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Deus ex human revolution conversation12/26/2023 ![]() I knew the lure of Deus Ex, the fanbase, the cult behind it. RPS: This must have been a daunting project, just to approach.ĭugas: Actually it took me six weeks before saying yes. So let’s start normal, and give the players the opportunity to be on normal. We wanted to give augmentations that would improve your ability when you’re in firefights, but not artificially diminishing you. We went to a shooting mechanic that’s more immediate, more intense, but still tactical, you still have to think about what weapon to use, what kinds of ammo you have, what enemy is in front of you. Putting this artificial system on top of it – I feel there’s something that doesn’t work nicely there. I wanted to bring it back in Human Revolution – I didn’t want the player to feel cheated, to think “my stats were not good enough”, so even though I’m close to you and I’m aiming at you I’m not hitting you! It works well when it’s turn-based, but in a first-person shooter it’s super-accurate. It was an interesting concept, but I felt you were losing the intensity of the moment. After a bullet or two the guy was starting to run because he was scared. We thought in the original game, when you were in combat, that squads were breaking off really quickly. Jean-François Dugas: Going back to the original game, I thought that the combat mechanic was broken in some ways. So one of the things I wanted to do from a story perspective was to get you to care about the character of Adam, and the people in the world, so that which side you choose would have value. But in that one I think they were so trying to be level – at least when I played it – I didn’t care about either side, I just tried to play to get the best advantage out for me. It’s not that I think you need to try to make a moral statement by this, in fact I think what we’re trying to do with our story is get you to think about it, and make your own decisions. But the one thing I didn’t like was that I felt they tried to play the factions… they tried to be so neutral that they lost any character. Mary DeMarle: Well, honestly… I liked the second game.ĭeMarle: I know all the flaws, and I know why people didn’t like it. ![]() RPS: What would you say about the original Deus Ex did you want to avoid in this game? We explore the process behind how you can maintain multiple paths, whether it really can be just a straight shooter, and learn that the game was influenced by Johnny Mnemonic. With the game nearly complete we talked about the experience of creating a game in such a renowned series, the transhumanist literary inspirations for its tone and design, and how characters nearly had deer legs. During E3 I sat down with Deus Ex: Human Revolution's director, Jean-François Dugas, and lead writer, Mary DeMarle.
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