Eidos Montreal: we're responsible for Deus Ex boss fights
Don't blame Grip, blame us.
Eidos Montreal has claimed responsibility for the divisive Deus Ex: Human Revolution boss battles.
Deus Ex's boss battles were outsourced to little-known developer Grip Entertainment, and were widely criticised for their frustrating difficulty spikes. They also focused on action gameplay when much of the game encouraged the player to use stealth skills.
"The problem was not the supplier, it was what we did with them," Revolution producer David Anfossi told Edge.
"The boss fights were too much for the team to do internally in the time we had. We totally underestimated the effort to do that correctly. We had to work with an external supplier with that, but the design and everything is from the team at Eidos Montreal."
Anfossi described the boss battles as "forced". "We knew that it would be a weakness for the game," he said, "that we had to make a compromise to deliver it [on] two levels. First, the boss fights were forced, which is not the Deus Ex experience. Second, there is no mix [of] solutions to tackle the boss fights, which is not Deus Ex either.
"We knew that before the release of the game, but there had to be some compromise. It [was] our decision."
The development of the game as a "nightmare", Anfossi said, but he insisted he was happy with the way it turned out.
"It took us two years to do it. At the end I'm very proud of that, the stealth, hacking, social and combat within the game - it's well done, I think. I'm very proud of that because it's difficult to do."
The Deus Ex: Human Revolution downloadable content, The Missing Link, includes a new boss fight made entirely in-house by Eidos Montreal.
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Comments (31) Latest comment 7 months ago
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WYP - missing a "w"
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Stealth(invisibility) -> EMP grenade -> Shoot in face several times -> Repeat
I didn't enjoy any of the boss battles, except if you count trying to escape from Zhao Yun Ru's building after she's escaped. Not killing anybody in that scenario and only using non-lethal force was really challenging.
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The game wasn't ruined because of them but it did take a bit of a shine off the experience.
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All Eidos Montreal needed to do was leave hints about how each boss could be killed in pocket secretaries and workstations. If I'd have been able to form effective strategies for each boss simply by piecing together information found in game (rather than looking at walkthroughs online) I wouldn't have had any issue with them at all.
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I had no problem with the first boss because i had been stealthing it but also hoarding ammo and guns but I had to use a walkthrough for the Rhianna look-a-like.
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If anything, the Typhoon made them a bit too easy and pointless.
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Simple.
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`um...I know, how about we fuck them over by just slotting in shitty boss fights and throw their gaming style out the fucking window?`
`WIN!!`
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With the amount of double-crossing & concealment that characterises Deus Ex that wouldn't have jarred anywhere nearly as much.
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Then put them in the game anyway?
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Saying that, I'm a bit crap at being stealthy and - as much as I tried - I usually ended up shooting everything in sight! When I did manage to get through missions without firing a gun, it felt great, so I hope to do a kill-free run through once my game backlog has depleted. Perhaps when I take that approach I'll appreciate people's sentiments a little more. Still, its a fantastic game; for me one of the best this year.
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Now can we have Thief 4 please ?
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WTF are people complaining about??
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And I for one am pleased to see the producer admit they got it wrong. Sometimes when developers refuse to admmit to massive mistakes it can just be PR talk I guess, but I also sometimes wonder if they are actually deluding themselves.
The fact David Anfossi knows they messed up bodes well for the studio's next game. I don't expect them to make this kind of error again.
I was already looking forward to Thief 4 quite alot. But TBH after reading this I am looking forward to that game that little bit more.