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#1
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It should be a lot like this game...
http://www.youtube.com/watch?v=2N1TJP1cxmo People are giving Deus Ex 2 such a bad rap, well, this is why imo...I felt almost claustrophobic playing the game. It's not that it doesn't have any good qualities; if it did have a bigger environment, I'd have to say the game would be at the very least good. The cities were there; Seattle, a great city to choose from but practically no where to explore! Trier, probably the best city to experience, but didn't quite give it the feel I was hoping for. It's a really old city, but I didn't see it. I'm really hoping to see Deus Ex 3 to have some real exploring game play. Not that it's the only key point to improve on from the second Deus Ex, I think it's a good place to start. |
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#2
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I'd like some of those options in DX3. Mantling worked very well in DX:IW and they should include it in DX3 too.
And of course I want big maps.
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Apparently there are people who think the best way to make a prequel is to contradict the thing to which it is a prequel. |
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#3
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This video is pretty impressive technically. Big environments are a must we all agree on that.
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"The year is 2027"
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#4
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I so loved the music from that video. One moment I felt like I was melting, while the next, I felt like I was breathing in the fresh air in the warm, morning sun.
The dystopia mood in broad daylight really did it for me: I love such ironies. It reminds me that I had wanted to read works which had such ironies, but never got to; works like Darkness at Noon. The music was relaxing; not the kind that gets me all tensed up, or excited, like the game music from the "Command and Conquer" series did. That kind of music was appropriate there, but this music relaxes me, so I can enjoy the finer, story elements, of the game. I would like this sort of thing in DX3. I would definitely like for some levels to have this kind of music. Some ironies would also be appreciated, like the irony in DX1, where a once public figure like Stanton Dowd had to meet JC under the cover of a burned/destroyed building. P.S. From watching the Gamereactor interview, I think this game could be a bit of a daylight version of DX. Either that, or I'm reading into Ted Morgan's "My Battle of Algiers" too much; a book that makes the information exchange of those on the fringe look very important. Other than that, the developer does mention that the storyline is very important, and that things are subtle, and that there is no real black and white. Also, the city architecture is influenced by real cities, like Dubai (in the United Arab Emirates). Last edited by Gary_Savage; 05-15-2008 at 01:20 PM. |
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#5
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Ah! I'm glad to see this video I always wanted a big number of movement features for DX like the video, Huge maps and most of optional ways. the only inconvenient of this Video it's we can the only a little indoor part...
And I find some Infos about this game, and the global gameplay is different than other FPS because the weapons can be a serious inconvenient, and the bigger part is to use your body to make your objectives. The big greatness of this game is the immersion because we can see our body and how it act on each situation, and the dev's makes simple controls for an easy control. I wait the game itself but I think it can be a great game for one reason. It add's a new gameplay style and it innovates on the gameplay features. I always wanted to see our body parts in a FPS game and uses some features of third person games in a FPS; this game has these features on it. A hand to hand combat is always an interesting thing, and make some tricks like the movie matrix, uses some biomods and weapons as a super power like some marvel comics in a realistic way; super powers but not a super hero; like the first game but more enhanced than before ... In the first game when I return back to Hell's kitchen with the Speed enhancement I used this power to jump on some rooftops and take dawn the unatco troops on the ground in a easy form This kind of movements makes all sens of an agility skill Agility skill allows to run faster makes better jumps and a better control of our body, this skill adds some "special" movements like some max payne movements and the ability to slide on the ground and some special Hand to hand attacks (not a super attack of course but it can give other way's to beat an enemy with hands...) |
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#6
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Now I have a model of exactly what to ask for, in terms of character movement/physical abilities skills, for my DX3 player character to have. Those parkour moves, and the hand to hand combat are exactly what I would want my DX3 player character to have, and I want these skills to be upgradable, with the higher skill levels allowing jumps from a higher precipice, a run up a higher wall, and a wall run for a longer horizontal distance.
It would make sense (if we have a prequel) that the player character has to have skills for a parkour roll, whereas, in DX1 the augmentations to the muscles allowed him (JC) to jump from high places without rolling; just as David Belle (French traceur), Sebastian Foucan (seen in the movie Casino Royale) (and some other traceurs and free runners) can jump off the second floor (first floor, under the British system) without having to roll, owing to their very well developed legs, whereas many traceurs and free runners will have to roll out of such a drop. Of course, I would want to see these skills even if we have a sequel. Last edited by Gary_Savage; 05-15-2008 at 06:08 PM. |
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#7
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Quote:
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#8
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Im all for large environments, but keep the environments interactive. Theres no point in having a city with 500 buildings when we can only enter 4.
As for the parkour. Im also for it, but moderation is necessary here. We've got to remember that dues ex is a conglomeration of lots of different playstyles. If you go ahead and make an extremely complex and indepth hacking game for example, then what about those who choose not to be hackers (a choice which I think should be made a little more viable). The same goes for parkour. Add some in, yes. But dont go over the top and make the game a parkour game. If a game feature isnt practical and usable, then theres no point in creating it. If you add in a really in depth parkour part to the game, then youll need to cater the game around that feature. The game is about choice. When implementing pathways, skills, weapon choices. The devs should be very aware that people shouldnt be forced into any direction. |
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#9
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I agree for the environment part. It was so closed in DX2. I was just playing DX1 yesterday and wandering in Paris street. Incredible to see that even after completing the game four time I still manage to find new places and secrets. IN DX2 you where just having the main road, a ladder or you just have to go through ventilation holes. I pretty hope we'll have open spaces.
For the movement part I think the idea to be really interresting. It could be usefull for fighting. We'll see that the guys will propose us. |
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#10
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I agree with you
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the skills can represents and make easier a task that we are skilled. Each way is an accomplishment of our natural abilities and gives us a challenge when we do everything. Combat is a challenge Parkour is a challenge Infiltration is a challenge We have more eases to make one thing. For example I'm skilled for combat. Parkour I'm medium I'm bad for infiltration I prefer to combat and make some traps, than infiltrate without be seen because I'm not very stealthy, and the guards come on the place and kill me with ease. I agree the fact like you I don't want a ton of buildings with only 4 we can infiltrate For me the choice is the primary thing on DX, the first game is the best demonstration about choice. Quote:
In hell's kitchen I used my "parkour" abilities to go on roofs tops, in the NSF generator too I want the third game give us more choices than the first game. More choices on the gameplay parts, and more control on the story. Last edited by Blade_hunter; 06-10-2008 at 02:12 PM. |
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#11
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I definately agree with this. It could add some great parts to the game. Just as long as the devs dont turn around and make JC the acrobat.
Having some simple parkour as an upgradable skill I think would be great. Using it in combination with some augs could create some interesting playstyles. Just as long as no-one is forced to go down the path of parkour, then Im happy. |
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