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Lucifer
26th Jun 2010, 18:05
Will human revolution have training at the begining, like In deus ex 1? Cause these are more interesting exercises then what Denton was doing on the academy.

Pretentious Old Man.
26th Jun 2010, 18:08
Doubt it, but hope so.

"Mr. Sarif wishes to be informed of all recruits who find this room"

:)

atLaNt1s
26th Jun 2010, 18:18
I think that after they implant you the mechanich arms they will have a training for you to adapt

Irate_Iguana
26th Jun 2010, 20:33
Hopefully if they include a training mission or a tutorial they'll make it separate like in DX. I hate it when you are forced to do the tutorial every time you start a new game.

Bluey71
26th Jun 2010, 20:38
Maybe the Demo could be a training mission.

xsamitt
26th Jun 2010, 21:13
Maybe the Demo could be a training mission.

Interesting Idea....I would hope the training is separate from the title.

Pretentious Old Man.
26th Jun 2010, 22:03
Interesting Idea....I would hope the training is separate from the title.

"Deus Training: Tutorial Revolution"?

Ashpolt
26th Jun 2010, 22:13
Hopefully if they include a training mission or a tutorial they'll make it separate like in DX. I hate it when you are forced to do the tutorial every time you start a new game.

I agree. That said, it'd be very interesting to see how they would do that, considering we know that the game starts (shortly) before Adam gets augmented, and it'd be weird having the tutorial set partway through the main game. If it is set before, I suppose they could do a "standard security training" kind of thing that covers basic firearms skills and a bit of hacking, but how they would get augs into there I don't know. Tbh, I fully expect the training to be part of the main game....if, indeed, there's any training necessary, I'm as yet not that convinced that it'll be complex enough to require it. You just know that "press X to enter cover" is going to pop up every time you're near to a wall, and "press x to perform a takedown" is going to pop up when you're near enough to do one every time during the game anyway, so a separate tutorial seems a bit moot.

ThePrecursor
26th Jun 2010, 22:37
You just know that "press X to enter cover" is going to pop up every time you're near to a wall, and "press x to perform a takedown" is going to pop up when you're near enough to do one every time during the game anyway, so a separate tutorial seems a bit moot.

I highly doubt this. Have you ever even played games with similar mechanics? Do they all do this? I have and I can tell you that there aren't any of those info boxes that pop up on the screen, unless it's at the very beginning of the game.

Ashpolt
26th Jun 2010, 22:46
I've played loads of them, and in my experience, all of them do it. OK, maybe not a whole sentence, but when you get near cover a cover symbol will pop up or when you get near an enemy some kind of takedown icon or a button icon will pop up.

Pretentious Old Man.
26th Jun 2010, 22:54
The trouble with a cover system is largely the fact that only some objects can be used for the purpose. Result? "Oh, how convenient that the architect left all these chest high walls around in the exact path I need to win the game! That's true genius for you there, Harrison!"

ChfMojoRising
26th Jun 2010, 22:55
Well~ I don't think any of the popular games do this. Haven't seen that in Gears of War, R6:V, Mass Effect 1 &2~

hmm... if you count MGS4, they have an icon that pops up. It's really hard to see and now that I think of it, I don't think it pops up every time. Perhaps that was only the first chapter?

ThePrecursor
26th Jun 2010, 22:57
Ok, I'll put it this way. On most console games (since you are afraid of EM "consolizing" DX) that feature similar gameplay mechanics, things like these don't occur. So I wouldn't worry too much about it.

Bluey71
26th Jun 2010, 23:01
The trouble with a cover system is largely the fact that only some objects can be used for the purpose. Result? "Oh, how convenient that the architect left all these chest high walls around in the exact path I need to win the game!

If only you knew how many times I and others have said exactly the same thing over the past two years



Well~ I don't think any of the popular games do this. Haven't seen that in Gears of War, R6:V, Mass Effect 1 &2~

If you are talking about 'convenient chest high walls', loads of 3ps games do it - DXHR looks like its doing too.

ChfMojoRising
26th Jun 2010, 23:10
No, I was talking about pop-ups telling you there's cover near by every time to happen to walk near one of those chest high walls lol.
I know they pretty much all have them~ tho sometimes you get those hip high walls and your head is exposed. Then you're desperately trying to find another spot after thinking you were safe. Those moments are always intense when they happen, and fun when you reflect on the battle hehe.

Irate_Iguana
26th Jun 2010, 23:18
I agree. That said, it'd be very interesting to see how they would do that, considering we know that the game starts (shortly) before Adam gets augmented, and it'd be weird having the tutorial set partway through the main game.

As far as we know Adam starts off as non-augmented and he becomes that way after playing for a little while. As you said, it would be stupid to have a tutorial after you've been playing already. The best option is to have a separate tutorial. Now that tutorial needs a protagonist. In order to teach people about the augs you need an augmented protagonist. My idea was to use Barrett.

Barret is probably someone we will always see as being augmented. So he fits the requirements. Seeing as how a lot of people think of him as a poorly written character they could explain a bit about him in this tutorial. He needs the background as he'll be important to the story. and it would be nice to get to know him a bit better. The thing that attracts me most to him is the fact that we will be straight up murdering him in the game. I just happen to like the idea of getting to know him quite well and them having to blow him up.

Graeme
26th Jun 2010, 23:19
1) Having in-game training where they try to integrate it into the first mission (Far Cry is the first one that comes to mind) is not cool anymore, or wasn't ever. It's a pain to do when you replay, and talk about ruining immersion...geez.

2) Having a separate training level that precedes the game, that's done as an actual training experience (like JC Denton at UNATCO) was a huge first step in creating that emotional connection between Denton and UNATCO...because you 'met' (encountered, shall we say), all the main UNATCO characters and you felt like you were getting ready to go into the field. Plus crawling to the finish line with no legs was awesome.

Ilves
26th Jun 2010, 23:25
As far as we know Adam starts off as non-augmented and he becomes that way after playing for a little while. As you said, it would be stupid to have a tutorial after you've been playing already. The best option is to have a separate tutorial. Now that tutorial needs a protagonist. In order to teach people about the augs you need an augmented protagonist. My idea was to use Barrett.

Barret is probably someone we will always see as being augmented. So he fits the requirements. Seeing as how a lot of people think of him as a poorly written character they could explain a bit about him in this tutorial. He needs the background as he'll be important to the story. and it would be nice to get to know him a bit better. The thing that attracts me most to him is the fact that we will be straight up murdering him in the game. I just happen to like the idea of getting to know him quite well and them having to blow him up.


I like creative tutorials as much as I hate in your face (both loading screen and in game) pro-tips. I like this a lot. You better put this in the stickied suggestions (http://forums.eidosgames.com/showthread.php?t=110449) thread, fast. :thumb:

ArcR
27th Jun 2010, 02:57
Doesn't every game have a tutorial? It fits perfectly into this game to...

Jensen is walking around meeting people, learing how to interact with the world, and is taught how shoot (along with menu functions). Then you meet up with the scientists you are to securely escort to a bioscience convention. You begin to escort them to the exit point and then BOOM you are attacked! Then there is a cutscene of Jensen losing the fight and being fatally injured. Cutscene ends with the doctor/engineer putting you back together. Finally you get out of the surgical bay and report to the Aug Training center where he learns about his new abilities and their potential. After that you report to Mr Sariph and get vague intel about the attack followed up with your first mission. Go to the helipad on the top of the building and your off! Woohoo!!!

Anasumtj
27th Jun 2010, 03:03
Doesn't every game have a tutorial? It fits perfectly into this game to...

Jensen is walking around meeting people, learing how to interact with the world, and is taught how shoot (along with menu functions). Then you meet up with the scientists you are to securely escort to a bioscience convention. You begin to escort them to the exit point and then BOOM you are attacked! Then there is a cutscene of Jensen losing the fight and being fatally injured. Cutscene ends with the doctor/engineer putting you back together. Finally you get out of the surgical bay and report to the Aug Training center where he learns about his new abilities and their potential. After that you report to Mr Sariph and get vague intel about the attack followed up with your first mission. Go to the helipad on the top of the building and your off! Woohoo!!!

In-game tutorials aren't really bad provided the mechanics are simple enough. Half-Life 2 weaves the learning experience through the game when come across new gameplay mechanics or unique weapons. But when you get into the wealth of complexity you find in a DX game, a standalone training session would be ideal. Besides, it really exposes the experience for what it is: just a game. Deus Ex avoided that kind of stuff for the most part. I don't want to get into my first firefight while having somebody yell "Press your Cover Button to avoid fire! Use your Lockpick on that door to get through!".

Oh wait, no more lockpicks. Whoops!

Fluffis
27th Jun 2010, 04:00
"Deus Training: Tutorial Revolution"?

Deus Exercise, of course.

super...
27th Jun 2010, 04:28
portal
portal
portal

everything you need to learn to play a game should be presented to you in the same way that portal does it.

Portal is a fantastic example of how to seamlessly teach a player how to play a complex game. start with limited options and simple problems and slowly add more complexity and options.

Pinky_Powers
27th Jun 2010, 04:40
portal
portal
portal

everything you need to learn to play a game should be presented to you in the same way that portal does it.

Portal is a fantastic example of how to seamlessly teach a player how to play a complex game. start with limited options and simple problems and slowly add more complexity and options.

That worked great for Portal... hell, that game was perfect in every way. But can you imagine if Liberty Island was a small, linear map that slowly held your hand as it showed you how to play Deus Ex?

super...
27th Jun 2010, 04:47
it could be done, it would look different because in one game you solve puzzles and in the other you solve problems. but i'm sure they could make it work.

Anasumtj
27th Jun 2010, 04:48
portal
portal
portal

everything you need to learn to play a game should be presented to you in the same way that portal does it.

Portal is a fantastic example of how to seamlessly teach a player how to play a complex game. start with limited options and simple problems and slowly add more complexity and options.

Portal was working with simple mechanics and trained the player with techniques to utilize them towards more complex ends. It worked great for that game, but I imagine it would have been a bit more difficult for them to explain, say, inventory management or other abstractions in such a fashion.

Standalone training sessions, I say. I DEMAND IT.

FrankCSIS
27th Jun 2010, 15:38
It'd be funny to see Adam go through rehabilitation exercises after his augs are installed, but it would fit the story more fluidly if one or both his legs are also augmented right after the incident. It'd be quite a show to walk all awkwardly for the first few minutes until you get a grip on balance.