Deus Ex gameplay detailed

Jean-Francois Dugas talks through the new footage.

It's getting closer. We still don't know exactly when Deus Ex: Human Revolution will be available for PC, PS3 and Xbox 360, but we do know it will be early 2011, and we do know we're excited about it in around 50 different ways.

Which is apt, of course, because Human Revolution is, as much as its predecessors, a game about choice and consequence – and mixing things up as you go about making choices and living with the consequences.

Today developer Eidos Montreal unveils an exciting chunk of gameplay footage, demonstrating some of the augmentations that you will be able to put to use as you get onto the tail of its future-noir conspiracy.

As with the original unveil trailer, we thought it would be a good idea to seek some clarification in advance, so we watched the trailer a dozen times and slung some questions over to affable game director Jean-Francois Dugas, who obliged us with these replies.

Oh, and if you're a bit behind on this Deus Ex lark, do be sure to check out our detailed Deus Ex: Human Revolution preview elsewhere on the site.

New Deus Ex: Human Revolution footage.

Eurogamer: What aspect of Deus Ex's gameplay are you trying to showcase with the new trailer?

Jean-Francois Dugas: We really wanted to give a glimpse of the various ways to get the job done. Whether it's about the different weapons, the various augmentations or the alternate paths, you're never reduced to a single way to deal with an obstacle. And that is at the heart of the trailer.

Eurogamer: What's the orange line that appears around certain items and enemies about?

Jean-Francois Dugas: It's part of the Retinal Prosthesis augmentation that you get at the beginning of the game - it gives you information on things you can interact with, etc.

Eurogamer: What are Praxis Points and how do they work?

Jean-Francois Dugas: You earn Experience Points for every mission you complete, every secret you discover, and various other meaningful actions you take. By collecting experience points you will unlock Praxis points - something you need in order to acquire and unlock new augmentation abilities.

Eurogamer: The upgrade selected – Move/Throw Heavy Objects – appeared to allow Adam to move the crate so he could reach the vent. Are there any other examples of a similar application of this upgrade?

Jean-Francois Dugas: Yes, you can use objects as weapons by throwing them on enemies. You move objects and then take cover behind them, you can stack them to reach hard to reach areas, etc.

Eurogamer: What is the P.E.P.S. and how does it work?

Jean-Francois Dugas: It's a non-lethal weapon using a Pulsed Energy Projection System. So, every time you hit a target with this weapon, the enemy is going to be pushed away and stunned for a moment, giving you the time to disappear before he gets his senses together.

Eurogamer: Secondary weapons include the EMP grenade – what other secondary weapons are there in the game?

Jean-Francois Dugas: We have frag grenades and mine templates to name a couple of examples. What's interesting about mine templates is that you can combine them with any types of grenades you have (i.e. Frag, EMP, etc.). And then, you can stick them to any kind of surfaces as a trap for the enemies.

Eurogamer: We see Adam have a robot turn on his enemies – are there other examples of how Adam can manipulate the environment?

Jean-Francois Dugas: You can shut them off too. The same with cameras as well.

Eurogamer: How does stealth (cloaking) work, exactly? I assume it doesn't last forever, or does it?

Jean-Francois Dugas: It uses energy. We have what we call "passive" and "active" augmentations. All "active" augmentations use energy. When depleted, you can't use it any more. So, you need to find/buy nutrients to recharge your energy cells to use your augmentations again.

Eurogamer: We see a hacking mini-game – how does it work, exactly?

Jean-Francois Dugas: The hacking screen represents a network that you have infiltrated through an I/O Port. Your goal is to reach the network's Registry before its Diagnostic Sub-Routine discovers your original point of entry (the I/O Port) and kicks you out.

To progress to the Registry, you need to capture nodes on your way and each one has a rating influencing on the probabilities the Diagnostic Sub-Routine will detect you or not.

More on Deus Ex: Human Revolution

Eurogamer: Adam kicks a box at an enemy – what other environmental objects can be used against enemies and how?

Jean-Francois Dugas: Anything that is pickable. It goes from boxes to trash cans, etc. You can also throw objects to create a distraction sending the enemies in the opposite direction, etc.

Eurogamer: We briefly see the weapon combine feature – what can you tell us about that?

Jean-Francois Dugas: You can combine them with weapon upgrades, basically. There are four basic ones (Ammo count, RoF, Reload speed & Damage) that can be combined to most weapons and we have few special ones as well that can be attached to certain weapons.

Eurogamer: We see explosive rounds used – what other rounds will be in the game and how do they work?

Jean-Francois Dugas: They're different calibres more or less effective depending the type of enemy your facing.

Eurogamer: There is a moment when Adam lands on the floor in slow motion with a bubble around him – is it triggered by the player as a character skill or is it part of a cut scene?

Jean-Francois Dugas: It's the "Icarus Landing System" augmentation. It is triggered automatically when you have the augmentation unlocked but the way you land (softly or with a bang to stun enemies) is done manually as you fall.

Eurogamer: The trailer ends with what looks like a defensive manoeuvre that deflects bullets – is this a special skill? What other types of this kind are there?

Jean-Francois Dugas: It's not deflecting bullets. It's an offensive augmentation called the "Typhoon Explosive System" that allows you to launch mini-explosives in a 360 degree arc around you.

Eurogamer: The Laser Rifle looks like fun – how does it work?

Jean-Francois Dugas: It's a weapon that allows you to shoot through walls so you just have to shoot, really. Combined with the Smart Vision (e.g. through thru walls) it makes for deadly combo. However, I'm telling you right away, it's a very difficult weapon to get...

Comments (34) Latest comment 2 years ago

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  • Shikasama #1 2 years ago

    So...basically yuo can do what you can do in just about every other special agent game? Oh, and shoot through walls.

    Nothing he said sounded particularly new. I've been playing Alpha Protocol recently and it pretty much ticks all of those boxes too.
  • X #2 2 years ago

    Based on everything I've seen I think i'll be getting this.

    To me I would guesstimate better than the sequel and not quite but close to a level of the original. If the AI is good for the enemies I think definitely on a level. It was so disappointing how thick the AI was in the original game.
  • Paul_cz #3 2 years ago

    That actually seemed pretty true to DX1, and slick design too.
    Looking forward to this.
  • FogHeart #4 2 years ago

    Analysing video...
    "Forward to zero fifty-one."
    ClickClickClickClickClick.
    "Stop."
    "Track forty five left."
    ClickClickCli-
    "Wait a minute. Go back"
    Click.
    "Centre and pull back."
    "Enhance fifty-seven nineteen."
    Beep!Beeeeep!ClickClickClickClickClick.
    "Enhance."
    ClickClickClickClickClick.
    "Give me a hard copy right there."
  • CaptainTrips #5 2 years ago

    Anyone else notice the inventory screen?

    Very DEx1. Me likey. :)
  • kangarootoo #6 2 years ago

    Aw man, I never get this excited about stuff. My body isn't used to it.


    @FogHeart

    I'm such a BR geek. You won't believe how close I am to web-hunting whether your quote is accurate :)

    Though some would say, if I was a proper BR geek, I wouldn't have to check.
  • kangarootoo #7 2 years ago

    @FogHeart

    I succumbed.

    It was convincing work, kudos for that.

    Found an amazing website though.
    http://www.subzin.com/s/Enhance+57-19
  • LowEnergyCycle #8 2 years ago

    Words can't express how much I want this game.
  • Yoghurt_Pot #9 2 years ago

    im so in awe, love the cyberpunk style and universe, this is really ticking my boxes.

    heres hoping it lives up to the hype.
  • kangarootoo #10 2 years ago

  • smithdown #11 2 years ago

    Looks great, similar style to the first two games which is no bad thing, just hope they've got a few nice new mechanics as well, besides purty graphics and an awesome story. One area I really hope it improves is in the gunplay and general 'feel' of the shooting. And then, cos it's Deus Ex, I can choose NOT to shoot anyone. :)

  • CatWeazle #12 2 years ago

    Looking good.. Also likeing the Vangelis-style music at the start :)
  • HarryTuttle #13 2 years ago

    Jizzed. In. My. Pants.
  • fragglerocks #14 2 years ago

    Wow this looks great, so many options I think I might end up being paralysed by indecision A LOT.
  • JudasBlitzkrieg #15 2 years ago

    In the immortal words of Jackie Gleason:

    "hamunahamunahamunahamunahamunahamunahamunahamuna"

    Need this. Need it like a fox
  • trip919 #16 2 years ago

    Can't say that trailer has me fired up tbh.
  • darc #17 2 years ago

    Game looks awesome IMO, but the interviewee comes across like he's bored as hell. Like he's trying to convince me the game is as boring as hell, even.

    Anyway, a (moving) picture is worth a thousand words, etc. I will say this, though - I'd happily sacrifice half the screen/texture resolution to see a significant bump in frame rate. When your promo video - presumably captured with optimal h/w - is choppy, that does not bode well.
  • Kostas #18 2 years ago

    I was really scared that they are going to screw this game real good but from what i have seen the past few months i am genuinely interested to see how they will do. So far i like what i see and i like it a lot.

    What remains to be seen is the story itself. I sure as hell hope for a story just as dark and realistic as the first (or even second) DEx game. I will be really dissapointed if they make a ham-drum politicaly correct story.
  • r3n #19 2 years ago

    World's most boring interview. And none of the tech sounds particularly innovative. We've been shooting through walls and having AoE explosives since '96.

    Lets hope the level design and story make up for that.
  • TAKEL12 #20 2 years ago

    "I'm telling you right away, it's a very difficult weapon to get..." Intriguing

    The only thing i'm worried about is the scripted take downs taking too much away from the player and therefore loosing the feeling of immersion but other than that this does look rather good.
  • Smerdyakov #21 2 years ago

    God, what an awful "interview"!

    And why the focus on the LEAST interesting part of Deus Ex - the weapons!

    I really, really hope this game is going to be good, but videos (and interviews!) like this are not filling me with confidence So far, so generic. This concerns me. :(
  • Softie2k #22 2 years ago

    For a prequel it looks more high-tech than DE2!
  • jeanrothen #23 2 years ago

    I was a little afraid of this game at the very begining but for each new that comes to us, I'm being more excited and maybe this is the DX that we've been waiting for.

    The first one is a must have. The second... sorry, but a must leave. "Third" is a good number and can't wait to have it. Like Paul_cz said, it's looking true to DX 1.
  • Phishfood #24 2 years ago

  • kangarootoo #25 2 years ago

    First thing you will learn on any media training course, its the interviewers job to make the interview dynamic. You can't blame the Eidos dude if all he gets is a bunch of dry questions back to back. He makes games for a living.
  • marmaduke #26 2 years ago

    This article is a triumph of investigative journalism. I especially liked how you didn't ask them what steps they are taking to make sure the game isn't shit.
  • Nuada #27 2 years ago

    Looks like it could be great for a shooty-shooty play through but what about those of us who want to sneak/hack our way through? Guess it'll all come down to level design. They'll need more than one vent if they want my money.....
  • geeza2020 #28 2 years ago

    Yeah all these guns and explosions and offensive abilities are all well and good, now show me the other side of the game. The part which lets me play as more of a sleuth/detective, talking, lying and double crossing my way through the game. I don't want to say it, but at the moment it really does look like another futuristic shooter. Less guns, more substance please. But hey, what do I know, games don't seem to sell these days unless they have a set number of on rails shooting sections, linear story, scripted explosions etc etc.
    Edited by geeza2020 at 19/11/10 @ 12:15
  • timpig #29 2 years ago

    When the hell did cyberpunk start meaning 'make everything look browny-orange'. Graphics way to cliched looking.
  • Mirqy #30 2 years ago

    ok, granted the interview was obviously supposed to be focussed on the mechanics in the video, but still, could we have one or two interesting questions asked next time?
  • Snooz #31 2 years ago

    Looks like they've stolen the coolest features form other games they could find, if this is gameplay there was a hell of a lot of cut scenes involved every 3 seconds. I wouldn't mind if this game actually rocked, don't get me wrong.
  • Kostas #32 2 years ago

    When it comes to Deus Ex i can forgive almost anything provided that the story and setting itself is of worth. So far the setting looks good to me. I hear people complaining that the visuals are too brown and orange, well you are going to have to live with this because this is the aesthetic vision of Deus Ex anyway. The first game had a lot of grey and brown, the second a lot of blue and brown and the third a lot of orange and brown. I do not see this a problem now that i have seen how it is being used in game terms.
  • Stop-gap #33 2 years ago

    Looking good, definitely looking better than I dared allow myself to expect.

    I just hope the interface isn't full of HUGE TEXT, helpful tooltips, and the item highlighting which screams "over here, idiot" can be turned off.
    As for the aesthetics... well, that's a bit of a hard one for them to win with. On one hand Deus Ex was as grey and grimy as can be, but that was set deep in the mire of complete global economic and social collapse. If they stayed true to that look before said collapse, that would be unimaginative and probably draw just complaints about a dull grey/brown palette. Personally I'd like to see a bit more neon in my cyberpunk future. Neon seen through a pall of smog. With oil smeared on it.

    My main criticism is that the designers seem to have thrown in all these super-duper leet future secret agent cybernetic augmentations to the point where the supposedly more advanced nano-augs look complete crap and (in the context of the 1st game) I wonder why they would ever bother making them at all.
    Bring `em on though, I'll forget all about that as long as the game itself proves good :)
    Edited by Stop-gap at 19/11/10 @ 17:34
  • fluxdeluxe #34 2 years ago

    @stopgap

    the nano augs seem a lot less refined, a lot more in your face than the first game which i think fits in with the setting. Mechanical augs are supposed to be noticeable in your face, intimidating. Look at Navarre and Gunther, in comparison JC & Paul were all subtlety, stealth and the new generation of nano augs (designed specifically for their generation) reflected this. Remember MJ12 were all about subversion and control as were the illuminatus , JC & Paul were supposed to be their super soldiers the ultimate invisible army.