PDA

View Full Version : QUESTIONS for EM (SUMMARY & ANSWERS on 1st page)



Pages : [1] 2 3 4

Coyotegrey
9th Sep 2010, 19:17
Got a question for one of us here? Well...ask!

I'll try to keep this updated and organized as best I can (I'm sure the mods will help too, right? RIGHT?! *hugs), but to aid us, can you preface your question/s with who it's to, department, or general category?

For example:

AI

How smart iz your AIz?

or

Joey Whelan

What inspires you to create such great shirts and twitter backgrounds?

Oh, and very importantly, please keep it classy.

Thank you, in advance.



**

UPDATE: 18 November 2010
Answers from new gameplay trailer:


Is every option (choice you have to make in order to progress) obvious/presented clearly before you?
No. Absolutely not. Some choices will be presented in ways that the outcome will be more obvious but, a lot of choices will be more or less hidden in the challenges you face and in the narrative. Depending on how you react, later outcomes will vary. We didn't want to make a game where all the choices are telegraphed because it makes the choice more often than not based on how you want to boost your character as opposed as being immersed in the fantasy of the game. It's definitely more subtle than a lot of games.

Will we encounter books, news terminals, newspapers, ATMs; and will some even be influenced by your own actions?
You will encounter a lot of things to read like newspapers, eBooks, etc. Unfortunately, we had to cut the ATMs because we were running out of time.

How many items will Adam be able to carry, and does this exclude weapons?
Depends on the size of your inventory. If you invest in it, you'll carry a lot and if you don't, you'll have to make difficult choices on what to keep with you or not. It includes everything but "story items".

Regarding the Icarus Landing system: Is there any scientific research or advancement made that support the concept behind this aug? How can it be done?
The Icarus Landing System is a discreet augmentation surgically implanted in the user's lower back, slightly above the coccyx at the base of the vertebral column. The device has an accelerative descent sensor built in; in freefall, the unit will automatically activate the patented High-Fall Safeguard System, an EMF decelerator generating a fixed-focus electromagnetic lensing field, projected downward along the plane of the drop. This field pushes against the Earth's magnetosphere and slows the user's descent to a manageable velocity, allowing him to fall from almost any height (within reason) to a relatively soft landing.

Will augmentations be permanent once installed, or can players mix-and-match augs or remove them?
There are indeed permanent.

How do augmentations like the claymore work when Adam wears his coat?
There are holes in his coat that allows for the claymore to work perfectly fine.

How are the augmentations divided amongst the four pillars that have been mentioned?
There divided in different categories like Cranium, arms, legs, torso, etc.

What are the augmentations that Adam starts out with?
Single Takedown, IFF, Retinal Prosthesis, basic hacking ability and the Infolink essentially.

How does health regeneration work? What will trigger it, how fast is it going to be, will it use energy?
When you take damage your health goes down. If you have being hit for "x" seconds, than it starts to regenerate somewhat slowly. It's not as quick as games like Halo or CoD. You really need to stay out of the firing zone otherwise you won't last long. When in trouble, you can use consumables (if you have any) to replenish it faster or to boost your health when it's already full.

Will there be weapon stores for purchasing ammunition and tools?
Yes, there are some hidden merchants offering different kind of weapons and items. You need to find them though.

If players choose to play in a certain manner, they're presumably going to be doing a lot of hacking throughout this game. Considering it sounds like the hacking minigame is quite complex (and presumably at least reasonably time consuming) what have you done to ensure that it doesn't get incredibly tedious over time (Bioshock's hacking minigame as a poor example)?
Every hacking session is different. Based on your level of hacking augmentations, the chances that the Sub-Routine will detect you will vary. And each time, you need to adapt to what happens. Also, there are some rewards (credits, virus programs, etc.) that can be accessed but always while managing the Sub-Routine system trying to catch you. So, it becomes a game of adaptation and how much risks are you willing to take to get additional rewards.

Will I be able to pick all pieces of junk and different stuff just like in DX1 and use them to distract enemies or do something else with it?
You'll be able to use different types of boxes to distract NPCs indeed. If you're referring to things like a pencil or a glass the answer is no. We have a very detailed and rich world to discover so we had to make some tradeoffs in terms of the scope of interactive objects in order to keep a smooth framerate.

Why were BE cells, lockpicks and multitools removed?
We wanted to make hacking more important and deeper. And since we had so many features to develop for this game, we had to focus and lose some things like lockpicks and multitools.

Will the earlier Deus Ex music theme return?
Maybe...

Are we able to holster our weapon in DX:HR?
Of course we are. Deus Ex is not a typical shooter when it's all about gunning down enemies. Your journey brings you in civilized places where guns are not well appreciated. So, holstering it will make people more willing to speak to you. Who would chat with someone pointing a gun on our head?







Update from Kyle 17 Sept:


Some questions I think are best answered via footage and/or some other methods we have yet to reveal. You'll get the info, though, one way or another, before release.

The other questions I hope to have answered in the coming weeks. I wanted to get some answered this week, but with TGS things got a little unexpectedly crazy. I'll be out of the office until next Thursday, but I'm trying to get something out while I'm away. There's just so much to do, and I'm only one man!

But in the next few weeks I definitely hope to address many of these questions, whether it be through video, audio, and/or text form. Diving into this job during one of the busiest times has been quite the undertaking, with me staying late almost every night, but please know that I'm doing my best. I'll hit you with small responses once in a while, but the shinier, more detailed, and monumental responses will be saved for when I have more time to address them with the proper respect and professionalism.


**

Summary of Questions - Deus Ex: Human Revolution

WRITING & SCREENPLAY
What literary works did you draw inspiration from regarding plot and dialogue?
What philosophical/scientific/ideological themes will you be touching upon OTHER than transhumanism?
What other characters (not necessarily cyberpunk) influenced the creation of Adam?
How old will Adam be?
Does Adam have a sense of humour? Is he sarcastic and/or philosophical like JC?
Does Adam care more about global issues, or personal ones?
Will we encounter aliens/transgenics?
Will we see in-game cinematics in a single play-through, ie. different events lead to completely different scenes at certain "points" in the game?
Are there any unskippable videos/cutscenes?
Are the cutscenes in the game still going to all be in-engine, or have pre-rendered cutscenes now been added to the game as well?
Why could you not cater to both those who wanted a "cinematic" experience and those who prefer a more subtle, restrained game?
Will we encounter books, news terminals, newspapers, ATMs; and will some even be influenced by your own actions?
How much reading material is there in the game, compared to the total conversation length? (For eg. 2 lines of dialogue to 4 sentences of reading material being a 1:2 ratio)
What was the team's philosophy in implementing bosses?
Is every option (choice you have to make in order to progress) obvious/presented clearly before you?
How many different endings are there; and is there a secret ending (like the wrap party in DX:IW)?
Regarding the Deus ex bible and cannon. Has it influenced the story behind DX:HR? Will we see major differences between the bible and the game? Can we count on the bible to guess things about the plot?
Do Adam's hands have a sense of touch?
Was Adam Jensen's look and style at all influenced by the singer/songwriter Voltaire?-
Voltaire.





ANSWERS:

from Mary DeMarle, Lead Narrative Designer:


Not only have we heard about the Deus Ex bible -- it was also required reading before we began work on the story concept for Human Revolution. After reading it, we spent several months filling in some of the blanks in its timeline and history in order to create the characters, companies, cities, and world events that exist in 2027. Whenever we had questions about specific details, we conferred with Sheldon Pacotti to make sure that our new concepts could be as accurate as possible.[/QUOTE]

Q: What other characters (not necessarily cyberpunk) influenced the creation of Adam?
A: (Mary DeMarle)
[QUOTE]This question is not an easy one to answer because when creating characters, I don't look to ANY existing models and try to shape new ones after them. (At least, not consciously.) My process is to start at the ground up and choose three or four traits that I think really define this new person. I try to pick traits that both complement AND oppose each other because, let's face it, people are complex beings. Having character traits that pose contradictions within ourselves makes for far more realistic and interesting characters.

Once I have the defining traits, I try to find examples of how each one manifests itself. For instance, if a character is CURIOUS, he or she might be very extroverted -- satisfying that curiosity by constantly talking to people and finding out more about them. Or, he or she could be more introverted, and satisfy curiosity by sitting at the back of the bus and just watching people. I try to pick very concrete examples, because the more concrete I get, the more the image of that character starts to form in my head. I soon find myself imagining the 'defining moments' in this person's life in which these traits came out. From there, it's pretty easy to fill in all the back-story details in the character's life -- from childhood on up!

So, I can't say what characters influenced Adam's creation. In a way, every person and every character I've ever met has had some influence on him!

More about Adam (taken from update on official site)


ADAM JENSEN
Age : 34
Weight : 182 lbs
Height : 6' 3"
Eye Color : blue-gray
Hair Color : Brown
Blood Type : 0-

A 34-year-old Caucasian male from Detroit, Michigan, ADAM JENSEN is an ex-cop turned private security specialist for Sarif Industries, a moderately-sized biotechnology company based in North America. He is what you would call a 'working class hero:' dependable, resourceful, curious in a stand-offish way, with a streak of hardcore cynicism mixed in.

Having joined the Detroit police force at 21, and then volunteered for its SWAT division 4 years later, Jensen rose to team commander quickly. But his career ended suddenly two years ago when he refused to follow a questionable order. Today Jensen tends to be a loner, rather than a leader. He believes there are multiple ways to achieve a desired result, and instinctively looks for answers from himself first, consulting others only after his own ideas are exhausted.


**

ART
Will the earlier Deus Ex logo appear?
Are you ready to share the official box art?
Who is responsible for the fashion design? Some of us love it so much we want to buy it, see "Merchandise" section.

ANSWERS
From Jonathan Jacques-Belletête, Art Director:



Hi guys!

I find this super sweet that I actually get to respond like this! I think we should do this more often. I read the forum quite often, so I'm fairly aware of what goes on up in here.

Ok, here's what I'd like to clarify today: There is absolutely zero officially released screenshots that are in fact concept art. They are all 100% genuine real time in-game screen captures. You can trust me 100%. The amount of work it would take for a concept artist to make up an entire image looking convincingly like it is from the "running" game is staggering and definitely counter-productive. Consequently, it would serve no practical purpose (especially if the games doesn't in fact share the same visual attributes. And if it did share those same attributes, then why create a faux-screen when you just could've snapped it in-game?).

This being said though, I think it'd be simply awesome that a concept artist or illustrator would have as a personal style (or as an imposed aesthetic exercise) an utterly convincing "in-game" style to the art he creates, and this to the point where it would confuse the viewer's eye (be the piece rendered digitally or traditionally (the latter being much tougher of course for the achieved goal I am talking about here)). But this would only serve the intentions of the plastic arts. For a commercial game production (which is what we are talking about here), to make a concept art with all the trappings of in-game graphics makes no sense. This would be equivalent to making pixel art style concepts for the visual research of an 8bit or 16bit game (which was not the case obviously. Concept art in the 80's and 90's were still real drawings or paintings even though they were created for a very pixelated and lo-fi final output).

If you look at our in-game screenshot you can see that all the contemporary real time in-game visual quirks are present: The dithering on Adam's hair strands due to alpha test blending, the way Adam's wrist bends which is due to the skinning and weighting of the character and its rig, as well as the animation applied to it (and believe me when I say that none of the concept artists I know would dare draw a wrist like that ;). Continuing with the observations, the contact shadows between all the objects is clearly "shining" with the limitations of SSAO (screen space ambient occlusion). As happy as I am with the style and look our SSAO gives to the game, here again, a concept artist or illustrator would not render his contact shadows with such a lack of precision (and by lack of precision I mean it not in a pejorative way, but merely because that's just what it is with the limitations we were working for: compared to real-life ambient occlusion, I'd be foolish to say it does not lack precision!).

When we started developing the visual direction for DX:HR 3 1/2 years ago, we knew that we wanted a certain level of stylization to the global feeling of the visuals. We were not aiming for photorealism, but instead, for a strong credibility and homogeneity within the game's pseudoreality. I think that we truly have achieved this goal, to the point where some places in the game look almost exactly like the concept art. We wanted a graphic novel visual approach to the game and that's what we worked very hard at creating. True story: sometimes people would pass by some artist's computer here at work and say: "Hey! That's a sweet concept art you got there for your wallpaper." And then this "concept art" would start moving FPS style and the person would go "Woah! It's the actual game hahahLOLbrbBbq!!". My point here is the following: Even artists on DX:HR's production floor were sometimes fooled. And this is due to the stylized nature of the visuals, and the often extreme faithfulness between the concept art piece and it's in-game materialization.




IN-GAME
Tutorial
Will there be a separate tutorial or an integrated one?

Controls & Actions
Will there be leaning controls and mechanics?
We've seen that AJ is able to move quickly from cover-to-cover with the TP Cover activated and now I ask: Will those who choose to play in FP be able to do something similar, like a roll or dodge-roll (T.C.o.Riddick style)?
Will it be possible to finish the game without switching to 3P (except for ladders)?
Are we able to play stealthy in the 1P perspective?
Some of us were expecting to have the option to switch between 3P or 1P View when wanted and to have Lean Keys or a 1P Cover system or another way to support 1P - this could be accomplished if Full Body Awareness was implemented. Why did you choose to not implement FBA in DX3? Is it too hard to implement? Do you think it's not worth the trouble and your current vision expresses what you want from the game? Also, since the modified TRU engine is ready-to-go for DX4 and we probably won't see a new console in 5 years, will you have time to implement FBA in it? Will we finally have trully *optional* 1PV and 3PV gameplay?
Will there be vehicles we can use?
Will Adam be able to climb like Alex, or is he rather awkward just like JC?
Will you be able to move around during conversations?
How many items will Adam be able to carry, and does this exclude weapons?

Augmentations
Exactly how many different augmentations are there?
How many augs can be installed at the same time?
How do augmentations like the claymore work when Adam wears his coat?
How are the augmentations divided amongst the four pillars that have been mentioned?
What are the augmentations that Adam starts out with?
Does the gameworld notice if no more augs other than the basics are installed?
Will augmentations be permanent once installed, or can players mix-and-match augs or remove them?
Can we take and sell enemy augmentations?
We've heard each aug will have it's own development "tree", can we have more details?
Regarding the Icarus Landing system: Is there any scientific research or advancement made that support the concept behind this aug? How can it be done?
We know from interviews that when you get a certain amount of experience points, you get a Praxis point, and that's used to upgrade your augs. A couple of questions about that:
1) Will all aug upgrades require the same amount of Praxis points (presumably just one if so) or will some require more than others?
2) Does the amount of experience points required to generate a Praxis point stay steady throughout the game, or does it increase over time, so you get them quite quickly early on but more slowly later?


Health & Weapons Management
How does health regeneration work? What will trigger it, how fast is it going to be, will it use energy?
What are the consequences of bad performance in combat, if it is not bad enough to die, if your health fully regenerates?
Does EM not believe that it adds to the tension, running wounded?
Why EM felt that it had to be Health Regeneration or Medkits, when they could create something new and exciting?
Why did the localized damage system go? What wasnt good about getting worse in accuracy if they shot you in the arm or have blurred vision if they shot you in the head?
Will there be locational damage for either Adam or the NPC's?
We know why you've put regenerating health and third person in, but why have you taken out the option to have a more complex health system and to stay in first person? The original Deus Ex offered the choice between regenerating and non-regenerating health, and that was ten years ago - why can a modern game, especially one that claims to be all about player choice, not offer the same options?
Weapons
Will there be firing modes for the weapons?
What plans are there to deal with damage modeling? Specifically, how do you plan to address and implement damage from weapons? We understand that there will be “one-kill” takedown options, but will, for example, shooting someone in the head with a sniper rifle elicit an instant kill, or will it take repeated shots to kill the target?
Do stats play into this (Adam’s or the targets)?
Will there be weapon stores for purchasing ammunition and tools?
We know that non-lethal take-downs will exist in the game, but will non-lethal weapons/ammunition be available for those who want to feel like a true good guy? What will these comprise of?
Are we able to HOLSTER OUR WEAPON in Deus Ex Human Revolution?

Hacking
If players choose to play in a certain manner, they're presumably going to be doing a lot of hacking throughout this game. Considering it sounds like the hacking minigame is quite complex (and presumably at least reasonably time consuming) what have you done to ensure that it doesn't get incredibly tedious over time (Bioshock's hacking minigame as a poor example)?

AI
How smart is the AI with regard to combat and tactics; awareness of player-environment interaction; observance of player behaviour etc?
How many different types of combat AI are there?
What happens when an opponent sees or hears you just for a moment, and then you hide back behind a cover? Does he immediately go into 'hostile' mode, or becomes just little more suspicious?
What happens to an opponent if we pick up a bottle or a piece of junk and then throw it at the nearby wall? Will an opponent go there to investigate? Will we be able to sneak around while his back is turned?
How 'sandbox' is DXHR? Will I be able to pick all pieces of junk and different stuff just like in DX1 and use them to distract enemies or do something else with it?
Will the levels be packed with belt-high obstacles and crates to hide behind, like in Gears of War? Will they just scream 'hide behind me!!'? Do the obstacles hide Adam just because they completely cover his body from enemy's view, or because there are simply objects with 'an obstacle' property on them?

General
Can we know more about the difficulty settings in the game?
Can we know more about level scaling?
Will the game feature day and night time activity?
Once we start a mission on a new level, can we go back to the previous level anytime we want?
Will we be able to create our own notes/memos during gameplay?
Why were BE cells, lockpicks and multitools removed?
Will there be a safehouse, a trunk, locker or chest, where you can store weapons?
Regarding stats, will there be levels or just "loose experience points"?
May we hear more on 'contextual' takedowns - are takedowns influenced by off-screen or random factors?
Do all missions feature immediate rewards or are there delayed rewards? Or even missions without a reward?
Same for consequences. Are all consequences immediate or are there delayed consequences?


ANSWERS
Difficulty Settings
from Frank Lapikas, game designer on DX:HR.


"We are indeed working on 3 difficulty levels: casual, normal and Deus Ex. We are conscious that not everybody wants the same things out of their games. Some play for the challenge, others for the narrative. We wanted players to be able to enjoy the game, regardless of their proficiency level. As for why a Deus Ex level, I believe it comes from reading the forums.
Some people were worried that we’d dumb down the game and make it too easy; that combat would prevail and overshadow the stealth aspect because players wouldn’t die with just a few bullets, especially with the introduction of health regen.Well this level has been tweaked for them. Enjoy."
3 difficulty levels: Casual, Normal and 'Deus Ex'

from Jean-Francois Dugas, Lead Game Designer, :

The game industry is a business. That means if you don't sell games, you're out of business. At least for a big Publisher, it's a fact, like it or not.

That being said, we make games because we love them and we love when people enjoy them. We're happy when we're able to attract as many players as we can to play our games, to experience it on different levels -- emotional, rational, etc. So, of course we try to make our games accessible to play. We try to remove (or reduce) the initial intimidation factor that would prevent some from fully enjoying the games we make.

This is different than "dumbing down." We want to make the game easier to get into without sacrificing the depth and complexity Deus Ex has to offer. I take full responsibility for certain aspects being more streamlined (i.e. basic combat mechanic) but we streamlined them because I believe it makes for a more intense experience to enjoy. It doesn't make the game simpler. The concepts of multipath/solution and having a bunch of means to get through situations is at the heart of the Deus Ex experience. And it's all there.

We need to admit it, rich games like Deus Ex are not accessible to everyone. Do you know how many players tried Deus Ex and quit before finishing the Liberty Island level? You'd be surprised. Therefore, our challenge with DX: HR is to draw players into solving problems, discovering a rich world, and getting excited about it. We don't want players to get too intimidated or overwhelmed from trying to figure out how to play the game itself.



MUSIC
Any chance to hear some more of the new music from the DXHR soundtrack before the end of the year?
Will the earlier Deus Ex music theme return?
Was Michael McCann inspired by any other music whilst composing the soundtrack for the game?
How many songs will be in the soundtrack (not including licensed if there are any)?
Will the full soundtrack be available on CD?


MARKETING/PROMO/MERCHANDISE
Are there plans for a playable demo and, if so, what is the release date?
Will we get to see a pure stealth gameplay demo for promo purposes?
When are we going to see new footage?
What will the Collectors' Edition consist of, and how much will it cost? Is the CE available on every platform?
Does The Augmented Edition of DX:HR come packaged with the 2 Pre-order bonuses for the USA Release? (since i have seen images of a version in Europe that shows it comes with it.)
Will the game be available for pre-order at Steam?
Will we be able to pre-load this game if we buy it on Steam? If so, how close to the game's release will pre-load become available?
Will the Steam version have the same price/reasonable difference in price no matter what country/region you're buying from?
Do you intend to run an official competition nearer to the game's release?
Will there be a range of Human Revolution-branded trench coats, boots, sunglasses.etc for purchase from the website or perhaps also in the $200 collectors edition?
Do you have any plans to advertise the game by showing the epic 3-minute trailer (E-3 2010 trailer to be more specific) in movie theaters?

ANSWERS

Collectors' Edition

I can't confirm WHAT will be in it if we do one, as we're still working out the details, but it'll definitely be worth your money. Yeah, I know that sounds like marketing, but it's the truth. Part of the reason I know it's going to be good is due to us being such big fans of the series and of what WE are doing. We believe in this title, and we like the content so much WE want to see it get a fancy treatment.

**


TECHNICAL
Will the HUD display visible information about health, augs, sight etc?
Regarding the HUD/Reticule Design... Settings and Features. Will there be an option in the Settings to turn off your cross-hairs completely? Can you remove your reticule and aim by sight only?
Is there any difference between the PC and Console HUD?
What are the minimum (and recommended) system requirements?
Can we have details about the Settings/Options menu and submenus for the PC version?
Will we be able to quit to desktop from within the pause menu?
Can you give more details about the DRM?
Will it use Games for Windows Live?
Will an SDK be published with the game?
Will the PC suffer from console control simplifications, eg. will one key have multiple actions?
What features will DirectX11 utilise?
Will PC players be able to define their own hotkeys?
How many discs will the game have for the 360 and PC?
What are the specs for HDTV?
Will the game support 16:10 aspect ratio properly, ie. expanding the horizontal FOV rather than shrinking the vertical FOV (compared to 4:3) and / or expanding the vertical FOV from 16:9?
Will we still be able to bind items to the number keys and augs to the F keys, or will these now be solely handled by radial menus?
We know the core content of the game is identical across all platforms, but will the PC version be getting its own UI?
Will mouse acceleration be off by default / able to be turned off without going into the ini files?
On the PC version, will we be able to manually increase the resolution of dynamic shadows as can be done with any Unreal Engine 3 game (by editing the xxxengine.ini file in My Documents)?
Will we be able to choose which language we install?
What's the save system like? Are there real-time saves, autosaves, quicksaves?
When saving a game, do you start from a pre-determined spawn point/start of the level or the point of the save? If not, can this be implemented for the PC game?
What audio APIs are used? EAX? FMOD? DS3D? OpenAL? Is HRTF (head-related transfer function) supported? Number of simultaneous voices?
Will we have to option to resize the UI?
Will we have access to the command console?
Size-on-disk?
Will there be less loading zones for PCs, giving their larger amount of RAM? ie, will the PC version have larger contiguous areas?
Is there a dedicated team working on developing a PC-specific version, or is it just going to be a flat port? Are there any performance problems on the current PC build not related to hardware that aren't on the consoles?
Will we be able to use the thumb buttons on mice?
Is there any mouse input lag, either in-game or in the menus?
Does navigating the menus feel like you're dragging your cursor around on a rubber band?
If we purchase a physical copy, will we need the disc in the drive?
Is this being planned as a one-shot game only, or is it being prepped up for a franchise, Mass Effect/Dragon Age style?
Can we expect some updates about playtesting, how is it coming along etc.

ANSWERS

The HUD
from Kyle Stallock, Community Manager:

We'd love to show you the HUD, but it's not done yet. One reason you don't see work in progress HUDs is due to that image going out and people seeing it and NOT thinking that the game is a work in progress and that the HUD is still being developed. You know what I mean? I'm personally really liking it so far, and I know everyone around here can't wait to show it off once it's fully developed and implemented.

Q: Can we expect some updates about playtesting, how is it coming along etc.
A: from Alexandre, Playtest & Research Manager


"Hi all,
My name is Alexandre and I’m the Playtest and Research Manager at Eidos-Montreal.
A playtest is a very serious research based on specific market research methodologies. Thus even our playtesters recruitment needs to be extremely rigorous.
Indeed, depending on the objectives of the playtest, we can recruit different kind of players profile in order to understand how different types of players react while playing the game.
Here for Deus Ex:Human Revolution, we already playtested the game several times (and we’ll be playtesting the game more and more in the next weeks!), and met different kinds of players according to our objectives.
So...yes. To be honest, we don’t only recruit major hardcore players, or only Deus Ex fans. However, I can assure you that we always have at least one player out of three that played some of the previous Deus Ex games. Some of them are huge fans of the series and are actually giving some very constructive feedback about the game in order to make sure we please Deus Ex fans also.
Besides, we would not recruit people who only play games like Call of Duty or Halo, because of course our game is not meant to be a pure run and gun experience. We always make sure we recruit people regarding the genres they play and the games they’ve been playing in the last year. Of course, we’re more looking for people who have an interest in RPG and stealth gameplay and also not reluctant to play in 1st person.
Regarding the type of player, we don’t only recruit major hardcore players (but we still get some!), but we never recruit casual gamers as those people are just usually not the audience. A game that is not intuitive can become frustrating which spoils the experience, and we want this new Deus Ex to remain accessible and enjoyable also to newcomers (as much as it is for you)."
Alex


DEV TEAM (PERSONAL)
Was there anything suggested on the official forum that EM read and later changed due to our indirect help?
What do the team feel they (individually) brought to the game?
Please tell us about the morale of the team, as they develop an extraordinary game like DX:HR!
Will the Dugas Laugh be featured in game? If not, why not? :p
Who came up with an idea to do next Deus Ex? Eidos Inc, Stephane D'Astous, David Anfossi, etc. What was the genesis of this project?

**

Pretentious Old Man.
9th Sep 2010, 20:00
General heading: Music and 2D Art.

Question: Will the Deus Ex theme and Deus Ex logo return in Deus Ex, Human Revolution?

If they do, I will grant you three wishes. No wishing for more wishes allowed.

JCpies
9th Sep 2010, 20:03
Question; will the game be good?

Lady_Of_The_Vine
9th Sep 2010, 20:27
Art Department
Kyle, I/we'd love to know more about the box art and collectors' edition! Please.

RandomJunkie
9th Sep 2010, 20:34
When are we going to see new footage ? Possibly with the Montreal level ?

Also, will there be a way to determine how powerful are each weapon ? For example in IW, there is no way to determine if the edge energy weapon was more efficient than the combat knife. There is no statistics to help you out, unlike in the original DX where the stats were available.

Happy
9th Sep 2010, 20:44
Got a question for one of us here? Well...ask!

I'll try to keep this updated and organized as best I can (I'm sure the mods will help too, right? RIGHT?! *hugs), but to aid us, can you preface your question/s with who it's to, department, or general category?

For example:

AI

How smart iz your AIz?

or

Joey Whelan

What inspires you to create such great shirts and twitter backgrounds?

Oh, and very importantly, please keep it classy.

Thank you, in advance.

How old will Adam be when we play him? Will he be in his 20s or 30s do you know?

Thanks!

SirPent
9th Sep 2010, 20:49
Will it be available for pre-order at Steam?

Lady_Of_The_Vine
9th Sep 2010, 20:50
Delete me please
Are you sure? You're better off taking a break from the forum; at least you can return if you choose.
Anyway, please reply via PM because this kind of discussion belongs in that domain. Thank you.

Dr_Bob
9th Sep 2010, 20:53
General controls/gameplay:

Will there be leaning controls and mechanics in the game?

DRM:

Are you ready to talk about what DRM method this game will use?

Different editions:

Will there be a special edition and can you talk about what will be in it and how much it will cost?

Boxart:

Are you ready to show us the final boxart?

acare84
9th Sep 2010, 20:54
Game will use Steamworks as a DRM like other SQUARE ENIX games right? Also game's graphic engine is modified Tomb Raider: Legend's engine AFAIK, is it true? And finally can you tell us minumum system reqs? :)

Dead-Eye
9th Sep 2010, 21:00
Will there be drivable vehicles?

Dr_Bob
9th Sep 2010, 21:02
Game will use Steamworks as a DRM like other SQUARE ENIX games right? Also game's graphic engine is modified Tomb Raider: Legend's engine AFAIK, is it true? And finally can you tell us minumum system reqs? :)

Yes, yes, yes!

I can't believe I forgot about the system requirements.

Please, if you could tell us the minimum/recommended specifications, that would be just swell.

Lady_Of_The_Vine
9th Sep 2010, 21:04
Just to alert new members that we have a FAQs thread that may already answer some general questions.
http://forums.eidosgames.com/showthread.php?t=86841

WildcatPhoenix
9th Sep 2010, 21:22
General Gameplay

Will augmentations be "hard-wired" once installed? In other words, will players be able to mix-and-match augmentations or remove them, or will they be permanent choices as in the original game?

Writing/Story

We've recently seen it confirmed that e-mails will reappear. Will the game feature general, non-mission critical public information terminals, books, newspapers, etc?

Decay
9th Sep 2010, 21:35
Augmentations:
Could you tell us more about that augmentation trees? Someone mentioned that each aug will have it's own development "tree". I can imagine how it could work in Diablo III but Deus ex? Give some info about that please.
And, what's the final number of these mechanical toys?

HUD
Will there be visible info about health, augs, sight and so?

Equipment's limit
How many items will Adam be able to carry? Will there be items different than weapons? Like in Deus Ex - we had
food, drugs, sex and rock'n roll... Wait, there wasn't rock... But were many (usually craapy) melee weapons! Will these return as well?

Climbing
Will Adam be able to climb like Alex, or is he rather awkward just like JC?

Pinky_Powers
9th Sep 2010, 21:36
General Gameplay

Will augmentations be "hard-wired" once installed? In other words, will players be able to mix-and-match augmentations or remove them, or will they be permanent choices as in the original game?

Writing/Story

We've recently seen it confirmed that e-mails will reappear. Will the game feature general, non-mission critical public information terminals, books, newspapers, etc?

I remember reading in one of the more recent articles that newspapers exist, and will sometimes allude to actions that you, the player, have taken.

Now, I might be simply making this up, but I thought I heard that Augs were final, once you installed them. Part of the choice and consequence philosophy of the game... or something.

Remington
9th Sep 2010, 21:45
General
Will an SDK be published with the game?

H.D.Case
9th Sep 2010, 22:00
Will there be drivable vehicles?

No, please, they would surely make it the way they did it in Mass Effect and Duke Nukem Forever (in the trailer) so the third person way. That's the current trend. Horrible, horrible! If there were to be any vehicles, first person view please! Think about it Eidos Montreal - you would be the first to do it in a game like this. You would be like da Vinci of the computer industry! :D

My questions, sorry:

1) DEVS (MOD) Any prospects for a mod kit? Even after the release of the add-on? Please!

2). DEVS/COMMUNICATION PERSONNEL/ALEX JACOBSON (GAME CONTENT/INTERACTIVITY) If, as it seems, it will be steam based anyway (so requiring connection, which I hate, especially that internet is not always available when I travel), will we be able to post on this forum and write e-mails to EM from in-game computers? :D

3). DEVS/TESTERS (GAME CONTENT)Are we going to have some in-game storage room for spare equipment?

4.). WHOEVER Is intro/outro going to be engine based too? (we know about cutscenes already)

5.) EVERYBODY EXCEPT FOR THE PR CREW (I need sb credible! :p) Before major games/movie releases, they often say in the trailers that "it will never be the same again". Will it change the world as we know it this time too? ;)

6.) DEVS/TESTERS/WRITERS/DIRECTORS (GAME RECEPTION/ LAB TESTS) All in all, I do not care about much on the condition that you send feeling-good-shivers down my spine with the game! Then I may forgive you about anything I do not like ;) So? Promise?

Deltaslayer
9th Sep 2010, 22:04
Q. What happened with Invisible War Official Site?

Q. In the game, will always be night like the first Deus Ex?

Decard
9th Sep 2010, 22:31
HUD: is there any difference between a pc hud and a console hud?

GAMEPLAY: will it be possible to finish the game without switching to tpp? (except the ladders, lol) also, is there a possibility to play stealthy in the first person perspective? what about lean keys?

CONTENT: will we encounter books? news terminals? newspapers? ATMs?

OVERALL: is this game subtle, like first DX?

thanks in advance, Kyle.

TrickyVein
10th Sep 2010, 00:40
^^ I've asked you this before, Decard. Do you drink Johnny Walker and dream of unicorns? I don't remember getting a straight answer out of you last time.

WAIT!! I have a question too: Will I be able to see all of the in-game cinematic in a single play-through? I mean, will different events lead to completely different scenes at certain "point's" in the game?

Cronstintein
10th Sep 2010, 01:24
AI

How smart is your AIz?

Corpus
10th Sep 2010, 02:06
MUSIC:
How many songs will be in the soundtrack (not including licensed if there are any)?

GAMEPLAY:
Can we take and sell enemy augmentations?

DEMO:
Are there plans for a demo and if so, will it be self contained and what will the expected release date be?

FrankCSIS
10th Sep 2010, 02:09
I'd like to second the demo question. If the answer is no, I'd like to hear how and why. If it's a yes, details plz!

Pinky_Powers
10th Sep 2010, 02:12
GAMEPLAY:
Can we take and sell enemy augmentations?

lol. Like subduing a stranger and stealing his kidney? :D



*Moderator Edit*

This thread is now closed.
All questions and answers have been added to the official FAQs thread, here:
http://forums.eidosgames.com/showthread.php?t=86841

FrankCSIS
10th Sep 2010, 02:14
Who would want your kidneys, Pinky? They must be in as bad a shape as your liver!

Corpus
10th Sep 2010, 02:23
lol. Like subduing a stranger and stealing his kidney? :D

"I woke in a bathtub of ice, my augmented butt was missing"

TrickyVein
10th Sep 2010, 02:24
http://www.webpathology.com/slides/slides/Kidney_StaghornCalculus_Gross.jpg

Pinky's er... kidneys. Yeah.

Pinky_Powers
10th Sep 2010, 02:26
Who would want your kidneys, Pinky? They must be in as bad a shape as your liver!

I don't know, I've never had a gander. But they're my organs, so I'm sure they're top-shelf.

hem dazon 90
10th Sep 2010, 03:04
I don't know, I've never had a gander. But they're my organs, so I'm sure they're top-shelf.


They must be better than my organs at any rate

avenging_teabag
10th Sep 2010, 05:42
To the writers:
What literary works did you draw inspiration from regarding plot and dialogue? What other characters was Adam influenced by?

jtr7
10th Sep 2010, 06:26
I kinda wish EM would ask us how we feel about specific topics they're wanting to know our feelings about, since these forums have been flooded with questions and discussions and speculation and fears and personal interests for years, now, and I'm sure it's hoped that all of that was not actually ignored all this time. But I understand that providing the topics would incite a lot of other unwanted posts.

Will we get to see a pure stealth gameplay demo?

Rindill the Red
10th Sep 2010, 06:40
To the writers:
What literary works did you draw inspiration from regarding plot and dialogue? What other characters was Adam influenced by?

James Swallow said that his biggest inspiration was Deus Ex, but his list of sci-fi and cyber-punk favorite literary background was solid. See here:




"What was your major influences for writing both the book and the game."

Deus Ex.

"What are you favorite books."

I don't have a single favourite; looking across at my (mostly) SF bookshelf, I see, in no particular order: The Forever War, Do Androids Dream of Electric Sheep?, Consider Phlebas, The Stars My Destination, Lord of Light, The Shockwave Rider, Fight Club, Stand on Zanzibar, Neuromancer, The Fountains of Paradise, Altered Carbon, Ender's Game, The Diamond Age, Dune, The Patchwork Girl, Timelike Infinity, Starship Troopers, Software, Hardwired, When Gravity Fails...and loads more.

Rindill the Red
10th Sep 2010, 06:51
I kinda wish EM would ask us how we feel about specific topics they're wanting to know our feelings about, since these forums have been flooded with questions and discussions and speculation and fears and personal interests for years, now, and I'm sure it's hoped that all of that was not actually ignored all this time. But I understand that providing the topics would incite a lot of other unwanted posts.

I was just thinking about this and metrics. I read those Bioware Mass Effect 2 metrics... and I thought to myself, "Why don't they just ask players what they liked and what they didn't like?"

Cause yeah, metrics are interesting and all, but what type of useful information can you actually gleen from them? How do you know you are interpreting them correctly?

Statistics are interesting and tricky things sometimes: for example, 50% of the people didn't finish the game, and the most played class was soldier. Then you may make two different snap judgements about the data. First, you might assume that the soldier was the most fun class or the class that the majority liked to play, and that of all the people who tried the game, only half found it engaging enough to continue through to the end.

Well... of the 50% who didn't finish the game, what class did they play the most? If you see that of the people who didn't finish the game, the vast majority played soldier, you may realize that the soldier class is the least fun or that people who play the soldier class are actually the least entertained by the game. I think for any development/publishing studio who wants to make use of statistics should definitely hire professional statistic majors as well as support the "metrics" with actual conversational and/or poll-based user feedback.

pringlepower
10th Sep 2010, 07:28
I was just thinking about this and metrics. I read those Bioware Mass Effect 2 metrics... and I thought to myself, "Why don't they just ask players what they liked and what they didn't like?"

Cause yeah, metrics are interesting and all, but what type of useful information can you actually gleen from them? How do you know you are interpreting them correctly?

Statistics are interesting and tricky things sometimes: for example, 50% of the people didn't finish the game, and the most played class was soldier. Then you may make two different snap judgements about the data. First, you might assume that the soldier was the most fun class or the class that the majority liked to play, and that of all the people who tried the game, only half found it engaging enough to continue through to the end.

Well... of the 50% who didn't finish the game, what class did they play the most? If you see that of the people who didn't finish the game, the vast majority played soldier, you may realize that the soldier class is the least fun or that people who play the soldier class are actually the least entertained by the game. I think for any development/publishing studio who wants to make use of statistics should definitely hire professional statistic majors as well as support the "metrics" with actual conversational and/or poll-based user feedback.

And you assume they don't? Bioware's got separate branches for that now. It's no longer a bunch of Canadians in a small office.

pringlepower
10th Sep 2010, 07:29
I kinda wish EM would ask us how we feel about specific topics they're wanting to know our feelings about, since these forums have been flooded with questions and discussions and speculation and fears and personal interests for years, now, and I'm sure it's hoped that all of that was not actually ignored all this time. But I understand that providing the topics would incite a lot of other unwanted posts.

Will we get to see a pure stealth gameplay demo?

They'll release the PAX demo eventually.

Irate_Iguana
10th Sep 2010, 07:42
I kinda wish EM would ask us how we feel about specific topics they're wanting to know our feelings about, since these forums have been flooded with questions and discussions and speculation and fears and personal interests for years, now, and I'm sure it's hoped that all of that was not actually ignored all this time.

If they really want to know what the questions on our minds are they need only take a stroll down the main page. If they want to make it easy for themselves they need only search for the threads commenting on the latest demo and the leaked version. We've been asking questions for three years.

All this thread will do is create an avalanche of questions that could be easily answered by reading through the FAQ or one of the cut and paste interviews. The questions that are actually interesting and will probably lead to a few disappointed people won't be answered. If we ever get any answers they will be answers to the type of question that is completely spoiler free and non-controversial. Like "How many songs will be in the soundtrack (not including licensed if there are any)?"

Decard
10th Sep 2010, 09:02
^^ I've asked you this before, Decard. Do you drink Johnny Walker and dream of unicorns? I don't remember getting a straight answer out of you last time.


I dream of Rachael and her tight, artificial anal cavity.

avenging_teabag
10th Sep 2010, 09:21
James Swallow said that his biggest inspiration was Deus Ex, but his list of sci-fi and cyber-punk favorite literary background was solid. See here:
Thanks, that's a pretty comprehensive list. I'd like to know tho, what characters (not necessarily cyberpunk) influenced the creation of Adam.

xsamitt
10th Sep 2010, 13:22
I have a question I would love to know the answer to.Was there anything suggested on the entire forums that Em read and possible changed due to our indirect help?Anything however sight?

Happy
10th Sep 2010, 13:32
I read through the FAQ but didn't see mention of how old Adam is - maybe I missed it? Anyone know?

MrFoxter
10th Sep 2010, 16:01
Whole team:

Please tell us what is the morale of the team like. I think it's important in order to develop extraordinary game like DX:HR.

Also wish them good luck :wave:

TrickyVein
10th Sep 2010, 16:04
I dream of Rachael and her tight, artificial anal cavity.

That's all I needed to know - albeit, maybe a little bit more than I wanted to - but it's there, all the same.

Dr_Bob
10th Sep 2010, 16:13
Platform-specific questions:

Will the PC suffer from console control simplifications?

For example, will one key have multiple actions?

General gameplay:

Will you be able to move around during conversations?

Stats:

Will there be levels or just "loose experience points"?

Graphics:

In an interview, Dugas stated that this game will take advantage of DirectX11.

Could you talk about what features it will utilise?

Blade_hunter
10th Sep 2010, 16:43
Question; will the game be good?

it depends of of your tastes, you love ME2 SC conviction and R6V, then this game is for you otherwise you won't like it


Will there be drivable vehicles?

No, they are just here for decoration and cover system


No, please, they would surely make it the way they did it in Mass Effect and Duke Nukem Forever (in the trailer) so the third person way. That's the current trend. Horrible, horrible! If there were to be any vehicles, first person view please! Think about it Eidos Montreal - you would be the first to do it in a game like this. You would be like da Vinci of the computer industry! :D

My questions, sorry:

1) DEVS (MOD) Any prospects for a mod kit? Even after the release of the add-on? Please!

2). DEVS/COMMUNICATION PERSONNEL/ALEX JACOBSON (GAME CONTENT/INTERACTIVITY) If, as it seems, it will be steam based anyway (so requiring connection, which I hate, especially that internet is not always available when I travel), will we be able to post on this forum and write e-mails to EM from in-game computers? :D

3). DEVS/TESTERS (GAME CONTENT)Are we going to have some in-game storage room for spare equipment?

4.). WHOEVER Is intro/outro going to be engine based too? (we know about cutscenes already)

5.) EVERYBODY EXCEPT FOR THE PR CREW (I need sb credible! :p) Before major games/movie releases, they often say in the trailers that "it will never be the same again". Will it change the world as we know it this time too? ;)

6.) DEVS/TESTERS/WRITERS/DIRECTORS (GAME RECEPTION/ LAB TESTS) All in all, I do not care about much on the condition that you send feeling-good-shivers down my spine with the game! Then I may forgive you about anything I do not like ;) So? Promise?

1/Practically improbable DLC inside

2/N/A -> I don't know

3/what you mean ? a chest or a thing like that ?

4/It seems that everything is Engine rendered see FAQ thread

5/there is probably things that isn't told in DX 1 and will be part of the DX 3 ending, the only thing that we know is the end will be the creation of the unatco

6/ Don't ask for any developper or direct game development people, they won't respond, ask for the community guy instead


HUD: is there any difference between a pc hud and a console hud?

GAMEPLAY: will it be possible to finish the game without switching to tpp? (except the ladders, lol) also, is there a possibility to play stealthy in the first person perspective? what about lean keys?

CONTENT: will we encounter books? news terminals? newspapers? ATMs?

OVERALL: is this game subtle, like first DX?

thanks in advance, Kyle.

1/No, except if you want to start again and over again because you failed at stealth and the lean keys is for retards like me, so they won't put them, the game is the same in all the platforms except the HUD that will have probably higher definitions

2/probably

3/No, except if you find splinter cell conviction subtle ... in fact, the subtle part can be found on the main missions if you avoid confrontation and for bosses you will be forced to fight them.


MUSIC:
How many songs will be in the soundtrack (not including licensed if there are any)?

GAMEPLAY:
Can we take and sell enemy augmentations?

DEMO:
Are there plans for a demo and if so, will it be self contained and what will the expected release date be?

1 & 2 -> NA

3/ there will be a DEMO

AxiomaticBadger
10th Sep 2010, 16:54
The Programmers responsible for the installer:-
Will we be able to choose which language we install with, or will we be stuck with whatever the installer decides?

General Gameplay: Augs :-
Do Augs have passive effects, or are only usefull when activated?

Level Designers:-
Will there be rain?

Jerion
10th Sep 2010, 16:57
AI

How smart is your AIz?

Clarify please?

Define smart. There's a whole range of behaviors and actions that AI covers- are you talking about combat and tactics here? Or awareness of player-environment interaction? Or observance of player behavior? etc.

lithos
10th Sep 2010, 17:02
Level Designers:-
Will there be rain?

Yes. It will be there to make sure the tears get lost...

AzureForge
10th Sep 2010, 17:22
Clarify please?

Define smart. There's a whole range of behaviors and actions that AI covers- are you talking about combat and tactics here? Or awareness of player-environment interaction? Or observance of player behavior? etc.

I think it was a joke made in reference to Kyle exemple. Cronstintein may even aknowledge that the question is vague, we had an interesting conversation in the AI thread. I agree that the question should be more precise. Smart AI may means a lot. In a situation with social interaction it can be how good the writers wrote the conversations and how their common behavior are well animated. When you shoot in the crowd in may be how well they react, go hide, fetch the cop. In stealth in may be how well their patrols are made by level design. In combat it's about tactic, weapon use and pathfinding, etc. It can be a very long conversation with philosophical under pinning about free will and determinism :P.

lithos
10th Sep 2010, 17:24
Can we get a complete rundown of the Settings/Options menu and submenus for the PC version, please?

KSingh77
10th Sep 2010, 17:25
Will there be orange?

IOOI
10th Sep 2010, 17:46
No, please, they would surely make it the way they did it in Mass Effect and Duke Nukem Forever (in the trailer) so the third person way. That's the current trend. Horrible, horrible! If there were to be any vehicles, first person view please! Think about it Eidos Montreal - you would be the first to do it in a game like this. You would be like da Vinci of the computer industry! :D

Hey, we never said that there shouldn't be TPV. If it was OPTIONAL and if there were at least LEAN KEYS (or any other way to support FP gameplay) there wouldn't be any problem whatsoever. This was stated many times before - go check old posts (I dare you :p).
And I'm almost sure that in DNF, TP driving only happens in some sections of the game (though I don't know if the camera can be switched to FP).

QUESTIONS:

-Will there be an inventory?
-Once we start a mission on a new level (like the one in the docks) can we go back to the previous level anytime we want?
-Can we loot corpses?
-In DX1 if an NPC was hit by an explosion he would "gib" and any item he was carrying would be destroyed. Is this still possible? Are there any "gibs"?




I'll try to keep this updated and organized as best I can (I'm sure the mods will help too, right? RIGHT?! *hugs)

Lowle

Lady_Of_The_Vine
10th Sep 2010, 18:27
A summary of questions has now been added underneath Kyle's original post on first page.

Cronstintein
10th Sep 2010, 18:35
Clarify please?

Define smart. There's a whole range of behaviors and actions that AI covers- are you talking about combat and tactics here? Or awareness of player-environment interaction? Or observance of player behavior? etc.

Well there's whole threads on this issue so it's difficult to summarize into a one-sentence question.
All three of those are important but I was thinking combat:
Can you use suppressive fire to get them to keep their heads down?
Will they use grenades to move you from cover?
Flank?
Run/call for backup when getting mauled?
Setup ambushes?

For player behavior, I imagine they'll have a "Stop killing everyone, Adam!" type stuff. Player-environment would be very cool. Like, "Why are you picking up that dumpster, you weirdo?" "Why are you in my apartment going through all my crap... police!" etc..

avenging_teabag
10th Sep 2010, 20:47
Another question: difficulty levels. How will they be organised, will there be only quantitative difference (i.e. hit points/enemy damage/number of enemies/whatever) or some difference in quality (no auto health regen for the highest difficulty, for example).

atLaNt1s
10th Sep 2010, 21:38
When are we gettin an answer? and what is the meaning of existence itself?

MrFoxter
10th Sep 2010, 21:41
Yes. It will be there to make sure the tears get lost...

Oh c'mon guys, in nearly every thread is some reference to this piece of art (which I desperately love BTW). Maybe we should call it DX:BR instead? (it would even make sense, just look at AJ's augs...) :D

Coyotegrey
10th Sep 2010, 21:52
When are we gettin an answer? and what is the meaning of existence itself?

Keep asking. I want as many questions as possible to mine for my nefarious purposes.

MrFoxter
10th Sep 2010, 22:21
IN-GAME

I nearly forgot the most important thing since Thief and System Shock! Will there be a basketball court? (To be honest, it would be a shame not to have one)

Coyotegrey
10th Sep 2010, 22:32
IN-GAME

I nearly forgot the most important thing since Thief and System Shock! Will there be a basketball court? (To be honest, it would be a shame not to have one)

I lol'd when I saw this. Such an awesome reference. Regarding the answer? I don't know (really), but isn't half the fun finding out when you play?

mad825
10th Sep 2010, 22:49
Will it be available for pre-order at Steam?

:scratch:

that's not very clear, Steam are advertising it on their website however it seems more like a question to Steam than to EM.

Not even Valve's game, Portal 2 can be pre-purchased yet.

Cronstintein
10th Sep 2010, 23:24
what is the meaning of existence itself?



Edios Montreal: To purchase DX:HR and all available DLC.

/closed

jtr7
10th Sep 2010, 23:29
IN-GAME

I nearly forgot the most important thing since Thief and System Shock! Will there be a basketball court? (To be honest, it would be a shame not to have one)

Even a basketball sitting in a locker or amid alleyway trash somewhere would be a decent nod. The code numbers, such as the 0451, warmed the cockles of many a fan's hearts. :)

Blade_hunter
10th Sep 2010, 23:47
Hey, we never said that there shouldn't be TPV. If it was OPTIONAL and if there were at least LEAN KEYS (or any other way to support FP gameplay) there wouldn't be any problem whatsoever. This was stated many times before - go check old posts (I dare you :p).
And I'm almost sure that in DNF, TP driving only happens in some sections of the game (though I don't know if the camera can be switched to FP).

QUESTIONS:

-Will there be an inventory?
-Once we start a mission on a new level (like the one in the docks) can we go back to the previous level anytime we want?
-Can we loot corpses?
-In DX1 if an NPC was hit by an explosion he would "gib" and any item he was carrying would be destroyed. Is this still possible? Are there any "gibs"?

For DNF the vehicles sounds to be like in some shooters, linear an without the choice of the view

1/ Yes DX / RE4 style
2/ yes and no, it depends on areas, I mean when you go in the bar you change level, and you can go back to the streets, now if you are sent into a mission you have to complete it in order to pursue the game, but levels can be traveled freely until a certain limit. It doesn't seem about city hubs only but much more between conversation and mission area. you can take it as a speculation if you want, I'm not 100% certain
3/ no they drop their items in the ground, it sounds to be like DX IW in that area
4/ No the corpses are indestructible, see the claymore takedown should gib them as well the the robots rocket launcher


Well there's whole threads on this issue so it's difficult to summarize into a one-sentence question.
All three of those are important but I was thinking combat:
Can you use suppressive fire to get them to keep their heads down?
Will they use grenades to move you from cover?
Flank?
Run/call for backup when getting mauled?
Setup ambushes?

For player behavior, I imagine they'll have a "Stop killing everyone, Adam!" type stuff. Player-environment would be very cool. Like, "Why are you picking up that dumpster, you weirdo?" "Why are you in my apartment going through all my crap... police!" etc..

1/ probably there is a cover system, so possibly blind fire
2/ I read an interview about this (combat gameplay) and it doesn't sound that the AI does this, at least it might be occasional.
From the author, he said the AI isn't very smart, but good enough, and the action scenes are better than in the first DX
3/ Don't expect that
4/ Don't expect that, they will call reinforcements if they see an enemy down and investigate
5/ Don't dream

for the environment reactions they might be some

sonicsidewinder
10th Sep 2010, 23:52
Will cutscenes mark the end and beggining of levels or will they be planted throughout like weeds between flagstones?

Blade_hunter
10th Sep 2010, 23:56
The answer is on the second part of your question
To be exact, there is scripted cutscenes through the levels and the ones you activate like the takedowns

Decard
11th Sep 2010, 00:05
SCRIPT/STORY:

Will we encounter aliens/transgenics?

Does every item in game have a discription?

Is every option (choice you have to make in order to progress) obvious/presented clearly before you?

How mature is the content? Is it written only for broader audience?(aka console retards) I mean, is it OMFG LOOK AT THIS EPIC BIG DUDE WITH A MACHINEGUN IN HIS ARM!!11! type of thing? What about characters and conversations? Are they full of some cheap oneliners from your avarage blockbuster movie?

VISUALS:

Is every location filled with golden/brown/yellow? What about other colors?

PROTAGONIST:

Does Adam have a sence of humour? Is he sarcastic and/or philosophical like JC?

He cares more about global issues, or personal ones?

GENERAL:

Is everything obvious? Is there a room for shades of grey?


thanks in advance.

Absentia
11th Sep 2010, 01:30
What features will DirectX11 utilise?

Just thought I'd be a massive pedant here and say that I think the question should be something like "What DirectX11 features will the game utilise?"

Pinky_Powers
11th Sep 2010, 01:46
3/ no they drop their items in the ground, it sounds to be like DX IW in that area
4/ No the corpses are indestructible, see the claymore takedown should gib them as well the the robots rocket launcher



1/ probably there is a cover system, so possibly blind fire
4/ Don't expect that, they will call reinforcements if they see an enemy down and investigate

3.1/ I think it's both actually. They drop their weapons, but I read in a recent preview that Adam did loot a corpse.
4.1/ no, the Claymore Aug would most certainly have NOT gibbed a soldier. It would have merely torn large holes in him.

1.2/ Blind fire from cover is confirmed for the player.
4.2/ The Boxguard in the Shanghai demo is technically reinforcement, as it won't be called in if you play with discretion.

MrFoxter
11th Sep 2010, 07:56
I lol'd when I saw this. Such an awesome reference. Regarding the answer? I don't know (really), but isn't half the fun finding out when you play?
You made a point, I don't really want to know :D

The code numbers, such as the 0451, warmed the cockles of many a fan's hearts. :)
Building number of my school is 451 and it is written in huge numbers above the main entrance. What sort of awesome reference is this?

Photo
http://upload.wikimedia.org/wikipedia/commons/thumb/d/d9/Jir%C3%A1skovo_gymn%C3%A1zium_N%C3%A1chod_05.JPG/90px-Jir%C3%A1skovo_gymn%C3%A1zium_N%C3%A1chod_05.JPG (http://upload.wikimedia.org/wikipedia/commons/d/d9/Jir%C3%A1skovo_gymn%C3%A1zium_N%C3%A1chod_05.JPG)

Decay
11th Sep 2010, 09:28
There are many questions, and still new come. But hardly any answers... Will it ever change?

lithos
11th Sep 2010, 10:08
What colour is the boathouse at Hereford?

Pretentious Old Man.
11th Sep 2010, 10:08
Nefarious purposes, eh?

****, I have a rival in the evil overlord race. JEEVES! Fetch me my topper and cane! We're going out.

Red
11th Sep 2010, 11:10
Wow, now the forumers themselves are answering the questions. Chuckles guaranteed. Nice social experiment.

Irate_Iguana
11th Sep 2010, 11:18
So, I thought I'd just go back and read through each and every one of my old posts just to see what questions have been haunting me for a while. Pretty interesting to see the old posts where we speculate on something and later see something being implemented. Anyway on to the list:

How are the augmentations divided amongst the four pillars that have been mentioned?
What are the augmentations that Adam starts out with?
Does the gameworld notice if no more augs other than the basics are installed?
How many augs can be installed at the same time?
Why were all lockpicks and multitools removed?
Why were BE cells removed?
Are there any consumables such as Thermoptic camo and Rebreathers?
Will Adam be able to find and use standard keys?
Will there be opening of lockers and crates or will all loot be found conveniently lying around the level?
Does the level design feature frequent instances of conveniently placed waist-high walls?
How many different types of combat AI are there?
How many different states of alertness are there for AI guards?
Do guards still suffer from extreme forgetfulness?
Are vents still impenetrable sanctuaries for the sneaky player?
Do all missions feature immediate rewards or are there delayed rewards? Or even missions without a reward?
Same for consequences. Are all consequences immediate or are there delayed consequences?
Does the story start out slow or is it more like IW's intro?
Are there any unskippable cutscenes?
Will there be a separate tutorial or an integrated one?
Will PC players be able to define their own hotkeys?
Will there be locational damage for either Adam or the NPC's?




Wow, now the forumers themselves are answering the questions. Chuckles guaranteed. Nice social experiment.

That's standard for these types of threads. They, on average, consists of 60% questions that have already been answered. People would rather drop a question in a thread like this than spend 5 min in the search window.

lithos
11th Sep 2010, 14:06
Word count-wise, how long is the game's script? The AI barks and banter?

Is there a dedicated team working on the PC version?

Tooltips: can we turn 'em off, or will they be on for the duration of the game (things like "Press X to Open Door")?

ThePrecursor
11th Sep 2010, 14:16
That's a thorough list of questions you got there, Irate :thumb: I'd really like to see those answered.

I've got some questions myself too:

Is the boxguard in the PAX video considered to be a boss?
If yes: Is it possible to bypass bosses? (as it was told that you could actually avoid the fight with the Boxguard completely - on the other hand, we were told that bosses are the only enemies we have to kill)
Are there multiple ways to defeat a boss?
Why have melee weapons been taken out? (takedowns are not the equal of melee weapons - they function entirely different from eachother - so saying that they were taken out in favor of the takedowns isn't a valid answer)
Are there any unique weapons (weapons that can only be found once in a certain place)?
How does the mine template w/ different grenades work?
Is the augmentation through which you can see an NPC's attributes like weaknesses, equipment etc. (which we saw in the E3 trailer) going to be in the game?

Pretentious Old Man.
11th Sep 2010, 15:04
Another one from me, if it isn't too much trouble: What was the team's philosophy in implementing bosses? What did the team feel that they brought to the game?

And yes this is a serious question. Design philosophy and its execution is important.

Fluffis
11th Sep 2010, 15:20
Another one from me, if it isn't too much trouble: What was the team's philosophy in implementing bosses? What did the team feel that they brought to the game?

And yes this is a serious question. Design philosophy and its execution is important.

This is something I'd like to see answered as well. It will go a long way towards understanding the thinking behind DX:HR.

Dr_Bob
11th Sep 2010, 15:33
Will there be lemon-lime?

JCpies
11th Sep 2010, 15:40
Will there be lemon-lime?

Will there be soy-food?

And will agents 'be able to carry out a heart bypass by using household objects'?

What_a_shame
11th Sep 2010, 17:04
Will there be any sex scene? (a la Mass Effect)

The world needs saving but surely Adam Jensen can find some time to have fun.

TrickyVein
11th Sep 2010, 17:05
Saving the world may very well mean getting it on. Can AJ rise to the occasion?

We just don't know.

Corpus
11th Sep 2010, 17:52
Would you bump uglies with someone who is more machine than human?

Pinky_Powers
11th Sep 2010, 18:01
Would you bump uglies with someone who is more machine than human?

I do all the time.

hem dazon 90
11th Sep 2010, 18:06
I do all the time.

http://xspblog.com/wp-content/uploads/2008/06/o_rly-quite.jpg


same here

TrickyVein
11th Sep 2010, 18:18
Would you bump uglies with someone who is more machine than human?

I understand women about as much as I would any other machine.

Shralla
11th Sep 2010, 18:31
Would you bump uglies with someone who is more machine than human?

Depends on what parts, and the depth of their functionality.

Rindill the Red
11th Sep 2010, 18:56
Depends on what parts, and the depth of their functionality.

http://atlanta.metromix.com/content_image/full/1274218/560/370

Overtime
11th Sep 2010, 20:28
Will our history up to this point in time be the same as in the game world?
i.e will the WW2, cold war, 'war on terror' etc have happened in the same way?

Does that make sense?

Corpus
11th Sep 2010, 20:40
Will our history up to this point in time be the same as in the game world?
i.e will the WW2, cold war, 'war on terror' etc have happened in the same way?

Does that make sense?

Sort of.
http://garbledzombie.wordpress.com/2009/01/11/deus-ex-universe-timeline/

Blade_hunter
11th Sep 2010, 20:51
That's a thorough list of questions you got there, Irate :thumb: I'd really like to see those answered.

I've got some questions myself too:

Is the boxguard in the PAX video considered to be a boss?
If yes: Is it possible to bypass bosses? (as it was told that you could actually avoid the fight with the Boxguard completely - on the other hand, we were told that bosses are the only enemies we have to kill)
Are there multiple ways to defeat a boss?
Why have melee weapons been taken out? (takedowns are not the equal of melee weapons - they function entirely different from eachother - so saying that they were taken out in favor of the takedowns isn't a valid answer)
Are there any unique weapons (weapons that can only be found once in a certain place)?
How does the mine template w/ different grenades work?
Is the augmentation through which you can see an NPC's attributes like weaknesses, equipment etc. (which we saw in the E3 trailer) going to be in the game?


1 No, just an hard to kill enemy
2 second is obvious
3 no but it seems non lethal weapons doesn't work on them
4 takedowns
5 probably
6 place the mine detector in the wall and put the grenade you want in

Overtime
11th Sep 2010, 20:53
Sort of.
http://garbledzombie.wordpress.com/2009/01/11/deus-ex-universe-timeline/

cool link, thx

pringlepower
11th Sep 2010, 20:53
Will our history up to this point in time be the same as in the game world?
i.e will the WW2, cold war, 'war on terror' etc have happened in the same way?

Does that make sense?

Well terrorists did bomb the Twin Towers in Deus Ex, even if it was just a side effect of not enough memory to render the Liberty Island background

Pinky_Powers
11th Sep 2010, 21:00
3 no

We have no real details on any of the boss fights in the game. So where did you get the info there is no variation on how to kill them?

Blade_hunter
11th Sep 2010, 21:08
Because you have to kill them the only change is the weapon you will use but certainly not a non lethal way, you have to kill them, remember and they clearly said you have to fight and kill them, also you are forced to do this to progress when the boss fight have to come.

Pinky_Powers
11th Sep 2010, 21:18
Because you have to kill them the only change is the weapon you will use but certainly not a non lethal way, you have to kill them, remember and they clearly said you have to fight and kill them, also you are forced to do this to progress when the boss fight have to come.

There are lots of ways to kill someone. And there are lots of ways to fight them. And in a game that sings of options and multi-solutions, it seems terribly premature to answer someone's serious question with a flat "No".

Corpus
11th Sep 2010, 21:22
Because you have to kill them the only change is the weapon you will use but certainly not a non lethal way, you have to kill them, remember and they clearly said you have to fight and kill them, also you are forced to do this to progress when the boss fight have to come.

The boss confrontations aren't avoidable yes but we have no details on how exactly we fight them. Something has to accommodate the fact that not everyone will pool x amount of skill points into offensive augs.

Isterio
12th Sep 2010, 02:57
Question 1: Will there be a trunk, locker or chest, where you can store your weapons (the large heavy stuff you don't need in a stealth mission)? Probably not, because you might not have a head-quarter.

Question 2: Would this storage room be available for every mission? I think about a similar system like in one of the Hitman games, where you could arrange your stuff for the next mission. This might be possible.

Question 3: When you pick up weapons and other stuff. Is it possible to sell it somewhere? Probably not, because you could be a mule and sabotage the economic system in the game (you could buy all available merchandise ingame).

Question 4: Is there stuff you can buy in the game (AUGS, weapons, ammo etc.)? What stuff?

Question 5: Will there be remote detonators or only throwable and proximity explosives?

Question 6: Can you choose between different people to trust (people, who fly you around or accompain you in some missions)? Like the chopper pilots in IW.

Question 7: Will an AI play an important part in the game?

Bushmonster
12th Sep 2010, 03:00
@ question 7

lol

Lady_Of_The_Vine
12th Sep 2010, 08:00
I think some questions shouldn't be asked because they are potential spoilers. As Kyle said, it is nice to discover certain things as you progress through the game.

Pretentious Old Man.
12th Sep 2010, 09:15
I think some questions shouldn't be asked because they are potential spoilers. As Kyle said, it is nice to discover certain things as you progress through the game.

Yeah, but its probably best to let the guys from EM decide on that. Or tell people that there are spoilers on the front of the thread (when they are answered).

Another one from me: Will there be a possibility to make your own notes, as there was in Deus Ex? God that was fun...

I remember one: "FFFFFFFFFFFFUUUUUUUUUUUUUUUUUU"

Irate_Iguana
12th Sep 2010, 10:07
I think some questions shouldn't be asked because they are potential spoilers. As Kyle said, it is nice to discover certain things as you progress through the game.

Then don't read the answers. There are spoiler tags on this forum for a reason. Some of us couldn't care less if everything was spoiled.

lithos
12th Sep 2010, 10:10
Another one from me: Will there be a possibility to make your own notes, as there was in Deus Ex? God that was fun...

Xboxes don't have keyboards.

IOOI
12th Sep 2010, 10:31
Then don't read the answers. There are spoiler tags on this forum for a reason. Some of us couldn't care less if everything was spoiled.

They could tell me story right away, I wouldn't mind. I'm really interested on gameplay and different approaches to a situation (interaction with the world/NPCs, player agency,...).
For instance I find the FP convo system challenging and "unpredictable" enough - it looks like a real "word battle" - that even knowing all the story it wouldn't spoil me the game. Too bad the rest of game doesn't look like it's following DX1 design philosophy.

Kvltism
12th Sep 2010, 10:39
Another one from me: Will there be a possibility to make your own notes, as there was in Deus Ex? God that was fun...

Xboxes don't have keyboards.
lulz.

That would be a disappointing, but not completely tragic, omission from the game in fairness.

Blade_hunter
12th Sep 2010, 10:59
Offensive augs aren't necessary, but a lethal weapon, yes, the boss fights you have to encounter in the game doesn't have to influence you to avoid the other kind of augs that aren't in the combat section
And premature, that's not the case, the bosses are even the part of the game where the possibilities are reduced to an arena fight.

The conversations are the only thing that is correct in this game

As for writing notes that's not because a console doesn't own a keyboard that we can't type anything, now there is a low chance that would happen
Think about a virtual keyboard, that's not ultra handy, but actually that's the only keyboard substitute I know that works.
Actually we had virtual keypads since we can use the directional cross to select the keys we want to press

IOOI
12th Sep 2010, 11:03
Another one from me: Will there be a possibility to make your own notes, as there was in Deus Ex? God that was fun...

And making notes on images?

Lady_Of_The_Vine
12th Sep 2010, 11:12
Then don't read the answers. There are spoiler tags on this forum for a reason. Some of us couldn't care less if everything was spoiled.

I was only thinking aloud then and also repeating what Kyle said. I still don't believe all questions would be answered anyway, so instructing them to use the spoiler tags isn't really relevant.
I will check with Kyle though. I don't want to make the Summary any longer than it really needs to be.

Blade_hunter
12th Sep 2010, 11:12
Wow guys this one have even lest chance to appear, this was good if the consoles had a Wii mote like controller, but actually they use a standard pad except the Wii
Actually making notes with a virtual keyboard could be good enough.
Not that isn't feasible, using the stick like a mouse can be done, but that's not handy, and actually this game is more console friendly than PC

IOOI
12th Sep 2010, 12:10
Lead Designer - Jean-François Dugas:

-Some of us were expecting to have the option to switch between Third-Person or First-Person View when wanted and to have Lean Keys or a FP Cover system or another way to support FP - this could be accomplished if Full Body Awareness was implemented. Why did you choose to not implement FBA in DX3? Is it too hard to implement? Do you think it's not worth the trouble and your current vision expresses what you want from the game?

-Since the modified TRU engine is ready-to-go for DX4 and we probably won't see a new console in 5 years, Will you have time to implement FBA in it? Will we finally have trully *optional* FPV and TPV gameplay?

Kvltism
12th Sep 2010, 12:10
Wow guys this one have even lest chance to appear, this was good if the consoles had a Wii mote like controller, but actually they use a standard pad except the Wii
Actually making notes with a virtual keyboard could be good enough.
Not that isn't feasible, using the stick like a mouse can be done, but that's not handy, and actually this game is more console friendly than PC

Personally, I'd be fine with just having all passwords/codes/clues filed in the Notes section automatically. There were plenty of bits of information in the first game that I had to jot down myself. How I see it, the player still has to scour levels for said information, so EM taking such a shortcut wouldn't negatively impact the gaming experience.

MrFoxter
12th Sep 2010, 12:45
Personally, I'd be fine with just having all passwords/codes/clues filed in the Notes section automatically. There were plenty of bits of information in the first game that I had to jot down myself. How I see it, the player still has to scour levels for said information, so EM taking such a shortcut wouldn't negatively impact the gaming experience.

If you have correct code, it will appear on the right while engaging keypad. See PAX Demo :)

Irate_Iguana
12th Sep 2010, 13:45
I still don't believe all questions would be answered anyway, so instructing them to use the spoiler tags isn't really relevant.

I agree with you on that. Even if we get any answers they are going to be answers to questions that are not controversial and do not give any important information whatsoever. I've even said so earlier in the thread.

Lady_Of_The_Vine
12th Sep 2010, 13:54
Exactly. Which is why I have tried to be selective as to which questions get summarised on the list. We really need to make sure that we're making the most of this opportunity, ie. we get answers to the MOST important questions; at least for the time being.
As it is, the shortlist may be too long and require pruning. I'm awaiting Kyle's instructions on that.

Pretentious Old Man.
12th Sep 2010, 14:03
Personally, I'd be fine with just having all passwords/codes/clues filed in the Notes section automatically. There were plenty of bits of information in the first game that I had to jot down myself. How I see it, the player still has to scour levels for said information, so EM taking such a shortcut wouldn't negatively impact the gaming experience.

Let me guess: you found Deus Ex's gameplay "kinda slow" as well, right?

In a proper PC game, you should be made to do your own research. If you want to put a code in, you should have to save it yourself, not just be given the damn thing. This was something that bugged me about the ORIGINAL Deus Ex too: Nothing should be directly saved into notes. Immersion >>>>>>>>>>>>>>>>>>>>>> Convenience.

Ashpolt
12th Sep 2010, 14:11
Only one question I really want to know the answer to:

To anyone who can answer it:

-We know why you've put regenerating health and third person in, but why have you taken out the option to have a more complex health system and to stay in first person? The original Deus Ex offered the choice between regenerating and non-regenerating health, and that was ten years ago - why can a modern game, especially one that claims to be all about player choice, not offer the same options? And while the original Deus Ex didn't offer a choice of perspective, again, this is 10 years later - why could you not cater to both those who wanted a "cinematic" experience and those who prefer a more subtle, restrained game?

[EDIT] Actually wait, I do have one more question:

To the guy in charge of the hacking minigame:

-If players choose to play in a certain manner, they're presumably going to be doing a lot of hacking throughout this game. Considering it sounds like the hacking minigame is quite complex (and presumably at least reasonably time consuming) what have you done to ensure that it doesn't get incredibly tedious after the 20th / 30th / whatever time? (See Bioshock's hacking minigame as a poor example.)

Kvltism
12th Sep 2010, 14:13
If you have correct code, it will appear on the right while engaging keypad. See PAX Demo :)

That is a positive, imo. The main source of frustration was when hacking someone's e-mail would dig up information you could use, but unlike datacubes or conversations, you would have to input said info manually.



Let me guess: you found Deus Ex's gameplay "kinda slow" as well, right?

In a proper PC game, you should be made to do your own research. If you want to put a code in, you should have to save it yourself, not just be given the damn thing. This was something that bugged me about the ORIGINAL Deus Ex too: Nothing should be directly saved into notes. Immersion >>>>>>>>>>>>>>>>>>>>>> Convenience.

re: your question - Not at all. DX is my favourite game of all time, and the quibble I put forth is very minor. For the record, I am not one of those people salivating over third-person takedowns and cover system. Give me crouch + lean keys and I will happily utilise them instead.

I understand your view that note-taking shouldn't be an automated process. But I see it as a reasonable compromise. The process of obtaining information for yourself is still required, whether it be by finding a datacube, hacking an e-mail account or overhearing a conversation. As far as elements which break immersion go, I'm far more concerned with how the cut-scenes could affect the Deus Ex experience. Maybe the notes could be disabled somehow? I'm sure that would make a "hardcore" play-through interesting.

Pretentious Old Man.
12th Sep 2010, 14:17
That is a positive, imo. The main source of frustration was when hacking someone's e-mail would dig up information you could use, but unlike datacubes or conversations, you would have to input said info manually.

Welcome to the real world.

Kvltism
12th Sep 2010, 14:40
Welcome to the real world.

Hahaha. Copy+Paste would be a decent option then, do you agree?

Pretentious Old Man.
12th Sep 2010, 14:55
Hahaha. Copy+Paste would be a decent option then, do you agree?

Definitely. I can foresee a situation whereby Adam might be able to do that, and it still requires forward thinking. I just can't stand the idea of stuff just getting done for the player. As someone else said (Ashpolt?), Deus Ex was a detective story, as well as many other types of story.

Lady_Of_The_Vine
12th Sep 2010, 15:08
Below is the summary of questions so far asked. I apologise if I've missed anyone out, please let me know in this thread or via PM.

Just in case the list is too long and needs pruning, can you guys read through and perhaps vote on, or volunteer, which questions are not so important (if any), and can wait. For example, I was thinking maybe we could snip out the question about using vehicles?

**


Summary of Questions - Deus Ex: Human Revolution

WRITING & SCREENPLAY
What literary works did you draw inspiration from regarding plot and dialogue?
What other characters (not necessarily cyberpunk) influenced the creation of Adam?
How old will Adam be?
Will we see in-game cinematics in a single play-through, ie. different events lead to completely different scenes at certain "points" in the game?
Are there any unskippable cutscenes?
Why could you not cater to both those who wanted a "cinematic" experience and those who prefer a more subtle, restrained game?
Will we encounter books, news terminals, newspapers, ATMs; and will some even be influenced by your own actions?
What was the team's philosophy in implementing bosses?


ART
Will the earlier Deus Ex logo appear?
Are you ready to share the official box art?


IN-GAME
Tutorial
Will there be a separate tutorial or an integrated one?

Controls & Actions
Will there be leaning controls and mechanics?
Will it be possible to finish the game without switching to 3P (except for ladders)?
Are we able to play stealthy in the 1P perspective?
Will there be vehicles we can use?
Will Adam be able to climb like Alex, or is he rather awkward just like JC?
Will you be able to move around during conversations?
How many items will Adam be able to carry, and does this exclude weapons?

Augmentations
Exactly how many different augmentations are there?
How many augs can be installed at the same time?
How are the augmentations divided amongst the four pillars that have been mentioned?
What are the augmentations that Adam starts out with?
Does the gameworld notice if no more augs other than the basics are installed?
Will augmentations be permanent once installed, or can players mix-and-match augs or remove them?
Can we take and sell enemy augmentations?
We've heard each aug will have it's own development "tree", can we have more details?

Health Management
Will there be locational damage for either Adam or the NPC's?
We know why you've put regenerating health and third person in, but why have you taken out the option to have a more complex health system and to stay in first person? The original Deus Ex offered the choice between regenerating and non-regenerating health, and that was ten years ago - why can a modern game, especially one that claims to be all about player choice, not offer the same options?

Hacking
If players choose to play in a certain manner, they're presumably going to be doing a lot of hacking throughout this game. Considering it sounds like the hacking minigame is quite complex (and presumably at least reasonably time consuming) what have you done to ensure that it doesn't get incredibly tedious over time (Bioshock's hacking minigame as a poor example)?

AI
How smart is the AI with regard to combat and tactics; awareness of player-environment interaction; observance of player behaviour etc?
How many different types of combat AI are there?

General
Will the game feature day and night time activity?
Once we start a mission on a new level, can we go back to the previous level anytime we want?
Will we be able to create our own notes/memos during gameplay?
Why were BE cells, lockpicks and multitools removed?
Will there be a safehouse, a trunk, locker or chest, where you can store weapons?
Regarding stats, will there be levels or just "loose experience points"?


MUSIC
Will the earlier Deus Ex music theme return?
How many songs will be in the soundtrack (not including licensed if there are any)?
Will the full soundtrack be available on CD?


MARKETING/PROMO
Are there plans for a playable demo and, if so, what is the release date?
Will we get to see a pure stealth gameplay demo for promo purposes?
When are we going to see new footage?
What will the Collectors' Edition consist of, and how much will it cost?
Will the game be available for pre-order at Steam?
Do you intend to run an official competition nearer to the game's release?


TECHNICAL
Will the HUD display visible information about health, augs, sight etc?
Is there any difference between the PC and Console HUD?
What are the minimum system requirements?
Can we have details about the Settings/Options menu and submenus for the PC version?
Can you give more details about the DRM?
Will an SDK be published with the game?
Will the PC suffer from console control simplifications, eg. will one key have multiple actions?
What features will DirectX11 utilise?
Will PC players be able to define their own hotkeys?


DEV TEAM (PERSONAL)
Was there anything suggested on the official forum that EM read and later changed due to our indirect help?
What do the team feel they (individually) brought to the game?
Please tell us about the morale of the team, as they develop an extraordinary game like DX:HR!

The Monochrome Man
12th Sep 2010, 15:11
In a proper PC game, you should be made to do your own research. If you want to put a code in, you should have to save it yourself, not just be given the damn thing. This was something that bugged me about the ORIGINAL Deus Ex too: Nothing should be directly saved into notes. Immersion >>>>>>>>>>>>>>>>>>>>>> Convenience.

All that means is that I'd be tapping Printscreen, pausing, firing up a second program to review and save what what I saw. That would break immersion a whole lot more than the original DX system, IMHO. Especially given that the original DX system actually made sense in the context of JC having a built in microcomputer.

If you didn't like the notes pages (prefer to use pencil and paper?), all you had to do was not bring up that specific screen. Obviously I don't know if the overlay can be disabled in HR or not, but if it's selectable as a menu option or tied into the games difficulty settings (I always play on the hardest setting anyway) there's no reason it should bug you.

Well, unless you like moaning. Some people do. :)

Pretentious Old Man.
12th Sep 2010, 15:20
All that means is that I'd be tapping Printscreen, pausing, firing up a second program to review and save what what I saw. That would break immersion a whole lot more than the original DX system, IMHO. Especially given that the original DX system actually made sense in the context of JC having a built in microcomputer.

If you didn't like the notes pages (prefer to use pencil and paper?), all you had to do was not bring up that specific screen. Obviously I don't know if the overlay can be disabled in HR or not, but if it's selectable as a menu option or tied into the games difficulty settings (I always play on the hardest setting anyway) there's no reason it should bug you.

Well, unless you like moaning. Some people do. :)

On the contrary, I did like the notes pages. I liked making my own notes. I did not like having the game make my own notes for me. It was a sop to the crowd who couldn't remember a basic password for a few minutes, or type it down off their own backs. How hard is it to remember "4637", or "smashthestate" for just a few minutes, or better yet to type it down in notes yourself?

If you were planning printscreen rather than write it down in the notes yourself, then you were doing it wrong.

DON_The_Grey
12th Sep 2010, 15:46
All that means is that I'd be tapping Printscreen, pausing, firing up a second program to review and save what what I saw. That would break immersion a whole lot more than the original DX system, IMHO. Especially given that the original DX system actually made sense in the context of JC having a built in microcomputer.

If you didn't like the notes pages (prefer to use pencil and paper?), all you had to do was not bring up that specific screen. Obviously I don't know if the overlay can be disabled in HR or not, but if it's selectable as a menu option or tied into the games difficulty settings (I always play on the hardest setting anyway) there's no reason it should bug you.

Well, unless you like moaning. Some people do. :)

I liked the fact about DX 1 that hacking someone' s Email wouldn't save the information. That gave it some spice imo. Besides copy and paste was actually something I definitely used in my 1st playthroughs(ok it was from the notes folder to the pc terminal etc). I even did notes :)
In general I understand Pretentious old way, so to say. The player shouldnt be fed by info easily, but investigate a bit. That creates immersion. It must be balanced, thats why in DX they had the notes section. Thats all.

Pinky_Powers
12th Sep 2010, 16:16
Question 4: Is there stuff you can buy in the game (AUGS, weapons, ammo etc.)? What stuff?

They've said there is an economy system in place, and from the impressions I got, it seems more pervasive than what we saw in Deus Ex. :D

mad825
12th Sep 2010, 17:59
General heading:TECHNICAL?

Question:how many DVDs (DL) will the game come on for the 360 and PC?

JCpies
12th Sep 2010, 18:27
General heading:TECHNICAL?

Question:how many DVDs (DL) will the game come on for the 360 and PC?

Three disks for the 360, one for the PC.

mad825
12th Sep 2010, 18:54
Three disks for the 360, one for the PC.

don't mean to be annoying but source please?

tbh, that doesn't make any sense, ≤25.5/≤21GB for the 360 and ≤8.5GB for the PC!?!?

what happened to the other ≤12.5GBs!

Pinky_Powers
12th Sep 2010, 19:53
I expect it will ship out with roughly forty three CDs.

MrFoxter
12th Sep 2010, 20:01
You don't know yet? In the box will be just Blu-Ray disc with steam_serial_key.txt burned on it.

pha
12th Sep 2010, 20:06
I expect it will ship out with roughly forty three CDs.

...or 20 thousand floppies.

Red
12th Sep 2010, 20:11
Pitching in obligatory over 9000 joke.

Lady_Of_The_Vine
12th Sep 2010, 22:37
Not long to get your questions in, so anymore?

Please can everyone take a couple of minutes to check the Summary of questions on first page and make sure nothing important has been omitted. Thank you.

jtr7
13th Sep 2010, 01:16
I'm still concerned about all the questions that flooded in during the excitement in the early days of this specific forum and what was done with all of that. How are we supposed to know which questions--over the last three years and to the first weeks after DX1 was released--have been addressed by the team already, implemented or rejected, so we can ask more meaningful questions today?

KSingh77
13th Sep 2010, 01:23
How many take downs does it take to get to the center of a tootsie pop?

Decard
13th Sep 2010, 02:49
Please can everyone take a couple of minutes to check the Summary of questions on first page and make sure nothing important has been omitted. Thank you.




SCRIPT/STORY:

Will we encounter aliens/transgenics?

Does every item in game have a discription?

Is every option (choice you have to make in order to progress) obvious/presented clearly before you?

How mature is the content? Is it written only for broader audience?(aka console retards) I mean, is it OMFG LOOK AT THIS EPIC BIG DUDE WITH A MACHINEGUN IN HIS ARM!!11! type of thing? What about characters and conversations? Are they full of some cheap oneliners from your avarage blockbuster movie?

VISUALS:

Is every location filled with golden/brown/yellow? What about other colors?

PROTAGONIST:

Does Adam have a sence of humour? Is he sarcastic and/or philosophical like JC?

He cares more about global issues, or personal ones?

GENERAL:

Is everything obvious? Is there a room for shades of grey?


thanks in advance.


xxx

jtr7
13th Sep 2010, 05:23
Since we've been hanging since March, could we get the latest word, in a PM or topical thread, on the situation with the source codes the Legal Department René had submitted our findings to?

Ilves
13th Sep 2010, 05:31
Late to the party, I know... Can I sneak in a question regarding gameplay? I'd love to hear more on these 'contextual' takedowns:

> Are takedowns influenced by off-screen or random factors?

Irate_Iguana
13th Sep 2010, 09:12
I'm still concerned about all the questions that flooded in during the excitement in the early days of this specific forum and what was done with all of that.

Probably nothing since they haven't commented on anything and have kept the elements that almost everyone reviles. It is safe to say that the questions we had weren't used in any way.



Please can everyone take a couple of minutes to check the Summary of questions on first page and make sure nothing important has been omitted. Thank you.

What I'd like to see included are my questions on rewards and consequences. Namely:
Do all missions feature immediate rewards or are there delayed rewards? Or even missions without a reward?
Same for consequences. Are all consequences immediate or are there delayed consequences?

Hammich
13th Sep 2010, 11:26
Merchandising

Will there be a range of Human Revolution-branded trench coats, boots, sunglasses.etc for purchase from the website or perhaps also in the $200 collectors edition?

lithos
13th Sep 2010, 11:41
Will the game support 16:10 aspect ratio?

Will we be able to quit to desktop from within the pause menu?

Will cut scenes and intro movies be skippable?

Kvltism
13th Sep 2010, 11:57
It is safe to say that the questions we had weren't used in any way.
Toilet paper?

In all seriousness though, they'd have cherry-picked for softball questions at very worst. I'm not going to be completely cynical about their approach. Even if the marketing strategy has been... erm... unusual so far.

Ashpolt
13th Sep 2010, 12:20
Will the game support 16:10 aspect ratio?

Just to expand on this:

Will the game support 16:10 aspect ratio properly? I.E. Expanding the horizontal FOV rather than shrinking the vertical FOV (compared to 4:3) and / or expanding the vertical FOV from 16:9?

In other words: Half-Life 2 or Bioshock?

Decard
13th Sep 2010, 20:00
I WILL answer your questions! Yes, I WILL! :D


























Within six months.





Right on, dude!

Lady_Of_The_Vine
13th Sep 2010, 20:15
Since we've been hanging since March, could we get the latest word, in a PM or topical thread, on the situation with the source codes the Legal Department René had submitted our findings to?
I think this one should go to Keir?



xxx

As soon as I read the fourth question, I lost interest rather quickly. :p

Coyotegrey
13th Sep 2010, 20:19
Right on, dude!

hey Hey HEY NOW! Sad Kyle. :(

Decard
13th Sep 2010, 20:28
As soon as I read the fourth question, I lost interest rather quickly. :p

So, just ignore the fourht question and include the rest. Whatever.

Lady_Of_The_Vine
13th Sep 2010, 20:29
So, just ignore the fourht question and include the rest. Whatever.

I'll think about it... :rasp:





























PS. Already did anyway, so there. :cool:

Blade_hunter
13th Sep 2010, 20:33
I have one question

- When one of the development team person will answer our questions, that's the big question.

To be frank I know the answer already, but this time I want to be WRONG.

Answer = NEVER

A Montréal, on aimerais voir un peu d'initiative, répondez nous, s'il vous plaît ? On ne vous mangeras pas (Au secours! les types derrière leur écran vont nous bouffer, gaaahhh !!!)
Et puis ne faites pas comme ce type:
http://img517.imageshack.us/img517/3291/ddddlb.jpg

And excuse me for the French, but it seems they doesn't want to talk so I try in French :hmm:

Lady_Of_The_Vine
13th Sep 2010, 20:36
I have one question

- When one of the development team person will answer our questions, that's the big question.


We will get answers once the summary of questions is complete and Kyle goes to infiltrate. I think the former objective is moreorless complete, so not long now.

Coyotegrey
13th Sep 2010, 20:42
Preferably, I'd like you all to keep asking questions as we reveal more and more in the coming months. So, please, don't stop asking. :)

Lady_Of_The_Vine
13th Sep 2010, 20:46
Preferably, I'd like you all to keep asking questions as we reveal more and more in the coming months. So, please, don't stop asking. :)

Sounds good! :thumb:

Decard
13th Sep 2010, 20:48
PS. Already did anyway, so there. :cool:


Okay, thanks :)

Bono
13th Sep 2010, 21:55
Too lazy to read thorugh, so EXCUSE ME if...

- What happens when an opponent sees or hears you just for a moment, and then you hide back behind a cover? Does he immediately go into 'hostile' mode, or becomes just little more suspicious?

- What happens to an opponent if I pick up a bottle or a peice of junk and then throw it at the nearby wall? Will an opponent go there to investigate? Will I be able to sneak around while his back is turned?

- How much 'sandboxy' DXHR is? Will I be able to pick all pieces of junk and different stuff just like in DX1 and use them to distract enemies or do something else with it?

- Will the levels be packed with belt-high obstacles and crates to hide behind, like in Gears of War? Will they just scream 'hide behind me!!'? Do the obstacles hide Adam just because they completely cover his body from enemy's view, or because there are simply objects with 'an obstacle' property on them?

jtr7
13th Sep 2010, 22:42
I think this one should go to Keir?

Whomever can keep things in motion and take it all the way through, please. :) The end result is what matters, and the less the journey scars people the better, heh. I also hope that correspondence and attached files viewed and passed along in Montreal are readily available in California, in this case. Limbo is unkind. Thanks!

Lady_Of_The_Vine
14th Sep 2010, 08:14
^
Was Jerion (aka MrK) helping you with this too? Perhaps PM him first and see where things have got to?
If you have problems, get back to me and I'll see if Kyle can sort this out for you.

Pinky_Powers
14th Sep 2010, 08:37
The only question I really want answered is: Are they willing to suffer the consequences of not giving me a working demo to piss around with until the official release?

For god's sakes! All this PAX footage is driving me up a wall. I want to meander about in Hangsha! I want to discover all five entrances to the warehouse! I want to see if I can pin an NPC to the floor by his left foot, yet keep him alive for small-talk and after-hour drinks.

But mostly I just want to play the damn thing! It's looking great and a whole hell of a lot of fun.

jtr7
14th Sep 2010, 08:50
^
Was Jerion (aka MrK) helping you with this too? Perhaps PM him first and see where things have got to?
If you have problems, get back to me and I'll see if Kyle can sort this out for you.

If he was helping, I wasn't in on it, and I'll thank him for that if he chipped in at all, but really, we've been waiting for some feedback, no matter who from. I'll thank you too.:flowers:

Pretentious Old Man.
14th Sep 2010, 11:39
The only question I really want answered is: Are they willing to suffer the consequences of not giving me a working demo to piss around with until the official release?

For god's sakes! All this PAX footage is driving me up a wall. I want to meander about in Hangsha! I want to discover all five entrances to the warehouse! I want to see if I can pin an NPC to the floor by his left foot, yet keep him alive for small-talk and after-hour drinks.

But mostly I just want to play the damn thing! It's looking great and a whole hell of a lot of fun.

If they don't release one, at least a consolation for me is that you'll be suffering.

Either way, I win. :rasp:

xsamitt
14th Sep 2010, 14:16
If they don't release one, at least a consolation for me is that you'll be suffering.

Either way, I win. :rasp:


Cruel irony:thumb:

Pretentious Old Man.
14th Sep 2010, 14:45
Cruel irony:thumb:

Oh, I've done worse. Like when I made a Facebook account just to post the comment "Agonisingly trite little updates on agonisingly trivial little lives."

Coyotegrey
14th Sep 2010, 14:53
Great questions, everyone. I hope to get the "go ahead" to post some responses soon. In the meantime, I've been asked to gather some more PC-centric questions, so definitely ask those. I know you've already asked quite a few, but I just thought I'd forward the news. :)

Lady_Of_The_Vine
14th Sep 2010, 14:55
If he was helping, I wasn't in on it, and I'll thank him for that if he chipped in at all, but really, we've been waiting for some feedback, no matter who from. I'll thank you too.:flowers:

I must be confusing MrK's activity with another matter, so I'm sorry for that.
I'll definitely make enquiries for you and see where the trail leads.

Ashpolt
14th Sep 2010, 15:10
Great questions, everyone. I hope to get the "go ahead" to post some responses soon. In the meantime, I've been asked to gather some more PC-centric questions, so definitely ask those. I know you've already asked quite a few, but I just thought I'd forward the news. :)

OK then:

-Will we still be able to bind items to the number keys and augs to the F keys, or will these now be solely handled by radial menus?

-A linked note to the point above: I know the core content of the game is identical across all platforms, but will the PC version be getting its own UI?

-Will mouse acceleration be off by default / able to be turned off without going into the ini files?

-If there's a collector's edition, will PC be included, or will it be consoles only (a la Modern Warfare 2, Black Ops, etc)?

-Are you ready to give us an idea of minimum specs yet?

-Will it use Games for Windows Live? (Hint: The correct answer here is "no".)

-What, if any, DRM will be used?

-Also, as I posted on the previous page, will a 16:10 ratio be supported natively and properly, i.e. Hor+ instead of Vert-?

...That enough PC questions from me for now? :P

Pretentious Old Man.
14th Sep 2010, 15:14
OK then:

-Also, as I posted on the previous page, will a 16:10 ratio be supported natively and properly, i.e. Hor+ instead of Vert-?

Nah, only 4:3.

Boom boom.

Hammich
14th Sep 2010, 16:16
-Any word on mod support/tools for the game?
-Will it be released on Steam?
-How extensive/specific will the in-game graphics and sound options be?
-Is there a current game benchmark that Human Revolution would be comparable to for graphics performance?
-ATi or nVidia?

lithos
14th Sep 2010, 16:23
Just to expand on this:
Will the game support 16:10 aspect ratio properly? I.E. Expanding the horizontal FOV rather than shrinking the vertical FOV (compared to 4:3) and / or expanding the vertical FOV from 16:9?

And say "NO!" to black bars!

That's a better phrasing of my question. Kyle, use Ashpolt's question instead of mine (wait, you have.)

PC-Centric questions:

- I'd like to expand on my previous question re: the Settings/Option menus. I'd like to see a FULL rundown of every single option available. As anal as it sound, a lot of games miss this. I'm talking things like will we have full graphics options available - in-game selectable AA, AF, etc? Individual volume controls for Music, Voice and Effects (very important!)?

- What are system requirements? Minimum and recommended?

- What's the save system like? Are there real-time saves, autosaves, quicksaves? When saving a game, do you start from a pre-determined spawn point/start of the level or the point of the save? If not, can this be implemented for the PC game?

- What audio APIs are used (sorry, I'm godawful tragic when it comes to sound engines used in games)? EAX? FMOD? DS3D? OpenAL? Is HRTF (head-related transfer function) supported? Number of simultaneous voices?

- Will their be any split personality keys - IE, single keys that serve multiple functions depending on whether they're tapped or held for a length of time? If so, will we be able map these functions to individual keys? (Think the Pip-Boy's flashlight function in Fallout 3.)

- Is there any mouse input lag, either in-game or in the menus? Does navigating the menus feel like you're dragging your cursor around on a rubber band?

- If we purchase a physical copy, will we need the disc in the drive?

- What's Australia's release date?

- Will we have to option to resize the UI?

- Will we have access to the command console?

- Size-on-disk?

- Will there be less loading zones for PCs, giving their larger amount of RAM? IE, will the PC version have larger contiguous areas?

- Is there a dedicated team working on developing a PC-specific version, or is it just going to be a flat port? Are there any performance problems on the current PC build not related to hardware that aren't on the consoles?

Er, that's about it. Most of the stuff about the controls has been answered- oh, wait, very important:

- Will we be able to use the thumb buttons on mice?

lithos
14th Sep 2010, 16:25
Also, why does EM care about a bunch of, quote, "elitist" PC users?

JCpies
14th Sep 2010, 16:28
Also, why does EM care about a bunch of, quote, "elitist" PC users?

Hey punk Deus Ex is a PC game, I'll give you ten seconds to beat it before I add you to the list of Console lover casualties.

WildcatPhoenix
14th Sep 2010, 16:42
It's been asked multiple times already, but in terms of PC-centric questions, I'd also very much like to know about the possibility of mod tools?

As in, is Eidos Montreal looking at releasing mod tools later down the road, are they working on them right now, or is there zero interest in releasing anything like this at all?

lithos
14th Sep 2010, 16:44
Hey punk Deus Ex is a PC game, I'll give you ten seconds to beat it before I add you to the list of Console lover casualties.

Sarcasm, my good man.

atLaNt1s
14th Sep 2010, 16:48
Are they gettin any inspiration from Vangelis music?
http://www.youtube.com/watch?v=80eC9cymeo8
I dont know what else to ask.

JCpies
14th Sep 2010, 16:56
Sarcasm, my good man.

Sarcasm doesn't translate over the web GTFO.

Just kidding.

IOOI
14th Sep 2010, 17:06
Also, why does EM care about a bunch of, quote, "elitist" PC users?

They've analized us for so long on this forum. Maybe they trully like us and are giving us a chance.

Pretentious Old Man.
14th Sep 2010, 17:11
They've analized us for so long on this forum. Maybe they trully like us and are giving us a chance.

We're not grown up enough for them.

Cronstintein
14th Sep 2010, 17:18
Will there be a 'realistic' difficulty setting? (ie: slow/no/limited regen + low-hp opponents)

Happy
14th Sep 2010, 17:19
Damage Modeling

What plans are there to deal with damage modeling? Specifically, how do you plan to address and implement damage from weapons?

I understand that there will be “one-kill” takedown options, but will, for example, shooting someone in the head with a sniper rifle elicit an instant kill, or will it take repeated shots to kill the target?

Do stats play into this (Adam’s or the targets)?

Thanks!

Pretentious Old Man.
14th Sep 2010, 17:37
You both need to grow up with the industry. U n33d moar k3wlz.

Cronstintein
14th Sep 2010, 17:42
^ pretentious old man is becoming straight-up crotchety.

Ashpolt
14th Sep 2010, 17:55
They've analized us for so long on this forum. Maybe they trully like us and are giving us a chance.

If so, it's a shame they've decided to wait to give us this chance until they've already told us it's too late to make any changes.

lithos
14th Sep 2010, 18:08
They've analized us for so long on this forum. Maybe they trully like us and are giving us a chance.

"Analized" feels about right.

mad825
14th Sep 2010, 18:12
If so, it's a shame they've decided to wait to give us this chance until they've already told us it's too late to make any changes.

it's never "too late" until the product get released, if they wanted to they could set back (delay) the PC format to make "optimizations" for the PC like LionHead/MS studios has done to Fable 3

lithos
14th Sep 2010, 18:20
it's never "too late" until the product get released, if they wanted to they could set back (delay) the PC format to make "optimizations" for the PC like LionHead/MS studios has done to Fable 3

AHAHAHAH! Hahahahahahahahaha! Aaaah-hahahahahaha-hahhaaaaha-! Hah-HAH-hahahahahahaha! BAH-HAH! Hahahhhaaahahahaaaaahaah!

HA- oh, jeez. I mean - oh, god lemme get myself together -

You seriously - heh - ok, ok, ok, I'm fine now, I swear, I'm sorry - you actually believe they're
"optimising" it?

Yeah. Right. And Steve Ballmer dances like Fred Astaire.

EDIT: I'm sorry, I really could help myself with the laughter. I apologise.

Pinky_Powers
14th Sep 2010, 18:29
PC centric questions:

I second the request for info on Graphics and Sound Options. These need to be extensive! Use Crysis' options as a template. Let the players decide what's important to them, and what they're willing to sacrifice.
For me, textures, lighting, shadows and post-effects (motion-blur and such) are more important than maxed out physics and poly-count. But this isn't so for some of us.

How many months are you going to play-test, bug-test and optimize the PC version of the game? You must remember Invisible War! PC version was absolutely crippled for something like 40-60% of users. That might not have been your studio, but you can learn from their mistake!

Controls and key-mapping? Others have already asked about this with great detail, so...

Pinky_Powers
14th Sep 2010, 18:33
it's never "too late" until the product get released, if they wanted to they could set back (delay) the PC format to make "optimizations" for the PC like LionHead/MS studios has done to Fable 3

I don't understand. Fable II is still not out for PC (those f**kers!), why are they making a PC version of the third?

mad825
14th Sep 2010, 18:42
You seriously - heh - ok, ok, ok, I'm fine now, I swear, I'm sorry - you actually believe they're
"optimising" it?



:hmm: No

http://czechdaily.files.wordpress.com/2009/01/ruoriorg.jpg?w=250&h=194
*optimizations*

tbh it seems more of a marketing strategy that MS are pulling as it's awfully close to Christmas


I don't understand. Fable II is still not out for PC (those f**kers!), why are they making a PC version of the third?
Personally I think it's just another MS restriction where they like monopolies and exclusives as they get money from people having Xbox live but where as PC games on-line have no extra fees thus less money they could earn.

Well, if there is going to be a port, it would be an idea to keep an eye on the Gearbox forums.

JCpies
14th Sep 2010, 18:53
May have been asked before but, will it be possible to have a non-lethal playthrough with some sort of rewards during and after gameplay (An insentive to kill less or not at all).

AlexOfSpades
14th Sep 2010, 19:13
May have been asked before but, will it be possible to have a non-lethal playthrough with some sort of rewards during and after gameplay (An insentive to kill less or not at all).

Did the first Deus Ex give you any kind of reward for non-lethal playthrough?

Its just a game style.

mad825
14th Sep 2010, 19:15
Did the first Deus Ex give you any kind of reward for non-lethal playthrough?

Its just a game style.

for a more in-depth analysis: a gimmick.

Pinky_Powers
14th Sep 2010, 19:24
If you avoid all killing, at the end of the game Paul Denton will approach you timidly and expose his augmented right nipple. He will blush and scuttle away in true cyberpunk disgrace. There is no greater reward.

Coyotegrey
14th Sep 2010, 19:28
If you avoid all killing, at the end of the game Paul Denton will approach you timidly and expose his augmented right nipple. He will blush and scuttle away in true cyberpunk disgrace. There is no greater reward.

I cannot confirm this.

Pinky_Powers
14th Sep 2010, 19:40
I cannot confirm this.

Of course, of course. I understand.

*wink wink, nudge nudge*

Lady_Of_The_Vine
14th Sep 2010, 19:50
^^

Well, thanks a bunch. Next time, can you guys use spoiler tags please. :mad:

Fluffis
14th Sep 2010, 19:54
"Analized" feels about right.

Yeah, that was curiously fitting typo.

JCpies
14th Sep 2010, 19:56
That's a great reward, I mean, all casual gamers these days need rewards like that. Can't wait.

WildcatPhoenix
14th Sep 2010, 20:06
That's a great reward, I mean, all casual gamers these days need rewards like that. Can't wait.

Guys, guys, the 3rd person takedowns are all the reward you will ever need.

It's hard to sneak up on an unsuspecting enemy. You deserve a piece of candy afterward.

JCpies
14th Sep 2010, 20:11
Guys, guys, the 3rd person takedowns are all the reward you will ever need.

It's hard to sneak up on an unsuspecting enemy. You deserve a piece of candy afterward.

I still think I'd prefer Paul Denton's nipple over breaking the gameplay into a cutscene every few minutes when I sneak up behind someone.

Fluffis
14th Sep 2010, 20:27
It's hard to sneak up on an unsuspecting enemy. You deserve a piece of candy afterward.

"Oh, a piece of candy... Oh, a piece of candy... Oh, a piece of candy..."

Ashpolt
14th Sep 2010, 20:33
Question for Coyotegrey:

(One you can hopefully answer sooner rather than later!)

The screen of the new character Fedora, which has recently been added to the image gallery on the website, is pretty clearly pre-rendered. Does this mean we have another pre-rendered trailer coming, or have EM now decided to use pre-rendered cutscenes in the game, despite what has been said previously?

[EDIT] Well, seems that question's answered: http://www.deusex.com/news/Coming-soon-tokyo-game-show-trailer

So I'll change my question to: Are the cutscenes in the game still going to all be in-engine, or have pre-rendered cutscenes now been added to the game itself as well?

Pinky_Powers
14th Sep 2010, 20:36
or have EM now decided to use pre-rendered cutscenes in the game, despite what has been said previously?

Please god, no!

That thought is too ugly to imagine. :(

Ilves
14th Sep 2010, 20:39
I'm pretty sure it's just a still from some yet unused footage from the earlier Square batch. Promotional purposes only.

TrickyVein
14th Sep 2010, 22:30
It can't actually be that important, seeing as they've let us have it.

Ashpolt
14th Sep 2010, 22:33
It can't actually be that important, seeing as they've let us have it.

http://img.photobucket.com/albums/v427/ashpolt/1249818100663.gif

Cronstintein
14th Sep 2010, 22:54
I always assumed there would be pre-rendered cut-scenes. Isn't there one at the end of the leaked footage after the bomb?

...a bomb.

Pinky_Powers
14th Sep 2010, 22:59
I always assumed there would be pre-rendered cut-scenes. Isn't there one at the end of the leaked footage after the bomb?

...a bomb.

I'm glad you asked. The answer is NO!!

Make an appointment with your Opthamologist, and get those eyes checked, son. That's solid in-game rendering there.

Lady_Of_The_Vine
14th Sep 2010, 23:18
Summary updated with the latest questions. :thumb:

Cronstintein
14th Sep 2010, 23:34
Well if their in-game rendering looks that good then no need for pre-rendered I'd say.
Sweet :D

TrickyVein
14th Sep 2010, 23:42
That kind of unpretentious optimism is not allowed here. :)

IOOI
15th Sep 2010, 00:00
"Analized" feels about right.

My inglish feils me sume temes. :D










;)

IdiotInAJeep
15th Sep 2010, 01:18
Will there be weapon stores for purchasing ammunition and tools?

Pinky_Powers
15th Sep 2010, 01:26
Well if their in-game rendering looks that good then no need for pre-rendered I'd say.
Sweet :D

Quite right! :thumb:

Jerion
15th Sep 2010, 02:42
On the PC version, will we be able to manually increase the resolution of dynamic shadows as can be done with any Unreal Engine 3 game (by editing the xxxengine.ini file in My Documents)? The close-up dynamic shadows in the Gamescom gameplay trailer looked painfully low-res (a telltale 360-PS3 drawback), I'd really like to be able to fix that on the comp.

pringlepower
15th Sep 2010, 02:57
Will there be weapon stores for purchasing ammunition and tools?

Yes.

rambo73
15th Sep 2010, 04:00
PLEASE COULD SOMEONE HERE TELL ME IF THE COMPLETE VERSION OF THE GAME (Deus Ex Human revolution)
will have a FRENCH AUDIO TRACK Available for the French Buyers located in QUEBEC ?????

lithos
15th Sep 2010, 06:50
I don't understand. Fable II is still not out for PC (those f**kers!), why are they making a PC version of the third?

Fable II ain't coming out for PC, sorry. Ever.

Fable III was meant to be an "olive branch" to PC gamers - dedicated PC version, and simultaneous release date. Start of a "big push" back in to the PC market, specifically, to show of Win7 as a gaming platform : http://www.eurogamer.net/articles/fable-iii-first-step-of-big-pc-push

That's basically an admittance of "Yeah, we DID stop caring about the PC platform." But now that it's delayed, what does that say about their priorities? Why not delay the release of the console versions, if this was so important for them?

The last time MS tried this it failed badly. Really badly. Remember Halo 2 on PC? I think I saw one copy on the shelf in the Adelaide St. Officeworks in Brisbane (next to that lone copy of Gears of War for PC.) It was meant to be the flagship of Windows Vista, was Vista-only...except PC gamers were pretty clued-in about what sort of OS Vista was. And the old rule: wait at least 18 months before upgrading to the new Windows to see if it's crap. GFWL didn't help (apparently, it's like Steam but crashes more.)

And now they're still going to be expecting it to sell as well as it if were released simultaneously. Gears of War had that problem, too (and Mike Capp had a huge tantrum over that.) Basically, business as usual for MS and Fable III: here, PC gamers, have a plate of months-old, cold Xbox leftovers. Enjoy.

Red
15th Sep 2010, 08:03
Here's a PC tech question:

Most people nowadays have at least 4GB of RAM and a 512MB (IMO more like 1GB, but I don't know the numbers and I'm too lazy to look them up somewhere) Graphics card in their gaming rig. Please tell me that the PC version will utilize the resources completely. I really hate some of the shyte nowadays which uses 500MB ram and twitches like crap just because it's ported from consoles. I guess you guys should make it happen, since the development is running parallel for all of the platforms.

Ok, there's no question mark there, but it IS a question, trust me :D

Pinky_Powers
15th Sep 2010, 09:46
Fable II ain't coming out for PC, sorry. Ever.

A sad and terrible shame. Fable The Lost Chapters was a solid PC port. I remember having no troubles; no crashes, good performance, and the graphics took a lot out of my hardware at the time. And it was fun! :)

I'll look forward to Fable 3.

lithos
15th Sep 2010, 09:48
Here's a PC tech question:I really hate some of the shyte nowadays which uses 500MB ram and twitches like crap just because it's ported from consoles. I guess you guys should make it happen, since the development is running parallel for all of the platforms.

Aye. Or we're stuck with some weird blend of textures - characters have nice 1024x1024 textures, but objects have what appears to be 128x128.

Or worse, we get loading screens every ten feet.

Pinky_Powers
15th Sep 2010, 09:58
Or worse, we get loading screens every ten feet.

That's something I'm most pleased with in the footage and info we have. The levels are a very good size, and decorated and populated to the max.

Hangsha it's self is rather sprawling, and the number of PCs are impressive. Makes you wonder where the hell they got the RAM for these maps.

I smell the dark arts. :hmm:

lithos
15th Sep 2010, 10:29
I smell the dark arts. :hmm:

I think they finally figured out that if GTAIV, Far Cry 2, Oblivion, et al can stream ten square kilometres seamlessy, it really shouldn't be that hard to stream a few hundred square meters.

Thank god.

lithos
15th Sep 2010, 10:32
A sad and terrible shame. Fable The Lost Chapters was a solid PC port. I remember having no troubles; no crashes, good performance, and the graphics took a lot out of my hardware at the time. And it was fun! :)

It was good. A solid game (which is just as respectable as great game that has some really painful quirks.)

Call me cynical, but it wouldn't surprise me if they're going Alan Wake with it - personally, I think that was just a PR scheme to get PC gamers looking at Xbox games. Get PC gamers hyped for a game, then cancel it on the PC platform, and maybe they'll buy an Xbox to play it. Or they'll tell you to go f*** yourself.

Ah, well, Remedy: was it worth ditching the Max Payne licence?

AlexOfSpades
15th Sep 2010, 13:22
DMC4 was a good console->PC port.

Great graphics, gameplay and no texture problem or loading issues.

lithos
15th Sep 2010, 14:19
DMC4 was a good console->PC port.

Great graphics, gameplay and no texture problem or loading issues.

Yeah, Capcom seem to be doing all right.

However, there are plenty of ports where the devs seem to say "Does the game load? All right, then, we've done all we need to do, let's ship it."

Splinter Cell: Conviction and GTAIV come to mind with their PC half-arsedness.

JCpies
15th Sep 2010, 15:05
What's the hit counter for the DX3 site?

AxiomaticBadger
15th Sep 2010, 15:09
Why weren't my questions added to the summary? Sad now :(

Lady_Of_The_Vine
15th Sep 2010, 15:23
Why weren't my questions added to the summary? Sad now :(

So sorry. It's easy to get boggle-eyed with it all. Please quote your questions in here and I'll make sure they are added.
PS. "Will we be able to choose which language we install" is on the list (Technical).

lithos
15th Sep 2010, 15:34
I posted some PC-specific ones here - http://forums.eidosgames.com/showpost.php?p=1493386&postcount=168 - as requested. I realised that a few have been added, but stuff like the sound APIs and thumb buttons haven't.

Lady_Of_The_Vine
15th Sep 2010, 16:24
Right, yes - probably a bit of copy and paste confusion going on there. :D
Now added.

Pretentious Old Man.
15th Sep 2010, 18:39
AHAHAHAH! Hahahahahahahahaha! Aaaah-hahahahahaha-hahhaaaaha-! Hah-HAH-hahahahahahaha! BAH-HAH! Hahahhhaaahahahaaaaahaah!

HA- oh, jeez. I mean - oh, god lemme get myself together -

You seriously - heh - ok, ok, ok, I'm fine now, I swear, I'm sorry - you actually believe they're
"optimising" it?

Yeah. Right. And Steve Ballmer dances like Fred Astaire.

EDIT: I'm sorry, I really could help myself with the laughter. I apologise.

Epic, EPIC win.

pringlepower
15th Sep 2010, 23:30
Yeah, Capcom seem to be doing all right.

However, there are plenty of ports where the devs seem to say "Does the game load? All right, then, we've done all we need to do, let's ship it."

Splinter Cell: Conviction and GTAIV come to mind with their PC half-arsedness.

GTA IV works fine for me now, after a bunch of patches.

Now Resident Evil 4 for PC. It had no mouse-look. That's all I've got to say.

Pinky_Powers
16th Sep 2010, 00:00
Now Resident Evil 4 for PC. It had no mouse-look. That's all I've got to say.

lol. Yeah, there's no recovering from that. :D

pringlepower
16th Sep 2010, 00:02
lol. Yeah, there's no recovering from that. :D

It also didn't tell you what keys did what. So you had the fun of experimenting.... on a keyboard.

Fluffis
16th Sep 2010, 01:18
It also didn't tell you what keys did what. So you had the fun of experimenting.... on a keyboard.

Or you could just set up the keys in the setuptool.

lithos
16th Sep 2010, 05:42
Now Resident Evil 4 for PC. It had no mouse-look. That's all I've got to say.

Maybe that's why Activision treated mouse support in the PC version MW2 as a privilege, not a right. (Seriously, after all the complaints about the lack of dedicated servers on PC, they came back and said, Hey, we're not disrespecting the PC platform. We added mouse support, after all.)

Irate_Iguana
16th Sep 2010, 09:05
It also didn't tell you what keys did what.

Assassin's creed 2 told the player which button to use by showing them the nice colored buttons. On the PC. Epic fail.

Bono
16th Sep 2010, 12:14
Another question from me would be:

Do you seriously think that making the protagonist launch to the sky on a rocket was a really good idea for a Deus Ex game?

sonicsidewinder
16th Sep 2010, 12:17
Do you seriously think that making the protagonist launch to the sky on a rocket was a really good idea for a Deus Ex game?

Seconded. It's...intriguing to say the least.

TrickyVein
16th Sep 2010, 12:22
*sobs*

lithos
16th Sep 2010, 14:24
Do you seriously think that making the protagonist launch to the sky on a rocket was a really good idea for a Deus Ex game?

The original idea was to have him leap over a wobbegong...

Serious Question: Did anyone of the designers or writers read Ninety East Ridge by Stephen Reilly?

AlexOfSpades
16th Sep 2010, 16:13
Another question from me would be:

Do you seriously think that making the protagonist launch to the sky on a rocket was a really good idea for a Deus Ex game?

If nuking Area 51 with an atomic warhead then infiltrating the bunker under it while running from Gray aliens while receiving orders from the leader of the Illuminati, 2 AI's and a chinese man was ever a good idea for a last stage of a game...


... really, why not?

WildcatPhoenix
16th Sep 2010, 16:15
If nuking Area 51 with an atomic warhead then infiltrating the bunker under it while running from Gray aliens while receiving orders from the leader of the Illuminati, 2 AI's and a chinese man was ever a good idea for a last stage of a game...


... really, why not?

Would it damage your point if I were to suggest that Area 51 was the weakest part of Deus Ex? ;)

AlexOfSpades
16th Sep 2010, 16:26
Would it damage your point if I were to suggest that Area 51 was the weakest part of Deus Ex? ;)

Then let the rocket be the weak part of the game.

Deus Ex was a great game, even having such a weak part. Human Revolution might be a great game too.

But we dont know, maybe the plot of the game actually makes the rocket thing make sense.

If they did manage to make sense out of the Illuminati, i think they could make a plausible reason.

I mean.


I hope.

El_Bel
16th Sep 2010, 19:58
How does health regeneration work? What will trigger it, how fast is it going to be, will it use energy?
If you cant answer the question about how it works, can you give us the reason for not answering?
What are the consequences of bad performance in combat, if it is not bad enough to die, if your health fully regenerates?
Does EM not believe that it adds to the tension, running wounded?
Why EM felt that it had to be Health Regeneration or Medkits, when they could create something new and exciting?
Why did the localized damage system had to go? What wasnt good about getting worse in accuracy if they shot you in the arm or have blurred vision if they shot you in the head?

jtr7
16th Sep 2010, 20:09
If nuking Area 51 with an atomic warhead then infiltrating the bunker under it while running from Gray aliens while receiving orders from the leader of the Illuminati, 2 AI's and a chinese man was ever a good idea for a last stage of a game...


... really, why not?

Oh, well, with that "logic", you will really never have anything to complain about, so EM can do no wrong and you question nothing? Why not? How about hoping for better, and not letting even more dumb in?

Lady_Of_The_Vine
16th Sep 2010, 20:20
How does health regeneration work? What will trigger it, how fast is it going to be, will it use energy?
What are the consequences of bad performance in combat, if it is not bad enough to die, if your health fully regenerates?
Does EM not believe that it adds to the tension, running wounded?
Why EM felt that it had to be Health Regeneration or Medkits, when they could create something new and exciting?
Why did the localized damage system had to go? What wasnt good about getting worse in accuracy if they shot you in the arm or have blurred vision if they shot you in the head?

Added.

Ashpolt
16th Sep 2010, 20:31
OK, not strictly related to the game, but related to the website:

What percentage of people, according to your age gate system, are born on January the 1st? I've always wondered this about sites that have these things, how many people just change the year to make it go away?

Lady_Of_The_Vine
16th Sep 2010, 20:38
Hehe, I bet it's about 90+%.

Irate_Iguana
16th Sep 2010, 20:39
What percentage of people, according to your age gate system, are born on January the 1st? I've always wondered this about sites that have these things, how many people just change the year to make it go away?

I always change the date to April 1st.

Lady_Of_The_Vine
16th Sep 2010, 20:41
^
You are obviously not as lazy as some of us then. :o