LabouredSubterfuge
Member
Okay, big blowout on Eurogamer as follows:
Preview - http://www.eurogamer.net/articles/deus-ex-human-revolution-preview?page=1
Fan Service Extras - http://www.eurogamer.net/articles/deus-ex-fan-service-article?page=1
Interview with Jean-Francois Dugas - http://www.eurogamer.net/articles/eidos-montreals-jean-francois-dugas-interview
On the hacking mini-game:
On conversations and verbal sparring:
tl;dr - Hype +100
Preview - http://www.eurogamer.net/articles/deus-ex-human-revolution-preview?page=1
Fan Service Extras - http://www.eurogamer.net/articles/deus-ex-fan-service-article?page=1
Interview with Jean-Francois Dugas - http://www.eurogamer.net/articles/eidos-montreals-jean-francois-dugas-interview
All missions have multi-path solutions. It's not once in a while - it's all of them.
It's not Fallout big, don't get me wrong, but there are a lot of streets, back alleys, rooftops, building interiors, sewers, conduits... There's a lot to explore.
The thing is while you're doing A you can come across something, and can hack it and shut it down. If you do that then right away one of your colleagues will call you and ask, "Jensen, what did you just do?" You say: "I don't know. There was this switch and I shut it off."
But as you progress and do the other objectives it becomes clear that what you've already switched off is actually the final objective for the map - only you did it at the start. So basically we support players that maybe go left when they're meant to go right, when it makes sense, as much as we can.
You can go left or right, there are streets and buildings to explore. There are people to meet who have side-quests. You can find weapon dealers that are hidden here and there. You can expand your experience outside of the critical path of mission objectives. I actually think the maps that we have are a little bit bigger than the one's we're talking about in Deus Ex 1
We didn't go into Multitools because we wanted to make hacking more prevalent. So we decided that all the unlocking of things like that is done through hacking. As for proximity mines we have different templates where you can put different types of item together - you can attach one grenade to a mine template and stick it on walls and things like that. We have other things that are similar to what's been before too, like the meds and some of the nutrients
We have gas grenades, we have frag grenades... we have a few others
we're going more with a full cast of weapons. All of them have their unique abilities - so there's a range of lethal weapons and a range of non-lethal weapons. And it's not universal ammo: it's a specific ammo for each
There are two kinds of takedown - you can kill the guy, or stun the guy. If you hold onto your trigger, you'll kill him. If you tap the trigger once, you'll stun the guy. With the guns, we have over 15 of them in the game - and most support stealth in combat. And yes, we do have tranquilisers
On the hacking mini-game:
The goal here is that you have a network: you start at a node and you have to reach your target. There is a mainframe though - which can detect you through the network and will start to retrace you. I don't know if you know a game called Uplink [made by Introversion, the creators of Darwinia] but we're using a similar approach
On conversations and verbal sparring:
You need information, and you have to read the character in front of you to deliver the right response to continue, and win the round. You have three rounds, he will have three counter-attacks. You can succeed, fail or have a neutral response. If you restart the conversation, it will move on to a completely different one. You can't learn the path. It's complex to code, very complex!
tl;dr - Hype +100