "does it have multiplayer?"

    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.
  • darleysam #8 2 years ago

    I'm very optimistic about this.
    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.
  • smithdown #9 2 years ago

    Really looking forward to this. I loved the first game even though I played it quite a while after it was released on PC, and enjoyed the second despite a lot of people claiming it was inferior. I can't watch the gameplay clip on my work laptop, but the CGI trailer previously released got me hyped. I love the world and setting, and hopefully this has been retained for the latest installment. I'm hoping all you cynics are wrong!
  • glaeken #10 2 years ago

    I think the how big is it going to be question was valid. It's particulary useful in seeing its not just going to be 8-10 hour standard shooter.
  • Shinetop #11 2 years ago

    Very, very on the fence about this. If it is all going to work out the way he hopes, then that's going to be great. But it only needs to tip slightly to the negative end of the scales and it could be a disaster. I'll reserve judgement until more is known. Hopefully a demo.
  • Cheapshot #12 2 years ago

    This looks kind of goofy to be honest, like a *sigh* sci-fi B-movie or something in the vein of Total Recall or some shit. It's looking very doubtful to me that this game will nail what made the first game such a mind-blowing experience. The cool looking takedown money-shots might pull in the punters, but as for the fans - Deus Ex is one of my favourite game of all time and this is making me pretty damn wary. I want open ended stat development, emergent gameplay that doesn't patronise you, action that isn't mindless, intelligent and deep characters and meaningful themes a step more stimulating than most trash on the TV and cinema - not another Mass Effect. Don't mess up a perfect formula for people with no attention span, guys!

    This interview hasn't convinced me at all, I just bloody hope I'm proved wrong and wish the developers good luck!
  • cianchristopher #13 2 years ago

    Sounds like it's going to play much like Mass Effect 2. A blend of shooter and RPG with about 20-30 hours of play in total.
  • Evolution #14 2 years ago

    Trying not to go one way or the other about this game yet. What has bothered me since the beginning is that is looks so incredibly different compared to the first and second games in style, that calling it a prequel is a bit of a joke, it looks even more advanced than the supposed future games! That aside, it won't be the same Deus Ex, but it looks like it won't be IW either thankfully.

    It's missing a remixed Deux Ex theme though :)
  • RedPanda #15 2 years ago

    Post deleted at 14:31:59 28-01-2012
  • metalangel #16 2 years ago

    The problem with "multiple endings" is that there's always one big, obvious choice that determines what ending cinematic you'll see. Granted, you can't really do too much more given the amount of work to cover all the other potential choices... but in that case why even pretend otherwise?

    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.
  • craziii #17 2 years ago

    auto regen is needed if they want the console owners to buy. lets see how the interface holds up. looks like I would have to wait for a demo before I buy.
  • PearOfAnguish #18 2 years ago

    I know it's probably only me that cares...but I'm still bothered that this is a prequel where the technology and world looks way more advanced than Deus Ex. One of the many great things about the first game was the way the setting was futuristic but still recognisable and grounded in reality. SF usually fails at this, showing cities in the not-too-distant future that look completely alien, but DX got it just right. It was a believable world.
  • Windypops #19 2 years ago

    I hope we have some big levels, too. That was the thing about the original: its scale. Not having to go through a loading screen every time you walked round a corner would be nice.
  • AphoticCosmos #20 2 years ago

    "What's your favourite quest and what's the most difficult decision the player will have to make?"

    What a stupid question, seriously. Why not just tell us all the plot endings as well?
  • Chupakun #21 2 years ago

    "I want to kill him". If that's emotional engagement then I am deeply saddened.
  • oerhoert #22 2 years ago

    "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."

    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.
  • SaberEdge #23 2 years ago

    I kind of hope the whiners get what they are expecting. I am the biggest Deus Ex fan around, but I understand that some things change. Some things should change because they weren't perfect in the first game, while other things will change simply because times have changed.

    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.
  • Zeliard #24 2 years ago

    @ Chupakun
    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.
  • Headless_Monkey_Boy #25 2 years ago

    i suppose this aimed at Nimbus/Mogs, but not in a harsh way.
    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.
  • DarknRahl #26 2 years ago

    Looks nothing like the original and just another glitzy, heavily scripted and easy shooter appealing to the lowest common denominator who doesn't know any better. Will this affect sales? Hell no.
  • slivir #27 2 years ago

    I don't see why people are being so critical. From everything I've seen so far it looks like it's turning out great. The original is probably my favourite game of all time but I couldn't stand the shooting (I went the stealth path). If they're trying to improve that aspect of the original then more power to them.
  • TexMurphy01 #28 2 years ago

    This will be no Deus Ex.
  • Chalee #29 2 years ago

    I am a big fan of the original deus ex, but unless you are looking at things from severely rose tinted glasses, you must admit that the action gameplay was awful. Choice does not just mean including RPG elements and maintaining stealth options - it also means making each style of play compelling and enjoyable. The emphasis which the developers are placing on improving this aspect of the game is well placed and commendable.
  • bad #30 2 years ago

    What a workmanlike interview. I hope that's the result of some group interview format rather than the best questions you can come up with.

    Different game, but this is a proper interview: http://ww w.rockpapershotgun.com/2010/08/...
  • xAx #31 2 years ago

    I think shooting not being stat based is a good thing, did no one else find themselves thinking in the original that your a super expensive cyborg agent and you cant shoot for shit was a bit dodgy?
  • metalangel #32 2 years ago

    @xax: I agree to an extent. While aiming and firing should be down to your own skill as a player, other stuff like scope wobble and the rate at which your crosshair "tightens" after moving should be based on stats.

    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.
  • Mirqy #33 2 years ago

  • Darkjinxter #34 2 years ago

    @Bad, yup i agree.
    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.
  • Tormeh #35 2 years ago

    Have a look at this:
    [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.
  • apoc_reg #36 2 years ago

    "Jean-François Dugas: Unfortunately they came too late in the development process. So it's going to play like traditional games right now"

    Theres nothing unfortunate about that Jean!!!!