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Thread: QUESTIONS for EM (SUMMARY & ANSWERS on 1st page)

QUESTIONS for EM (SUMMARY & ANSWERS on 1st page)

  1. #1

    Question QUESTIONS for EM (SUMMARY & ANSWERS on 1st page)

    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:

    Originally Posted by Coyotegrey
    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:
    [QUOTE]
    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)
    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
    Originally Posted by Coyotegrey
    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?
    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?

    **

  2. #2
    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.
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  3. #3
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    Question; will the game be good?

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  4. #4
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    Dec 2007
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    Art Department
    Kyle, I/we'd love to know more about the box art and collectors' edition! Please.
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  5. #5
    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.

  6. #6
    Originally Posted by Coyotegrey
    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!

  7. #7
    Will it be available for pre-order at Steam?

  8. #8
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    Originally Posted by PenguinsFriend
    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.
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  9. #9
    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?

  10. #10
    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?

  11. #11
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    Will there be drivable vehicles?

  12. #12
    Originally Posted by acare84
    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.

  13. #13
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    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
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  14. #14
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    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?

  15. #15
    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?
    Augmented Edition of Human Revolution

  16. #16
    Originally Posted by WildcatPhoenix
    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.
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  17. #17
    General
    Will an SDK be published with the game?
    I am a prototype for a much larger system.

  18. #18
    Originally Posted by Dead-Eye
    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!

    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?

    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! ) 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?
    If you want to make enemies, demand respect while you exhibit none.

  19. #19
    Q. What happened with Invisible War Official Site?

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

  20. #20
    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.

  21. #21
    ^^ 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?
    Qu'est-ce que

  22. #22
    AI

    How smart is your AIz?

  23. #23
    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?

  24. #24
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    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!
    To lose one parent, Mr Worthing, may be regarded as a misfortune; to lose both looks like carelessness

  25. #25
    Originally Posted by Corpus
    GAMEPLAY:
    Can we take and sell enemy augmentations?
    lol. Like subduing a stranger and stealing his kidney?



    *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
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