gamer0004
12-03-2007, 05:41 AM
At first I didn't really like the trailer, but after a while I found out that there was quite a lot of things in there (augmented people enter from the back).
Anyway, I really hope this one is going to be as good as part I or at least better than DX:IW. I posted this on another forum, but I don't think anyone will notice it between all the gayporn...
My thoughts:
The music was very important. I listen to it even when I’m not playing the game (I've downloaded it somewhere). Deus Ex proved that music/sound is at least as important as the graphics. There is one part of DX:IW (deus ex: invisible war, part II) I liked: Heron's loft. That was as good as some of the parts in DX. The music’s right and it's a fun level to play.
(There should be a "please" for every sentence :P)
-Come up with a very good storyline, and refer to lots of things through e-mails and newspapers and such that don't directly have something to do with the main story. In real life the newspapers aren't just full of, eh, something like global warming. People talk about many things, and a lot of it is irrelevant.
-Make sure the music and sound are very good and not in the background like in IW.
-Let every NPC talk to each other, about relevant things and irrelevant things, as they did in DX
-Make sure the levels are big, like in DX. That’s way more important than good textures.
-Do NOT (or maybe for XBOX 360 and PS3, I’m counting on it that it will come to PC too) simplify the game. In DX:IW you only had to pick up the key for a door and you could open it. In DX you had to equip the key ring and then you could open the door.
You might think it doesn’t make a difference, but it does! This way you’re way more drawn into the game. Same thing for keypads. In DX:IW I just clicked the right-mouse button at every keypad I saw. Sometimes it opened, sometimes it didn’t. It was like opening a door or something. In DX you had looked for data cubes and then typed in some codes, because you didn’t always knew which one was right. When the coded worked you felt quite satisfied.
-If you make it a prequel (and it looks like it as in the trailer the year 2027 occurs), make it a bit convincing. The world in Deus Ex looked quite a lot like our world like it is today. Augmented people in 2027? And so common that they actually have signs for them (enter from the back, not welcome)? I’d say you could better choose 2035 or 2040.
Also, on planetdeusex (http://forumplanet.gamespy.com/planetdeusex/) you can find LOTS of information and idea’s. The whole game has been examined, I don’t think you can find more info about it somewhere else.
-Make sure the game is quite bug free (do not make it a second Gothic 3 or something). Deus ex was quite good.
-Make sure there are multiple ways to reach the goal. And not just by choosing a general path, but that you’ll have to choose how you handle a situation every time, like in DX.
Am I going to take out the guard? And if I do, am I going to kill him or knock him out?
Or am I going to evade him?
Am I going to look for a alternative path? And when I do, am I going to swim (and have to invest some skill points in swimming, or lose some health), or am I going to hack a computer so the turret doesn’t shoot me? Or am I going to destroy the turret?
This kind of options. In DX:IW there were SOME options, but not many. And often it was most handy to shoot every guard in sight (and it wasn’t in DX). The bribing was cool though.
Make sure every option is equally attractive. Make sure the weapons are balanced too. The rocket launcher in DX:IW didn’t even kill (some) enemies in one shot!
-Make sure the main character and all other characters are interesting. I didn’t care for Alex Denton, he was unbelievably lame. Tong was stupid in DX:IW too. JCDenton was great in DX, and so were Gunther Hermann, Anna Navarre, Bob Page, Walton Simons and so on, even when they were your opponents.
-Make sure the dialogs are good. In DX they were great, in DX:IW they were not.
-Make sue the story line is good! In Deus Ex it was really good. Why? I think because the all the conspiracies. All the talk about conspiracies which you don’t believe at first (as in the real world), but after a while they turn out to be true. In DX:IW there was this story of the Order and WTO working together, but I didn’t really care. And when pequods and queequeggs (I don’t know how it’s spelled) turned out to be of the same company, that sucked.
I mean, the Order and the WTO, opponents of each other, turn out to be the same organization, and pequods and queequeggs, opponents of each other, turn out to be the same organization too? Hmm…
In DX you couldn’t pick the side you wanted to be. You wasn’t able to stay with UNATCO, but the levels and the story line were better because of that. In DX:IW you could choose your organizations, but every level had to be able to be played with all the organizations, which wasn’t good for the realism of the game.
-The AI must be improved (I heard FEAR AI somewhere, and indeed it was very good for combat, but you need some more). Although the bad AI in DX makes it possible to finish the game without inventory items, it is quite lame. You can throw a crate on the head of an enemy and then run away, past a corner, and he won’t follow you (because you’re out of sight). You can repeat it like 8 times (after that he’s dead), he gets back to his patrol route every time.
The enemy should arrange things like “You wait here, I follow him”, they should react to different circumstances, and there should be officers who have the command. They patrol the whole area so they’ll notice any dead bodies. When the officer doesn’t come past patrolling soldiers that’s suspicious so they’ll sound an alarm or something like that.
-Make sure the construction of the levels is realistic. In DX it was, in DX:IW it wasn’t. I mean, a greenhouse protected by security bots, tripwires and turrets (Nassif greenhouse, DX:IW)? You could use Google Earth for a realistic city plan.
-UNATCO HQ in New York didn’t exist in 2027-2045 (or something like that), so don’t use it in the game… You should play Deus Ex a few times (if you haven’t done it yet). I finished the game at least 5 times and I still discover new things.
-The last thing I want to say is that the DX-inventory must come back.
By the way, what's about all the Da Vinci stuff? You can refer to him in the game, but not too much. Deus Ex was a game of modern science.
Please make this one worthy of Deus Ex!
Sorry for my bad English, I'm Dutch.
EDIT: I'd like to add this:
-Please don't make the game 'clean' as DX:IW. Sometimes (especially in Caïro), it looked moe like a fairytale than a sci-fi game. In DX people walked around in ragged, dirty clothes. In DX:IW even the people in the slums walked in perfectly clean brand new clothes. Same for the environment.
EDIT #2: -Lockpicks AND multitools were a very nice combination. Multitools to open doors (with mechanical locks) was a bit... weird.
-Health system (localized damage) was great.
Anyway, I really hope this one is going to be as good as part I or at least better than DX:IW. I posted this on another forum, but I don't think anyone will notice it between all the gayporn...
My thoughts:
The music was very important. I listen to it even when I’m not playing the game (I've downloaded it somewhere). Deus Ex proved that music/sound is at least as important as the graphics. There is one part of DX:IW (deus ex: invisible war, part II) I liked: Heron's loft. That was as good as some of the parts in DX. The music’s right and it's a fun level to play.
(There should be a "please" for every sentence :P)
-Come up with a very good storyline, and refer to lots of things through e-mails and newspapers and such that don't directly have something to do with the main story. In real life the newspapers aren't just full of, eh, something like global warming. People talk about many things, and a lot of it is irrelevant.
-Make sure the music and sound are very good and not in the background like in IW.
-Let every NPC talk to each other, about relevant things and irrelevant things, as they did in DX
-Make sure the levels are big, like in DX. That’s way more important than good textures.
-Do NOT (or maybe for XBOX 360 and PS3, I’m counting on it that it will come to PC too) simplify the game. In DX:IW you only had to pick up the key for a door and you could open it. In DX you had to equip the key ring and then you could open the door.
You might think it doesn’t make a difference, but it does! This way you’re way more drawn into the game. Same thing for keypads. In DX:IW I just clicked the right-mouse button at every keypad I saw. Sometimes it opened, sometimes it didn’t. It was like opening a door or something. In DX you had looked for data cubes and then typed in some codes, because you didn’t always knew which one was right. When the coded worked you felt quite satisfied.
-If you make it a prequel (and it looks like it as in the trailer the year 2027 occurs), make it a bit convincing. The world in Deus Ex looked quite a lot like our world like it is today. Augmented people in 2027? And so common that they actually have signs for them (enter from the back, not welcome)? I’d say you could better choose 2035 or 2040.
Also, on planetdeusex (http://forumplanet.gamespy.com/planetdeusex/) you can find LOTS of information and idea’s. The whole game has been examined, I don’t think you can find more info about it somewhere else.
-Make sure the game is quite bug free (do not make it a second Gothic 3 or something). Deus ex was quite good.
-Make sure there are multiple ways to reach the goal. And not just by choosing a general path, but that you’ll have to choose how you handle a situation every time, like in DX.
Am I going to take out the guard? And if I do, am I going to kill him or knock him out?
Or am I going to evade him?
Am I going to look for a alternative path? And when I do, am I going to swim (and have to invest some skill points in swimming, or lose some health), or am I going to hack a computer so the turret doesn’t shoot me? Or am I going to destroy the turret?
This kind of options. In DX:IW there were SOME options, but not many. And often it was most handy to shoot every guard in sight (and it wasn’t in DX). The bribing was cool though.
Make sure every option is equally attractive. Make sure the weapons are balanced too. The rocket launcher in DX:IW didn’t even kill (some) enemies in one shot!
-Make sure the main character and all other characters are interesting. I didn’t care for Alex Denton, he was unbelievably lame. Tong was stupid in DX:IW too. JCDenton was great in DX, and so were Gunther Hermann, Anna Navarre, Bob Page, Walton Simons and so on, even when they were your opponents.
-Make sure the dialogs are good. In DX they were great, in DX:IW they were not.
-Make sue the story line is good! In Deus Ex it was really good. Why? I think because the all the conspiracies. All the talk about conspiracies which you don’t believe at first (as in the real world), but after a while they turn out to be true. In DX:IW there was this story of the Order and WTO working together, but I didn’t really care. And when pequods and queequeggs (I don’t know how it’s spelled) turned out to be of the same company, that sucked.
I mean, the Order and the WTO, opponents of each other, turn out to be the same organization, and pequods and queequeggs, opponents of each other, turn out to be the same organization too? Hmm…
In DX you couldn’t pick the side you wanted to be. You wasn’t able to stay with UNATCO, but the levels and the story line were better because of that. In DX:IW you could choose your organizations, but every level had to be able to be played with all the organizations, which wasn’t good for the realism of the game.
-The AI must be improved (I heard FEAR AI somewhere, and indeed it was very good for combat, but you need some more). Although the bad AI in DX makes it possible to finish the game without inventory items, it is quite lame. You can throw a crate on the head of an enemy and then run away, past a corner, and he won’t follow you (because you’re out of sight). You can repeat it like 8 times (after that he’s dead), he gets back to his patrol route every time.
The enemy should arrange things like “You wait here, I follow him”, they should react to different circumstances, and there should be officers who have the command. They patrol the whole area so they’ll notice any dead bodies. When the officer doesn’t come past patrolling soldiers that’s suspicious so they’ll sound an alarm or something like that.
-Make sure the construction of the levels is realistic. In DX it was, in DX:IW it wasn’t. I mean, a greenhouse protected by security bots, tripwires and turrets (Nassif greenhouse, DX:IW)? You could use Google Earth for a realistic city plan.
-UNATCO HQ in New York didn’t exist in 2027-2045 (or something like that), so don’t use it in the game… You should play Deus Ex a few times (if you haven’t done it yet). I finished the game at least 5 times and I still discover new things.
-The last thing I want to say is that the DX-inventory must come back.
By the way, what's about all the Da Vinci stuff? You can refer to him in the game, but not too much. Deus Ex was a game of modern science.
Please make this one worthy of Deus Ex!
Sorry for my bad English, I'm Dutch.
EDIT: I'd like to add this:
-Please don't make the game 'clean' as DX:IW. Sometimes (especially in Caïro), it looked moe like a fairytale than a sci-fi game. In DX people walked around in ragged, dirty clothes. In DX:IW even the people in the slums walked in perfectly clean brand new clothes. Same for the environment.
EDIT #2: -Lockpicks AND multitools were a very nice combination. Multitools to open doors (with mechanical locks) was a bit... weird.
-Health system (localized damage) was great.