Dated: March 3, 2011.
This FAQ is subject to update as and when new information is revealed.
Latest change/addition: Added PC Week info.
WHAT IS DEUS EX?
Deus Ex (pronounced as day-uss ex) is a cyberpunk-themed action role-playing game which combines gameplay elements of first-person shooters with those of role playing games. The first game in the series received almost universal critical and industry acclaim, including being named "Best PC Game of All Time" in a 2007 poll carried out by UK gaming magazine PC Zone, and after its release was a frequent candidate for and winner of numerous 'Game of the Year' awards.
WHO IS DEVELOPING DEUS EX: HUMAN REVOLUTION?
Deus Ex: Human Revolution is in development by Eidos Montréal. The studio is composed of industry veterans who have worked on projects such as Splinter Cell, Rainbow Six and the Myst series, as well as individual titles like Saboteur and Far Cry 2.
WHO ARE THE WRITERS?
Great effort is being put into the story and the characters are a major focus of the entire project, with the resources and skilled people being put behind it. The Eidos Montréal team is lead by Mary DeMarle with additional writers internally, plus contractors like James Swallow and who have written for other games, tv shows, and had novels published.
Additionally, Deus Ex 1 & 2 writer Sheldon Pacotti has been enlisted as story consultant and has been working with the EM team, and original creators Warren Spector & Harvey Smith have been spoken to.
ARE THERE ANY MEMBERS OF THE ORIGINAL DEUS EX WORKING ON HR?
None of the original team members are directly working on HR. However Warren Spector, Director of Deus Ex is happy with HR and Sheldon Pacotti, Lead Writer on Deus Ex 1 and 2, is consulting on HR’s story.
HOW LONG HAS IT BEEN IN DEVELOPMENT FOR?
Development officially started in June 2007.
WHO IS DEUS EX: HUMAN REVOLUTION'S PROTAGONIST?
The lead character is Adam Jensen, a security response specialist who's been handpicked to oversee the defensive needs of one of America's most experimental biotechnology firms. You, playing as Adam, are all-human, all organic.... for now, that is. You start pure, but as the story unfolds you are forced to augment yourself in order to survive and achieve objectives. Adam has a history leading up to the events that start the game, so his background is well fleshed out and we will learn more about him and his past, and his future, as the game progresses.
WHAT IS THE GENERAL STORY INTRODUCTION/PLOTLINE OF DEUS EX: HUMAN REVOLUTION?
Deus Ex: HR is a prequel and set in the year 2027 (before the events of DX1). One day, the path of Jensen's life is unexpectedly changed as a team of Black-Ops commandos break into his company's headquarters and (using a security plan from Jensen's own hand) a mass slaughter ensues. From there on out, Jensen is caught up in a conspiracy that's going to see him struggling for his life. The story and conspiracy elements are every bit a Deus Ex game and it will take the player around the globe. It's huge and the conspiracies are multi-layered.
WHAT IS THE SETTING?
The aesthetics of the world are interesting - a fusion of near-future Cyberpunk trappings with Renaissance period styles. In DX:HR you will travel to many real world locations. Shanghai, for example, is envisioned as a city extended above on stilts, with a whole new street level layered on top of the old city, leaving it in wretched gloom. The levels will be large and hub-based - they will be as large or larger than those in the original game. The player will experience both day and night, to establish some variety in time and atmosphere, but the general tone of the game will remain brooding and dark. When it comes to map sizes, think DX1 - not DX:IW.
RENAISSANCE? WHAT'S THAT ALL ABOUT?
The setting and feel of the game is still Cyberpunk but with a Renaissance twist. The Renaissance aspects do not overshadow the near-future setting but complement certain aesthetics. One of the reasons it was chosen is related to one of Deus Ex HR's core story elements: in the game, humans are really starting to utilise mechanical augmentations - everything from having your personal information implanted in a chip beneath your skin to completely replacing limbs with all-mechanical parts (prosthetics). At this point in human evolution, we are starting to really understand the body and improve it in terms of functionality, quality and longevity which mirrors what happened during the Renaissance when people like DaVinci started dissecting humans and learning about the inner workings of the body for the first time.
IS THERE REALISM & ELEMENTS OF SOCIOLOGY?
Deus Ex: HR will have blood and realism but gore will remain limited - it is not a game about butchery. There won't be any over-the-top extreme content either, like dueling chainsaws. Mature content will remain realistic.
Sociology is touched upon in the game, particularly in relation to the augmentations. Essentially, DX: HR explores the beginnings of human augmentation and the transhumanism movement is a major influence in the game. There are people who think it's "playing God" to modify the body whatsoever and there are people (Transhumanists) who think it's the natural evolution of the human species to utilize technology. You're caught in the middle of this storm and must decide which path you take. The visual stigma augmented people bear adds fuel to the huge societal rift between them and natural humans that's at the centre of Deus Ex: HR's vision of the future. Consider, for example, the endemic racism of 1950s/60s America for imagery, attitudes and problems augmented people face in DX:HR.
WILL THERE BE CHOICE & CONSEQUENCE/SOCIAL & CHARACTER INTERACTION?
Certainly, choice and consequence is at the heart of the experience. It won't be trivial choice either - your decisions will have a big impact on the game. If there aren't consequences, then you're not really making a choice at all.
The social aspect of the game is extremely important and you play with your own ethics, your own morality. There will be chance encounters and certain experiences that the player may or may not choose to interact with, and you can't undo a choice you have made. Engaging other characters in dialogue is where you find much of the heart and emotion of the game. Having one-to-one conversations, advancing the plot, learning new things and questioning people will offer an immersive experience. The dialogue system in DX:HR is very unique and the team is focusing on having characters emote and react far more realistically than other games of late. Reading body language and social psychology will come into play. Manipulation and careful consideration are involved in nearly every conversation.
IS DEUS EX: HUMAN REVOLUTION AN RPG/FPS/TPS?
Deus Ex: HR is FIRST person, but switches to third person for some contextual elements, after which it quickly returns to first person. DX:HR still has a component of action, a component of RPG, and a component of open-ended gameplay. You can play it the way you want - just as in the original game. If you want to be a stealth agent, or if you prefer to be a John Rambo, the choice is yours. You can play the entire game using combat... or you can play using stealth. Or, you can play the entire game going back and forth between both. The key is CHOICE. As the player, you are able to play the game the way you want to play it.
Stealth and Combat incorporate a cover system, however neither are locked into it. Both are designed to work in first person or third, opening up further choice of play style. An RPG and a shooter, there are always different ways to solve an objective, different people to talk to and lots of extra little things to do beyond the main path - just like Deus Ex 1. There is no one way to play; there are multiple ways depending on your style. DX:HR will not lack RPG elements because of a couple other game design choices - it remains an action/RPG like the first game even with the changed aspects. It's still based around making decisions which have consequences, selecting from a multi-path, multi-solution approach in a non-linear space.
JC Denton won't be born for two years and there are no known cases of human nano-augmentation, only mechs like Gunther Hermann and Anna Navarre. In Deus Ex: HR, you'll get full-blown, heavy-duty body part replacements, rather than clean and invisible sub-dermal nano-tech. These upgradeable implants don't look quite like the clunky 'Roboscopian' attachments that we saw on Gunther and Anna, they've been visually redesigned to be closer to modern-day prosthetics: smooth skintone plastic plates cladding a steel endoskeleton. Since each aug you install can visibly alter your character (but not all of them do), your choices customize your appearance at the same time as your abilities. Some of the mechanical augmentations passively improve your abilities, and can also take the form of special combat takedowns. As you use some of these takedowns (either lethally or nonlethally), the camera pulls back to show you doing it. It will also switch to third person when you make use of the game's new cover system. This should allow for more tactical combat as you will be using it in combat for the tactical aspect, but also when you're stealthy, because the camera allows you to see more what the enemies are doing.
There are approximately 21 known augmentations, spanning several categories and capabilities. Visual enhancements, tactical aids, hacking support and combative measures, as well as mere jumping and strength improvements. Each augmentation has a unique upgrade tree, allowing for various further abilities to be unlocked over the course of the game.
DEUS EX: HUMAN REVOLUTION TAKES PLACE LESS THAN 2O YEARS FROM NOW - SO HOW REALISTIC ARE THE AUGMENTATIONS?
The DX:HR team is working with multiple specialists in the field of neural sciences to ensure augmentations are scientifically feasible. Although this is of course a game so it must be entertaining, all of the augmentations in the game are rooted in scientific fact.
HOW DOES EXPERIENCE & SKILL POINTS FIT IN?
In DX:HR, experience points ares gained through completing objectives, exploring areas, or demonstrating skill. Talking through a delicate confrontation or precision shooting, for example. These experience points build up to form Praxis points, which can then be used to upgrade installed augmentations. Every augmentation has an upgrade tree, meaning you can enhance the basic aug in various ways. The game is about multi-path and multi-solution; it is about choice; how you choose to enhance your character depends on your style of play. As a consequence, it is impossible to experience every fully upgraded augmentation in a single playthrough.
Weapons are upgraded by other means, such as with money or finding an upgrade in the environment (i.e. searching off the beaten path). Some augmentations are weapons themselves, and some enhance the fidelity of combat: an upgrade to a strength aug may improve gun handling, for example.
WHAT ABOUT COMBAT/COVER/STEALTH & WEAPONS?
The game's main focus is not on combat - it's on you choosing how you want to play. The dev team wants to make combat and the actual mechanics of firing a gun better than it was in DX. Not more frequent, not more important, just better in the instances in which you will use it.
Deus Ex had boss fights - Walton Simons, Gunther Hermann, etc., but they weren't the Zelda "hit the boss in the eye three times to kill it" kind of boss fight, and neither is Deus Ex: HR's.
The weapons in DX:HR will be similar to those of our own time, based on real life models so that they have credibility. In addition, there will be some prototype weapons that are a bit more futuristic. Weapons will be upgradeable and will face the same difficult choices as your cybernetic innards. There will be unique upgrades and customisation that change the behavior of certain weapons. There is going to be a mix.
In DX:HR, stats have been removed from the act of shooting and instead relies on your ability to target with your mouse and keyboard (or controller). However stats have not been removed from you building your character or modifying weapons. There may be other examples of stats/simulation like this in the game, but it must be restated: combat is not more frequent than DX1, not more important, just better than before in the instances in which you will use it.
The design has been updated to utilize a cover system should you choose to engage it. As the game is first person, it is only if you press a key when up against a wall that the view changes to third person perspective. As soon as you move away from the wall, the game returns to first person. You don't have to engage the cover system if you don't want to. You can just easily walk up to that same wall in first person and never see the third person cover. It remains your choice... an option if you wish to see the way Adam looks with augmentations you've chosen throughout the game.
Stealth in DX:HR is based on light and sound; shadows are no longer used as the primary stealth element - it will be line-of-sight and sound propagation. You can hide anywhere you see fit as long as you're hidden by an obstacle and don't produce too much noise.
WHY CHANGES TO HEALTH REGENERATION?
DX:HR takes place about 20 years from now and various militaries are currently experimenting with the beginning of new technology in terms of patching-up wounded soldiers on the battlefield of limiting how much pain they feel when wounded. How far will it advance in 20 years and what will be more realistic at that time? A suit having some kind of repairing ability or morphine injection, or running around looking for a medic or health kit in a bathroom? We already know Adam works for a very advanced firm so who knows what kind of tech they'll have access to.
The dev team wants players to focus on the gameplay challenges and on how they will tackle them. Going with the classic health pack system still forces players to retreat from confrontations and break the flow of the game to look for health packs when they run out of them. Instead of forcing a retreat to a previous location to grab/grind/harvest more med packs, the system keeps the action intense. The player is now forced to retreat in a tactical manner if he's in trouble, but he doesn't have to leave the whole area and start over because he was too low on health and stuck somewhere due to that fact. Its purpose is to increase the level of enjoyment of a player and remove all the down-time of back and forth induced by a "get medpack" philosophy. Overall, the team wants the player to focus on the events surrounding him and experience the tension indefinitely.
Additionally, the regen system works hand in hand with the cover system for creating and maintaining tension in the game experience. The cover system allows the player to take a few moments to rest and heal, but also to form a strategy before going back into action. This creates a trial and error system which is beneficiary to the player and doesn't require a frustrating reload (from death). So instead of running out of medpacks from trying different strategies, the player can move back and take cover, regroup, and go at it again until he finds a suitable solution.
Deus Ex: Human Revolution like its predecessors is about choice and consequences, and the health regen situation, of course, only occurs during combat. In Deus Ex: Human Revolution, you can have multiple ways to complete an objective, so avoiding combat altogether is often an option to advancing in the game.
What triggers the healing and how quickly health is replenished are still being tweaked, but it’s not like CoD4 where the very second you stop getting shot you start to cure. And as said above, combat is effectively optional; it’s only one of four approaches to the world. Somebody who only sticks to the combative side of DX:HR will enjoy a nice shooter, but will miss out on a huge amount of the game, just like anybody who played DX 1 by sticking exclusively to the main path and never went exploring, missed out on the world around them.
WHAT ABOUT MULTIPLE ENDINGS & REPLAYABILITY?
Several endings are confirmed for Deus Ex: Human Revolution - each the climax of a substantial campaign. You won't be able to experience all the augmentations or weapons on the first play through - economy will come into play. Just like in real life - you can't have it all. You can play again and have new abilities, new weapons and these will affect your game experience, opening new areas. You can't have everything at once; some decisions will mean the forfeit of alternatives.
HACKING & LOCKPICKING
Hacking is a major pillar of gameplay in DX:HR. It is an interactive minigame, where you rely on skill, speed, and augmentations to beat the local security system for control of a device. It is essentially a game of control, played out over a series of ‘nodes’. The security system starts out in a passive state, but the capture of every node has a chance to engage it. Once the security system is engaged, it attempts to recapture nodes and trace you back to your access node. If the access node is captured, hacking fails and an alarm is triggered. A player may choose to modify themselves with augmentations that assist with hacking.
Deus Ex 1’s hacking system hid the game world, presenting you with a computer interface screen and a progress bar for hacking. In HR, hacking keeps you live in the world. Everything is rendered in-engine so as you're hacking at a terminal, you can still look around, up, down, left, and right as things are happening. You have to keep an eye out for guard patrols, cameras, and bots while attempting to hack.
WHICH ENGINE & PLATFORM?
Deus Ex: Human Revolution uses a heavily modified version of the Tomb Raider: Underworld engine. The game will not resemble TR:U at all. On consoles DX:HR will deliver state of the art visuals, and the PC version will be cutting edge with DirectX 11 effects.
Windows, Xbox 360, and PS3 have been confirmed as supported platforms. There are no Mac OS X or Wii versions presently planned.
HOW WILL THE PC VERSION BE DIFFERENT FROM THE CONSOLE VERSIONS?
The PC version of DX:HR will feature DirectX 11 support for improved visuals. It will have more advanced AI to compensate for the precision offered by the mouse, in addition to optimized controls, and a unique UI tailored to the platform.
Field of View
Nixxes Software have added an in-game FOV setting to DXHR (PC version)
WHAT ABOUT CINEMATICS?
-> Engine rendered
-> Made by EM
-> No other kind of cut-scenes
-> Made by Square Enix
-> Based on EM art
The GDC 2010 CGI Teaser's assets, visual design, and aesthetics are taken directly from the game.
The composer is the great Michael McCann!
Award-winning composer and sound designer Michael McCann aka Behavior (ReGenesis, Splinter Cell: Double Agent), best known for his ambient cinematic scores and organic soundscapes, is creating the original musical score for DEUS EX: HUMAN REVOLUTION. The music captures the unique visual style of DX:HR and thematically supports the blend of action, role-playing and adventure genres featured in the game. To immerse players in the dark and beautifully visualized world of the game, the score fuses elements of cybernoir, futuristic renaissance and electrosymphonic ambience.
WHAT AGE RATING WILL THE GAME GET?
It's unknown for certain right now, but the game is being designed for a mature audience and is being targeted for a 'Mature' rating by the ESRB in North America and '18+' by PEGI in Europe.
WILL THERE BE ANY MULTIPLAYER?
Since a Deus Ex game is primarily a single player experience, DX: Human Revolution will not have a multiplayer component. The dev team wants to focus 100% on delivering the best single player game possible. But that doesn't rule out some kind of online component or future expansions and content, although nothing has been confirmed.
WHAT IS THE RELEASE DATE?
US: 23 August 2011
Europe: 26 August 2011
Australia: 25 August 2011
DEUS EX: HUMAN REVOLUTION GAME SUMMARY:
A huge cyberpunk story with conspiracies.
Non-linear, multi-path, multi-solution gameplay.
Different ways to solve any objective depending on your play style (social, hacking, stealth or action).
Character and weapon customization.
Action/RPG just like the first game.
Choices and consequences.
A semi-open world approach to levels and missions.
Different characters to meet and interact with.
An inventory system similar to DX1.
It's not a sandbox. It's not totally linear. It's like the best of both of those approaches.
Random explorable elements with earned experience points.
There is no "Wii" version of Deus Ex: Human Revolution planned.
A special "Collectors' Edition" of the game is confirmed, aka "Augmented Edition"
You play a male character throughout the game, there is no option to change to a female profile.
Elias Toufexis is the voice of Adam Jensen.
There are three difficulty levels: Easy, Normal, and "Deus Ex".
Steamworks will be used on the PC.
Characters known so far:
Adam Jensen - Head of Security for Sarif Industries.
David Sarif - Owner of Sarif Industries.
Megan Reed - Niece of David Sarif, and Adam's ex-girlfriend.
Faridah Malik - Sarif Industries pilot.
Fedorova - Official role not yet known.
Barrett - Possibly the game's chief antagonist. He is heavily augmented.
Eliza - celebrity-like Picus TV Network Newsreader.
World locations so far assumed:
Districts, so far known:
Heng Sha is densely-populated island off the coast of Shanghai, on which a second street level has been built above ground level. It is at the heart of the global augmentation industry.
A somewhat run-down city, Detroit has enjoyed a revitalization after becoming home to (among other things) Sarif Industries, a major player in the augmentation industry.
Jonathan Jacques-Belletête, Human Revolution's art director, has said:
Factions/Groups, so far known:Shanghai's Heng Sha is a lot more into the trans-humanist thing. It's a lot more accepted there - it's the Silicon Valley of all cybernetics. Within the art direction everything that's more like that is more golden, and a lot more towards the cyber-renaissance. The dual layer is inspired by a mockumentary we saw quite a while ago, which appeared to be a real documentary about Hong Kong...
In the game the idea isn't that it's the poor at the bottom and the rich at the top; the bottom used to be the Mecca of cybernetics, a lot of the headquarters of the great labs and manufacturing plants are there, it's just that when they built above it they chose a different architectural direction.
So above they have new universities and new headquarters, but the bottom isn't a slum - there isn't an old school dichotomy. We put a lot of stuff in the game, like you'll see those student-types from the upper level coming downstairs at night to party, and hit the bars and brothels.
Corporations, so far known:
OTHER STUFF (Mini Updates / Q & A's / Quotes / Rumours Etc)
Dated: 8 November 2010
What about Adam's augmentations (as seen in the new trailer)?
• Deus Ex: Human Revolution Recommended PC Specs:
o OS: Windows 7
o PROCESSOR: AMD Phenom II X4 or Intel Core 2 Quad or better
o RAM: 2 GB
o GRAPHICS: AMD Radeon HD 5850
o REQUIRED DISC SPACE: 8.5 GB
• Deus Ex: Human Revolution Minimum PC Specs:
o OS: Windows XP, Windows Vista or Windows 7 with DirectX 9.0c
o PROCESSOR: 2 GHz dual core
o RAM: 1 GB RAM (Windows XP) / 2 GB (Windows Vista and Windows 7)
o GRAPHICS: NVIDIA GeForce 8000 series or ATI Radeon HD 2000 series or better
o REQUIRED DISC SPACE: 8.5 GB
List of weapons (confirmed so far):
-Steiner Bisley Zenith (Pistol)
-Mustang Ad-Tech .357 Magnum DiamondBack (Revolver)
-Stasiuk Arms XBOW XH2 (Crossbow)
-Connaught P.E.P.S. (Pulsed Energy Projection System)
-Steiner Bisley FR-27 SFR (Flechette Rifle)
-Steiner Bisley Longsword 202 ‘ERaSeR’ (Sniper Rifle)
-Military Arms of Ostrava Widowmaker TX (Shotgun)
-Stasiuk Arms Hurricane TMP-18 9mm (Submachine Gun)
-Kaiga .56 MM M404 (Minigun)
-Steiner Bisley 329-Series MPRS (Rocket Launcher)
-Steiner Bisley SER.GLSN514 MTL (Grenade Launcher)
-Stun Gun (name unknown)
-Tranquilizer Rifle (name unknown)
-Laser Rifle (name unknown, capable of firing through cover)
Grenades (can be modded so as to act as mines):
-Huntsman Silverback (Double-Barrel Shotgun)
-Steiner Bisley Longsword Whisperhead Suppressed Extreme Range (Sniper Rifle)
-Steiner Bisley Linebacker G-87 MSGL (Multi-Shot Grenade Launcher)
-Steiner Bisley M-28 Utility Remote-Detonated Explosive Device (Remote Explosive)
Both console and PC have the classic Deus Ex inventory system.
They differ in how you select - PC has the "hotbelt" from the original game, consoles have a radial menu.
The game is available in different languages and includes subtitles.
Please note, this is only related to PC boxed games, and not digital or console editions.
There are no region locks for UK/EUR/US/AUS.
Just to clarify, this is for anywhere in Europe.
PC versions from UK will work in US and vice versa.