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Old 11-24-2010, 02:07 AM
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Arrow "ASK JJB" - Video PODCAST Q&As: See 1st post/1st page for full list

"ASK JJB" - THE PODCAST INTERVIEWS

The new Ask JJB is LIVE! ANSWERS below!





Will Adam's glasses always be activated? Or will there be conversations where we can have a better look at his eyes?
http://www.youtube.com/watch?v=vpQazugPDHk

How are questions of personal ethics tackled in DX:HR?
http://youtu.be/oY2tmOwHXFI

What themes are in the game besides transhumanism?
http://www.youtube.com/watch?v=040a5...ature=youtu.be

Why can't players choose the main character's gender?
http://www.youtube.com/watch?v=WGWyJgVw9zs

Will augmenting Adam impact the storyline?
http://www.youtube.com/watch?v=BT7zoTpO0qc

Weapons & Upgrades
http://www.youtube.com/watch?v=t8oV8ouNonY

Where does the name Adam Jensen come from?

http://www.youtube.com/watch?v=4pRFpZE5qjI

Are there connections between DX:HR and the first Deus Ex?
http://youtu.be/MCObSr8GtkA

Stylisation/Why do the characters have small heads in the game?
http://youtu.be/JCMv4yovmRI

Does Adam joke or smile?
http://www.youtube.com/watch?v=Ue3ib...layer_embedded

How does health regen work? (question via Twitter user, Mr. Ill Intent).
http://www.youtube.com/watch?v=AR316t7Rgt8



The Deus Ex: Human Revolution dev team (namely Steve Lalancette, programmer on DX:HR) noticed the people on the game's official forum asking a lot of questions about health regeneration and how it works. Long story short, this was tossed on the community manager's desk.

Please note: These values are currently a work-in-progress, and may differ upon the title's release.


What's the mission structure like?
http://www.youtube.com/watch?v=919okuZRfq0

What's your personal stance on transhumanism?
http://www.youtube.com/watch?v=ZQsT9X8-4xM


Are the geometrical patterns linked to the story in any way?
http://www.youtube.com/watch?v=5N0CJYJkntg

Lean Keys for PC?
http://www.youtube.com/watch?v=GZXODmoSHN8

What are your three favorite qualities of DX:HR?
http://www.youtube.com/watch?v=C3L68XtpuMw

Loading Screens
http://www.youtube.com/watch?v=jqOuX4eLHzI

Driving Sequences?
http://www.youtube.com/watch?v=yPnePqGduxo

Praxis Points
http://www.youtube.com/watch?v=ZpeIFOcuR_I

Art Direction
http://www.youtube.com/watch?v=GaJcKyEksVk



**

New independent thread for your questions for JJB's upcoming video podcast.
Date: TBC... or "Coming Soon".

Any further questions post in here and they'll get added to the summary below.
Enjoy.


Summary of Questions

From Ashpolt:
Quote:
ANSWERED -Will all aug upgrades require the same amount of Praxis points (presumably just one if so) or will some require more than others?

-Does the amount of experience points require 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?
From Tecman:
Quote:
-Where does the fascination with designing things that are heavily and obviously based on triangles come from
From MyImmortal:
Quote:
-Which artist of the past and present has inspired you [JJB] the most?

Will you be dressed as a bee this week's podcast?
PS. I'm serious.
From FrankCSIS:
Quote:
ANSWERED -I want to know what you were hoping to accomplish with a Deus Ex title, both artistically and in terms of game experience? Where were you coming from, and where did you personally want this to go?
From chickenbrothel:
Quote:
-Many actors, after playing a dark, complex character, say that their minds can get stuck in that dark mindset long after production. Dealing with such heavy, futureshock themes, did the EM crew seem to be at all affected by this; feeling the doom and despair of being involved in the creation such a dystopian future world for so long? If so, did they do anything in particular to crawl out of that gloomy place after production, or conversely, did they do anything to stay in this dark mindset during production?

-Is there anything you can tell us about the "Deus Ex" difficulty setting, such as what the key differences will be? Will the HUD be minimized or removed entirely? Will the enemy AI be improved for this difficulty setting, as it is for the PC version (this would be awesome, by the way)? Or will it be more like the "realistic" difficulty setting in which the player's "shots-before-death-occurs" are decreased?
From mentalkase:
Quote:
-What were some of the aesthetic elements of the first game that you felt were necessary to carry forward into the new one to make it have a similar 'feel'?
-What was your favorite level of DX?
From Pinky_Powers:
Quote:
ANSWERED -What are your three favorite qualities of Human Revolution? What virtues of this grand project arouse within you the most potent brand of pride? …either personal pride or collective team-pride…but three things that make you lustful every time they graze lazily across your frontal lobe?

-How many weird nights and ugly mornings before the reality of the project sunk in? Sure, you knew from the outset Deus Ex was different kind of animal, but when did the sheer terror hit you? Other games resemble various dog breeds; Poodles, Pitbulls, South Russian Ovcharkas... When did you realize Deus Ex was more of a werewolf-manticore hybrid? And how did you answer this grim freak-out?
From Ilves:
Quote:
-Can you describe the process from drawing board to real time environment? I'd love to hear about the creative process of designing the environments in HR (focusing on artistic design more than level design).
From The Youth Counselor:
Quote:
-Will the PC version be optimized to use it's best features for the in game GUI? Will it use the mouse to scroll over and select buttons as it should?
Quote:
Will we be able to customize Adam's appearance at all?
So far in videos we've seen Adam wear three different outfits, and shirtless. We've seen him with sunglasses over his eyes and also retracted. Will we be able to toggle any of these?
Also will going to the limb clinic change the physical appearance of his augs?
From Awesometurtlefish:
Quote:
-Seeing as the augmentations this time around are mechanical, will there be an easter egg type "skul gun"?

-Seeing how this is a prequel and it leads up to the formation of UNATCO, will we get to see how the conspiracy of the lemon-lime starts? Or even form it?
From Sabretooth:
Quote:
-What are some themes touched upon in the game OTHER than the transhumanism debate? How have you expressed them artistically?

-No secret that the Internet is going to be a pretty integral part of our lives in 17 years. How does the Internet figure into the game world?

-Will the game feature strong factions like in Invisible War or STALKER and you can choose to side with one; or is it more of a loose, character-driven story where there's no real 'faction alliance' and 'enmity' like the original game?

-Have you retained Deus Ex's cute ability to store hand-written notes alongside the objectives? If not, can you just ping somebody to get it done? It shouldn't take very long to code and can be a neat PC exclusive.
If you were allowed to, would you go ahead and remake Deus Ex so that it followed the Human Revolution canon (STOVLs replacing helis, modern technology etc.) more? How would you handle the death threats?
From Corpus:
Quote:
ANSWERED -Are the geometrical patterns linked to the story in any way or is it just something you felt would work well visually in the game?
From 7h30n:
Quote:
-Will there be a demo before the game is released? (Previous titles had one level demos).
From nomotog:
Quote:
ANSWERED -How are the loading screens placed in the levels, and are they hidden by doors or elevators?
From Unstoppable:
Quote:
Do you feel the game will be ready for release early next year?
From CoDEllite:
Quote:
ANSWERED -I couldn't find info on this anywhere so maybe you guys are holding this for a surprise. But will there be any vehicle driving sections (something like in MGS 4 perhaps)? Thanks.
From Pretentious Old Man:
Quote:
-Which do you feel is more important: fulfilling your artistic vision (which is to say making the best game possible), or making the venture a commercial success? Linking in with that point, if commercial success was less of an imperative, would you have made fewer overtures to a newer (notably console) audience?"

-Do you agree with Jean-Francois Dugas' assessment of Deus Ex as being "kinda slow"? You don't have to answer that, but do you think 'slow' games are a bad thing?"

-Would you say Deus Ex 3 still belongs in the 'immersive simulation' genre, or would you re-categorise the rebooted franchise?"
From Esnuk:
Quote:
-How and how much, for developers, is the the Vision of Adam's apartment changed from its first draft together with its level of importance in the game, and how and how much is it more special and unique than the rest of the places you can visit in DX:HR, and what is its primary function?
From sonicsidewinder:
Quote:
-I want to know your opinion on the announced 'dlc/pre-order' situation.
Can you defend it? Is it a good thing? Might be the most difficult question in the podcast...?
From Happy:
Quote:
-Are there plans to have hanggliders or have Adam drop from a plane and float down into the city on a parachute at night time?
From JCpie:
Quote:
-How many buildings will the player be able to enter? Are there only a select few like the Hive or can we enter other buildings, for example restaurants and shops which aren't relevant to the storyline?

How much did Japanese media culture influence the design of Human Revolution?
From Dead-Eye:
Quote:
ANSWERED -Are there lean keys on the PC version of DX:HR?
From Rindill the Red:
Quote:
-Do you think Jensen's fingernails are too long?

-With Deus Ex: Human Revolution nearing completion (only a few months left now, yea!), have you given any thought to where you are going to go next? Is there DLC or an expansion in planning stages, or will you be working on some new different project? Would you be interested in being attached to future Deus Ex projects?

-What have been a few unique challenges you've faced working as art director for the game, and how have they played into what we'll see and experience?

-While most of the high-profile games industry has always been pixel pushing for more realism and prettier graphics, there have always been those games that use the technology to paint more unique and "artistic" visuals that connect deeply with the game both in terms of the storyline and the gameplay in interesting and satisfying ways: like Grim Fandango, Limbo, LittleBigPlanet, Mirror's Edge, Kirby's Epic Yarn, and many others.
It seems to me that you've struck a very subtle, effective, and stunning middle-ground between pretty realism and the more symbolic stylized designs, allowing the visual experience to connect and reflect on many levels with the other parts of the experience. Where did this idea come from, or did it evolve over time?

-Science fiction is a medium in which pertinent social/ethical/philosophical questions can be explored in aggrandized ways; coupled with the video game as a means of immersion and interaction, the sci-fi video game could allow players to explore in a personal manner some of these quandries. For example, in Deus Ex, the player could find himself confronted with the question of Lucius deBeers, and Battlestar Galactica was often praised for being a foil of our reality. Besides the non-lethal vs. lethal approach opportunities, in what other ways does DX:HR include these types of themes and allow the player to tackle questions of personal ethics?
From cartridge:
Quote:
-When can we expect to see some PC gameplay?

-What are the min. and recommended PC specs? Would just like to clarify that when asking "When can we expect to see PC gameplay?", Eyefinity presentations recorded at a distance from cam doesn't count. PC gamplay = gameplay captured directly from PC, and on a machine that isn't a giant $3000+ ATI/AMD endorsement.
From jd10013:
Quote:
-I noticed in the Q&A thread they said you'd only be able to use crates and boxes to throw around and distract, and that there wouldn't be ATM's. have they said if corpses will be lootable, or if there will be smashable crates like in DX. or will they do the IW style NPC drops everything when killed, and all "goodies" in pickable, er, hackable containers?
From mad825:
Quote:
-will there be Animals/creatures such as cats, rats, Greasels and Karkians in DXHR? if so, would it be possible to kill/knockout them?

-In DXHR will the NPCs be able to climb ladders?

-will the Grays make a return visit?
From lithos:
Quote:
-Will there be dual-function buttons (ie, tap for one function, hold for another)?
If so, will these be separated on the PC?
From 68_pie:
Quote:
-Is Adam ambidextrous? Can we choose whether to be primarily left- or right-handed (e.g. like in Counter Strike)
From anunnaki:
Quote:
-Since alot of the game will take place in Shanghai, will Adam be bi-lingual?

-Can we turn off the crosshairs in 1st person but still have them when in cover?

-How many scripted walls with cracks in them with someone leaning against it will there be? do they have to be leaning against the wall for a takedown? How many "2 people standing together awaiting the double takedown" will there be? Can we do double takedowns mid combat? What about non-lethal with our hands?

-Can we hack the boxguard?

-Can we hack others with brain augmentaions and vice versa?

-Can we get a HQ version of the demo?

-Will we be able to to the good old "hide from alerted enemies in vents" trick? Or will they have a way to flush you out?
From M4K:
Quote:
Originally Posted by M4K View Post
- Will there be a realistic(1) and an impossible(2) difficulty level?
1: one headshot(from good weapon) one kill (compared to humans). Kill with a knife from behind. "Realistic" AI.
2: very hard to kill someone(for a better and longer game), less magazines, more patrols.
From MrFoxter:
Quote:
-Adam has his own apartment. What is the idea behind it? Do we need to visit it to perform some actions (e.g. augment ourself) or is it just a place we can 'beautify' by spending credits?

- Sorry if this have been asked before:
When installing a new aug, does Adam recieve hardware or software upgrade?

I know that they made this TPP just because of it and I've answered a similar question before using this statement. However, I was thinking about it and now I'm unsure, because they announced installing augs in the field and buying them for praxis points. I want hardware upgrades, no matter how weird it is to implant device into your skull or torso in the field, but I wonder if they wanted to be 100% correct and reworked the augs to be just software upgrades in order to make buying augs in the field believeable.
From Michael Berry:
Quote:
-Will there be training level in the game, like UNATCO Training Facility in the 1st Deus Ex?

-What are your favorite missions in Deus Ex 1&2 and why?
From Red Crayon Aristocrat:
Quote:
-Acknowledging that Adam´s implants were not of his chosing, will augmenting him even further constitute a dilema that will affect aspects of the main storyline/conclusion? Thanks and cheers!
From AlexOfSpades:
Quote:
-Does Adam's appearance change during the course of the game, when modifying augmentations, or when starting certain missions?

-Is there any swimming in the game? Or the water is just visual?
From IOOI:
Quote:
I don't know if this has been answered before, but does AJ lose any of his capabilities (movement, aug functioning) or gets hindered when his health gets low, like in the original DX? If this happens, is it just a temporary state until AJ recovers most of his health?
From Nexus:
Quote:
There are no rats, pigeons, cats or dogs in the trailers. Will be any animals in the game?

Are the important persons (e.g. David Sariff) going to be invincible like in first Deus Ex, or protected by bulletproof glass like in Invisible War?
From spyhopping:
Quote:
Whether it's throwing a glass bottle to distract an enemy or picking up a plantpot for no apparent reason, will we be able to manipulate and interact with world items in a similar way to the original?
From H.D.Case:
Quote:
How many suggestions from the forum users and from other channels of communication did you consider and/or implement in the game?"
From Arksun:
Quote:
Does Deus Ex Human Revolution incoporate choices made that affect the game at a later point?, such as saving your brother in the hotel, or neat little touches like helping a woman being mugged which were in the first Deus Ex game.
From furai47:
Quote:
What's the sound/music design like? Or more specifically, will the music change every time an enemy sees us like in DX1 where you could use this feature to know when you've cocked up?
From Zakka:
Quote:
ANSWEREDWill Adam's glasses always be 'activated'. Or will there be conversations where we can have a better look at his eyes?
From Jerion (aka Mr. K):
Quote:
Games have recently taken a cinematic approach to visuals, with inclusion of camera-like effects such as strong bloom and lense flares. First-person games typically want the player to feel like they're behind the eyes of the main character. As an Art director, which do you feel is better for accomplishing this: Mimicking world visuals as they would appear through the lens of a camera, or as they would be seen by the human eye? Adam Jensen starts with human eyes which are later replaced by Augs. Do you feel that effects like Lens Flare should be used in DX:HR to re-enforce the transition from organic to artificial sight?
From olle_bsson:
Quote:
Is it possible to store weapons/items somewhere in the game? Being able to store up a nice collection of weapons and items and then varying them and choosing different loadouts for different missions would be neat.. Like in your apartment, or the chopper would be even more convenient.
From Pinky Powers:
Quote:
-~::Most Important Question::~-
What are you doing with the remaining months? Is it all just bug-fixing now? Or are you utilizing the time to add content you didn't think there was room for a few months back?
From Arksun:
Quote:
Is the orange glow object highlighting a permanent fixed augmentation for Jensens vision in the game, or are we able to turn it off?. Do you feel this is a better approach than the original Deus Ex's excellent object highlighting via floating rectangle edges?
From Shralla:
Quote:
Given the latest outcry from the fanbase regarding the highlighting of usable objects, have you considered changing the functionality of any features of the game in the five months before release?
From furai47:
Quote:
Is there going to be any additional takedown weapons, like the spinning hand we've seen in the trailer or are the blades plus our arms the only ones? Plus, is punching through walls still in?
From 68_pie:
Quote:
Is it possible to jump off a ladder part way down?
From Darthassin:
Quote:
1) Imagine a situation like this:
There is 26th of August 2011 and you've just bought the game - DE:HR and you want to play it. If you could just forget entirely everything what you know about this game and play (experience) it from the start to finish discovering all the secrets, plot twists, conspiracies on your own, would you like to do it? Would you be in heaven if so? Or maybe, you wouldn't like to forget anything and still play the game already knowing all the secrets?
I'm sorry for my English.
From AgentOrange:

Quote:
Will the story be linked to the original game anyhow or should we consider it as a new game?
e.g.: Page Industries should, logically, exist in 2027 considering JC was "born" in the 2029, created by Bob Page. (I don't think a company existing for less than 2 years can create clones in high-tech area51 labs...)
From deusfox:
Quote:
What is the reason behind the 18 certificate? For example what content pushed it above a 15?
I'm 26 so its not like it'll stop me buying the game, I'm asking more out of interest so we can get an idea of what to expect throughout the game.
From TrickyVein:
Quote:
I have a pressing question for JJB:
what kind of office pranks go on during a normal workday?
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Do you have a more personal question?


Quote:
Originally Posted by JCpie View Post

Last edited by Viktoria; 07-22-2011 at 12:13 PM. Reason: added latest Podcast
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Old 11-24-2010, 02:52 AM
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So when is the podcast?
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Old 11-24-2010, 03:58 AM
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Originally Posted by Sabretooth View Post
So when is the podcast?
That's a good one to be answered in the podcast.


-~::New Question::~-
How many weird nights and ugly mornings before the reality of the project sunk in? Sure, you knew from the outset Deus Ex was different kind of animal, but when did the sheer terror hit you? Other games resemble various dog breeds; Poodles, Pitbulls, South Russian Ovcharkas... When did you realize Deus Ex was more of a werewolf-manticore hybrid? And how did you answer this grim freak-out?

Pinky.
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Old 11-24-2010, 03:58 AM
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-Are the geometrical patterns linked to the story in any way or is it just something you felt would work well visually in the game?
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Old 11-24-2010, 04:28 AM
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Why is this a separate thread? Considering that two almost entirely unrelated topics were merged last night, this is odd indeed...
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Old 11-24-2010, 05:05 AM
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Quote:
Originally Posted by Corpus View Post
-Are the geometrical patterns linked to the story in any way or is it just something you felt would work well visually in the game?

Last edited by Sabretooth; 11-24-2010 at 05:10 AM.
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Old 11-24-2010, 05:24 AM
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Originally Posted by Ashpolt View Post
Why is this a separate thread? Considering that two almost entirely unrelated topics were merged last night, this is odd indeed...
Moderator power corrupts moderately.
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Old 11-24-2010, 05:38 AM
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Its just more organized and easier for them to sort questions out.
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Old 11-24-2010, 05:39 AM
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My question:

Will there be a demo before the game is released? (Previous titles had one level demos)
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Old 11-24-2010, 05:45 AM
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Originally Posted by Corpus View Post
Its just more organized and easier for them to sort questions out.
Thank goodness for common sense!

I dunno. You guys worry too much. It has been made into a separate thread because a) questions in the existing mega thread were getting lost in discussion, b) JJB's questions were getting mixed up with the other questions being asked to the EM dev team as a whole, and c) a separate thread was suggested by other members, and I believed this made good sense - so I obliged.
I hope this is an adequate explanation. You can disarm your weapons now.


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Originally Posted by Sabretooth View Post
So when is the podcast?
They're working on it, but no solid date as yet sorry. I'm guessing within the next seven days or so. Fingers crossed.
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Old 11-24-2010, 05:53 AM
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Originally Posted by MyImmortal View Post
They're working on it, but no solid date as yet sorry. I'm guessing within the next seven days or so. Fingers crossed.
Thats a nice projection, lets hope so.
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Old 11-24-2010, 05:56 AM
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I've got a question - bear with me.

Will the player be able to move freely between different playing styles throughout a level by switching between different "paths?" I mean, say the player's at the drop-point, or whatever, at the beginning of a level and right off the bat you can see three different ways (social, stealth, and combat) to move through the environment toward your destination - obviously this is level-specific, but with regards to the level-design philosophy in general, does the team design levels keeping in mind that players may want to mix playing styles from time to time, or will a player have to commit to a particular playing style just by their choosing to move down "path A" versus "path B?"

Does that make sense?
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Old 11-24-2010, 06:08 AM
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Originally Posted by TrickyVein View Post
I've got a question - bear with me.

Will the player be able to move freely between different playing styles throughout a level by switching between different "paths?" I mean, say the player's at the drop-point, or whatever, at the beginning of a level and right off the bat you can see three different ways (social, stealth, and combat) to move through the environment toward your destination - obviously this is level-specific, but with regards to the level-design philosophy in general, does the team design levels keeping in mind that players may want to mix playing styles from time to time, or will a player have to commit to a particular playing style just by their choosing to move down "path A" versus "path B?"

Does that make sense?
Looking at the trailers, combat seems a bit one sided at times especially in the warehouse. If you fight outside you've got to take the bot on and probably the guys inside will come running out.
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Old 11-24-2010, 06:54 AM
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Originally Posted by Corpus View Post
Looking at the trailers, combat seems a bit one sided at times especially in the warehouse. If you fight outside you've got to take the bot on and probably the guys inside will come running out.
But what will they find when they come running out? If you decide to stand around and fight, they will find you shooting at 'em. But if you decide to hide, then you just went from combat to stealth on the fly.
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Old 11-24-2010, 06:57 AM
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Mcdonalds or Burger King?
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Old 11-24-2010, 07:22 AM
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Originally Posted by Pinky_Powers View Post
But what will they find when they come running out? If you decide to stand around and fight, they will find you shooting at 'em. But if you decide to hide, then you just went from combat to stealth on the fly.
Here's an idea. You initiate some very loud combat outside... disappear... the sneak up to the roof... wait for the guards inside to come outside, then drop inside when no one's looking. Suddenly the interior of the warehouse just got real easy and you combined combat and stealth in an emergent and interesting way.
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Old 11-24-2010, 07:47 AM
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How and how much, for developers, is the the Vision of Adam's apartment changed from its first draft together with its level of importance in the game, and how and how much is it more special and unique than the rest of the places you can visit in DX:HR, and what is its primary function?

Thanks.
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Old 11-24-2010, 08:01 AM
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Originally Posted by Rindill the Red View Post
Here's an idea. You initiate some very loud combat outside... disappear... the sneak up to the roof... wait for the guards inside to come outside, then drop inside when no one's looking. Suddenly the interior of the warehouse just got real easy and you combined combat and stealth in an emergent and interesting way.
Precisely. People have no imagination if they can't think up a hundred different ways of mixing gameplay-types with the systems we've seen implemented in Human Revolution.
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Old 11-24-2010, 08:04 AM
nomotog nomotog is offline
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I have a question.

How are the loading screens placed in the levels, and are they hidden by doors or elevators?


And on another note we know the answer Ashpolt's question. The mind reading agument takes two points to upgrade
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  #20  
Old 11-24-2010, 10:03 AM
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TrickyVein TrickyVein is offline
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Originally Posted by Pinky_Powers View Post
Precisely. People have no imagination if they can't think up a hundred different ways of mixing gameplay-types with the systems we've seen implemented in Human Revolution.
Precisely; I'd like to know more about how to get into that lit corridor we see under a grate at one moment during AJ's assault on the warehouse at the docks though. Will the player be able to exit that route at some point, will it take him all the way to the warehouse, or is it more exclusive?

Come to think of it, it's going to depend on each level just how mutually exclusive alternate paths are - but I can ask about the design philosophy of the game.
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  #21  
Old 11-24-2010, 11:07 AM
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St. Mellow St. Mellow is offline
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Originally Posted by sonicsidewinder View Post
Mcdonalds or Burger King?
Mickey D's!

Coke or Pepsi?

Wait... I think I'm confusing threads here...
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Old 11-24-2010, 11:34 AM
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I couldn't find info on this anywhere so maybe you guys are holding this for a surprise. But will there be any vehicle driving sections (something like in MGS 4 perhaps)? Thanks .
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  #23  
Old 11-24-2010, 12:55 PM
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I couldn't find info on this anywhere so maybe you guys are holding this for a surprise. But will there be any vehicle driving sections (something like in MGS 4 perhaps)? Thanks .
God I hope not.
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Old 11-24-2010, 01:10 PM
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New question.

Do you feel the game will be ready for release early next year?
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  #25  
Old 11-24-2010, 01:33 PM
Kodaemon Kodaemon is offline
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Originally Posted by Pinky_Powers View Post
God I hope not.
Only a rocket flying section.
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