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Thread originally started by STL[Caltech]
<table border=0 cellpadding=0 cellspacing=0 width="95%"><TR><td bgcolor="#000000"><table width=100% border=0 cellspacing=1 cellpadding=4><tr valign="top" bgcolor="#00104F"><TD valign=middle width=18%><FONT SIZE="1" face="Arial" color="#ffffff"><B>Author</B></FONT></TD><TD valign=middle><FONT SIZE="1" face="Arial" color="#ffffff"><B>Topic: Eidos BB Interview?</B></FONT></TD></TR><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 12:52</FONT><HR>So, I'm now using my spring break to work on the <A HREF="http://stl.caltech.edu/dx.html" TARGET=_blank>DX Story page</A>, going through all of the awesome interviews that Tech pointed me at, and I was thinking - wouldn't it be cool if the Eidos BB regulars got together and made a list of questions to ask Warren and Harvey, et al.? Not on Deus Ex II, because they can't talk about that much (though we wish they could!), but on game design and Deus Ex I and the like. I know that I'd have a couple questions I haven't heard answered before.<P>Any thoughts?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Danaelus</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 845<BR>From:Washington, DC<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 01:35 AM</FONT><HR>I would definitely be down for that if we could actually contact Warren or Harvey somehow.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 04:00 AM</FONT><HR>I think that is a great idea, but I have no immediate input at this time. Given a few weeks to go through all my notes, and replaying the game once more, I bet I can come up with some.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>-Random-</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 182<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 05:23 AM</FONT><HR>"Who will help the widow's son?" <IMG SRC="http://forums.eidosgames.com/images/smilies/wink.gif"></FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 11:32 AM</FONT><HR>Sounds great. </FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-25-2002 08:03 PM</FONT><HR>See what you can come up with. I'll see if I can get Harvey or someone else to do it. Keep in mind that I'm not his pal or anything, but I think I know how we can manage this.<P>Everyone, post your questions here, for anyone on the DX2 team (Warren Spector, Harvey Smith, Sheldon Pacotti, Chris Carollo, Alexander Brandon, any of the several designers, etc.) Then I'll see if I can do something to get them answered. No promises, but I *will* try if you guys can come up with about 15 interesting, unique questions.<P>BTW - "Who will help the Widow's Son" is a coded cry for help among Freemasons. It basically translates into "Mason in distress." It never went anywhere in Deus Ex, it's just a reference to freemasons, who are often accused of being involved in all kinds of conspiracies, largely due to the misbehavior of a rogue lodge in Italy during WWII. So, it appears to be nothing more than a bit of conspiratorial color in Deus Ex.<P><I>The Widow's Son</I> is also the title of one of the Illuminati books by Anton Wilson. Warren Spector admitted, in an old interview, to not having read these, but they are a great fictional romp through conspiracy theory.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>-Random-</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 182<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 01:21 AM</FONT><HR>Cool, thanks for that info. I've been wondering about it. <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"></FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 03:12 AM</FONT><HR>Random, show me the secret handshake and I'll help you. We Freemasons, never let each other get in distress.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 04:27 PM</FONT><HR>Well, let me think of a few questions to get us started.<P>How does working with the next-generation Unreal engine compare to working with the original engine - is the process of implementing all the additional features (e.g. conversations) easier this time around?<P>What kind of marketing campaign can we expect to see for Deus Ex II shortly before its release - print ads, playable demos, Super Bowl commericals?<P>Deus Ex I communicated much of its plot not only through conversations but through in-game text (e.g. E-mails). How important do you consider this to be in an immersive simulation, and why?<P>Okay, it's your guys' turn now.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 08:26 PM</FONT><HR>I *assume* DX2 questions are OK if they are about something already announced, such as the engine. If anyone wants to ask Thief questions, that might be fun, too.<P>I am currently swamped with catching up on my life after GDC, but I'll drop in here frequently.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>QualiC</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 91<BR>From:Pittsburgh,PA USA<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 08:52 PM</FONT><HR>Coming up with good questions isn't always the easiest thing to do...in fact, asking questions that the person answering finds interesting and enjoyable to reply to can be very hard. And that's only half the challenge...finding questions that readers/viewers will be interested in hearing the answers to, let alone care about, makes conducting a good interview a skill most don't have. This is why the interviews you read in all the game mags, celebrity mags, etc, often seem to be the same stupid questions over and over. <P>And if they're not carbon copies, then you'll often find the interviewer asking asinine things in an attempt to get the person to say something unscripted, candid, or "newsworthy" enough that the interviewer gets attention...that guy who asked Bush those foreign leader questions last year is a perfect example of this. He wasn't trying to inform the audience or entertain them...nor was he trying to facilitate his subject's desire to convey information of interest to the subject. Instead it was just another example of an interviewer trying to make themselves look good or gain attention. <P>With those things in mind, lets look at Stephan's first three:<P>STL: "How does working with the next-generation Unreal engine compare to working with the original engine - is the process of implementing all the additional features (e.g. conversations) easier this time around?"<P>Q: Not a bad start...good subject, but needs refined. The general Engine1 vs Engine2 has solid potential as both something Warren & Team might like talking about, and as something others will find interesting. But when you address such a large topic, don't focus the answer unless its really something worth hearing. Do you really want to know if they find it easier to add features? What do you think the answeer will be? Odds are it'll be: "Yes, our experience with DX1 has made things much easier...". Not very interesting, is it? Odds are its not going to draw anyone out into sharing an experience...which is often the best responses. Would this question still get the information you're looking for?:<P>Question: Now that you and the team have had your hands on the new Unreal engine for awhile, have there been any surprises, good or bad? What specific elements of the game do you feel the new engine will allow you improve upon the most? Are you guys still treating it like a "black box", or are you guys diving in and figuring out what makes it tick?<P>STL: "What kind of marketing campaign can we expect to see for Deus Ex II shortly before its release - print ads, playable demos, Super Bowl commericals?"<P>Q: I'd have to rate this question pretty low... <IMG SRC="http://forums.eidosgames.com/images/smilies/wink.gif"> Do you REALLY care about their marketing plan, Superbowl commercials, and PRINT ADS??? LOL...Please... Do you think Warren and the team are spending time thinking about this, even though it isn't their job? Demos...maybe...but too soon and not up to them anyway I bet. Lets toss this one back...<P>STL: "Deus Ex I communicated much of its plot not only through conversations but through in-game text (e.g. E-mails). How important do you consider this to be in an immersive simulation, and why?"<P>Q: Excellent question! The more I read from TechImortal and other stuff in general here, the more amazed I am at just how much back-story and sub-plot info there is in those emails. More than I coulda guessed...so much, that someone on the team is really into this aspect of the game, and I'd love to know where they got the idea, how it developed, and if DX2 will have even deeper complexity just be;ow the surface for those who take the time to look. I might re-phrase it to:<P>Question: The original DeusEx communicated the basic plot, objectives, and sub-plots, through both conversations and data cubes, and some email. However, just beyond the information that was always being handed to you, there existed another layer entirely, one that constantly revealed more and more puzzle pieces to those who took the time to check the computers, read all the emails, and continue conversations long past getting the info that was "necessary". To whatever degree a player choose to reveal these added puzzle pieces, a deeper and fuller texture was given to the DX world and its inhabitants...to what extent do you consider this unusual aspect to be needed in an immersive simulation? Given that those who took the time to put the hidden pieces together got insights others could not, do you see a way of incorporation that knowledge into gameplay, especially considering how DX prides itself in multiple paths to the same goal?<P>Anyway, those are just a few thoughts I had. I don't want to come across as some sort of "question expert" or anything...hopefully if everyone throws in some good ideas, we can come up with a list that the DX team will enjoy answering. Everybody likes it when others not only notice the nuances and extra touches of their craft, but also expresses an interest in gaining better understanding so as to more fully appreciate.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Danaelus</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 845<BR>From:Washington, DC<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 08:53 PM</FONT><HR>What will the realistic system reguirements be for Deus Ex 2 and will there be special features (i.e. DirectX 8) only available if you have certain hardware?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 09:27 PM</FONT><HR>QualiC:<BR>> Do you really want to know if they find<BR>> it easier to add features?<P>Yes, I do. Because that's what using the Unreal engine as a codebase is all about - it does the rendering work for them, and they provide the additional, Deus Exy features on top of it. ConEdit sounds like a boring part of DX, but it's really what makes the game tick, and I am interested to hear how well the next-gen Unreal engine meshes with what DX2 is trying to get done.<P>> Question: Now that you and the team have<BR>> had your hands on the new Unreal engine...<P>That's three questions! If you note, I was very careful to keep mine to one each. ;-)<P>> Q: I'd have to rate this question pretty<BR>> low... Do you REALLY care about their<BR>> marketing plan, Superbowl commercials,<BR>> and PRINT ADS???<P>I do! (The "Super Bowl commercial" thing was a slight joke, of course.) I wanted to ask something which I hadn't heard asked before. DX1 didn't seem to have a very large marketing campaign and I do want to know what's going to happen with DX2. Even the best game in the world won't sell if it's not marketed. Just because it's not a glamorous part of the business doesn't mean that marketing is boring, or that I don't want to know about it.<P>Granted, if I could only include one of my questions, the marketing one wouldn't be it, but I don't think you can dismiss it out-of-hand.<P>> Q: Excellent question! The more I read<BR>> from TechImortal and other stuff in<BR>> general here, the more amazed I am at<BR>> just how much back-story and sub-plot<BR>> info there is in those emails.<P>Yep, this is the question I am most anxious to hear them talk about (not just a yes/no answer, of course; questions are more like starting points for them to talk about game design for a bit).<P>> I might re-phrase it to:<P>You might. I like my original phrasing better; it captures the same aspects, and is a whole lot briefer. I like it when the interviewer says less than the interviewee. ;-) Not to say that you can't write a long, detailed question - I just would prefer not to.<P>> and continue conversations long past<BR>> getting the info that was "necessary".<P>See, you've changed the whole point of my question. (Feel free to develop it into a new one!) My question was about text vs. dialogue. Your question is more about all the extra stuff that's crammed into DX, waiting for some attention and thought. But there is textual information in the game which every player sees; e.g. E-mails which contain passcodes. I want to know what the DX2 team thinks about text vs. dialogue as a way to communicate plot and enhance gameplay. It sounds like you want to know if the DX2 team considers adding extra information (not readily apparent to all players) to a game to be important. They are different questions.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-26-2002 09:35 PM</FONT><HR>To clarify:<P>I am very interested in your question, Qualic - it's my desire by working on my DX story page to figure out exactly how much stuff is hidden in DX. I'm just saying that your question is different from mine.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-27-2002 12:21 AM</FONT><HR>As a person with a little experience in this, let me point out:<P>a) Ask the questions first, and we'll refine them later<P>b) We don't want to take too long, because certain news/fan sites troll the boards, and we don't want them stealing our interview (it's been done.) Actually, me posting that should act as a warning to anyone who might try that.<P>c) Keep the questions *short* -- these are busy people and they read long things only when it's something they've asked for.<P>d) If you want to ask DX2 questions, it's probably not best to ask about things too far in advance that they might not know the answer to, or might not be allowed to answer. System requirements, we can probably ask about; ad campaign questions might be better directed at Eidos, not ISA.<P>With these guidelines in mind, carry on <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"></FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-27-2002 12:50 AM</FONT><HR>> b) We don't want to take too long,<P>Okay, let's speed this up. Danaelus, ICE, DEJ, you guys have any questions to throw into the pot?<P>Edit: Duh, Danaleus already put forth the good system requirements question (which I haven't heard asked about DX2 yet).<P>> ad campaign questions might be better<BR>> directed at Eidos, not ISA.<P>Okay, good point. I humbly withdraw that question.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-27-2002 02:11 AM</FONT><HR>Here are some things I'd like to know:<P>Has data-streaming (such as the technology used in Dungeon Siege or Soul Reaver to eliminate load times) been considered? If not, why?<P>Will the Deus Ex theme song make an appearance? I felt I had to ask after starting a whole thread on the subject <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif">.<P>Have any nanotech researchers been contacted during story research?<P>Are any systems of the Unreal engine being re-written or replaced (such as how Raven has replaced the Q3 engine's animation system in their games)?<P>Does the Havoc physics engine that's been licensed allow for all the same things as the Karma engine being used in the new Unreal games (rag-doll physics, physics-based water currents/ripples, etc.)?<P>Will footage of the game be released anytime soon?<P>Will players still be able to write their own in-game notes?<P>That's all I could think of for now. If I come up with any more questions, I'll post them.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-27-2002 03:22 PM</FONT><HR>Wow, excellent questions.<P>> Will players still be able to write their<BR>> own in-game notes?<P>That reminds me - the one thing that really, really bugged me about DX is that your nano-augmented brain was unable to record E-mails. I would want to know if E-mails will be noted along with conversations, etc.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-29-2002 04:28 AM</FONT><HR>Ok, here are some more questions:<P>Is it possible that taking different paths through the game will send Alex down different paths of emotional growth?<P>Will the new facial animation system be used to convey some information entirely through facial expressions every once in a while? This can be an effective way to increase the believability of animated performances in games (and other animated mediums), as Anachronox and Soul Reaver 2 (and possibly others) have proven.<P>Are there any features or game mechanics of DX1 that <I>won't</I> be returning? If so, why?<P>In DX1, the melee weapons didn't have the customizability of the ranged weapons, nor did they possess multiple attack types. Will there be any added depth to melee attacks in DX2? For that matter, will there even <I>be</I> any melee weapons in DX2?<P>That's all I have for now, but I'll post again if I come up with any more questions.<P>Edit: Changed JC to Alex in the first question now that the name of the main character has been revealed.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-29-2002 04:32 AM</FONT><HR>The original Deus Ex had an effective interface but towards the end of the game, with so many augmentations, the screen became quite cluttered. Are you planning any major changes in the game's interface for the sequel?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-29-2002 07:11 AM</FONT><HR>Well the thing is that in PS2, it seems that it only shows active augs, hence less clutter. In PC, you can also configure it to only show active augs.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-29-2002 02:34 PM</FONT><HR>A quick comment: they might not be allowed to answer some of these DX2 questions, such as about the interface. We can ask them, but we may be told to wait. That happens with press interviewers, too.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-30-2002 09:02 AM</FONT><HR>Yes Tech, most of us probably anticipated that stumbling block but its good to at least have the questions in the air. Heres another: <P>I found the cities to be the most enjoyable environments of Deus Ex. It was awesome to truly be undertaking a globe trotting adventure. I want to see the Madrids, the Jerusalems, the Londons of the future. The amount of character interaction and variety of activities offered in the city easily surpassed that of say, an Ocean Lab or Nuclear Silo (which involved straight base infiltration as opposed to the aforementioned elements). My question is "Will Deus Ex 2's environments be more tailored to the city or to base infiltration?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Danaelus</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 845<BR>From:Washington, DC<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-30-2002 11:53 AM</FONT><HR>Good question DEJ. The city environments were indeed FAR superior to the base ones, although I did like area 51 quite a bit, and I thought the Unatco base escape mission was maybe my favorite in the game. Being able to walk around places in Hong Kong and Paris though were truly amazing.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-30-2002 08:42 PM</FONT><HR>I agree. The main reason why I bought Deus Ex was because of real world locations. I loved the NYC maps, really disappointed about the gone Washington maps, and would like to see a Chicago or a San Francisco/LA map. In all honestly (and no offense to anyone) Seattle is not as charasmatic as most of the unique cities in the world. I am a bit disappointed with chosing it in DX2. As for the rest of the world, I really want to see a Rome/Florence/Venice map, a Moscow map, as well as a Tokyo/Beijing/Shanghai. An all new improved HK encore would also be great. Although I know the plot doesn't allow it, it would have been better (in my view) to replace the Vandenburg, Ocean Lab and Area 51 with some real world locations. You can always have the secret labs right inside the city, under everyone's nose.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-30-2002 10:14 PM</FONT><HR>Vandenberg and the (no longer so-called) Area 51 *are* real places.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 03-30-2002 10:57 PM</FONT><HR>Yes, of course. I was silly. I meant to say real world city locations. Yup, mistake.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 04-01-2002 09:01 PM</FONT><HR>Does anyone want to make a few questions based off of the WS/DC thread? Otherwise I might if I can find the time (first day of classes and all that).</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>QualiC</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 91<BR>From:Pittsburgh,PA USA<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 04-02-2002 08:11 PM</FONT><HR>Question: Who thought up the cheat codes "Huthut", "morefrogs", and "Iamwarren", and the odd effects they have when entered? Many cheats kinda make sense in a strange way...but then there's some that make you wonder "Why did anyone ever even think of that?"...can you shed any light upon this creepy corner of designers' minds?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 12:16 AM</FONT><HR>What ever happened to this thread? I'm still waiting to see the answers to quite a few of these questions, even though many others have already been answered. Is anyone still planning on conducting this interview?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 01:14 AM</FONT><HR>Yeah, I want to know what happened to this thread too.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 02:28 PM</FONT><HR>Funny, I was just thinking about this thread the other day. Looks like we all had the same idea at the same time.<P>Let's give the guys a week to catch up on their sleep/work/lives/sanity after E3, which was apparently more tiring for them than usual. At the end of the week, I'll sort through all this (obviously, DX2 questions are allowed now!) and see about poking on the right people.<P>Where do people want this posted, if we get our interview? The ION Storm site would appear to be the best place (or maybe the Eidos main page) since it would sit there as an article (or archive, later) instead of being in a thread here that would eventually roll into oblivion.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 02:38 PM</FONT><HR>I have a new question.<P>Deus Ex II will benefit most if the fans can have a central place to discuss the game in the months before launch. This means that if Ion Storm doesn't have a bulletin board, the game will suffer. When will we see the return of the ISBB?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Xeno8</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 39<BR>From:Colorado Springs<BR>Registered: May 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 02:40 PM</FONT><HR>It has been rumored that the number of maps in DX2 will be reduced to approximately 50 from 79 in DX1. Sure, the maps will be more detailed, and there will be more ways to do things, but is game length being sacrificed in this process?<P>Any good?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 02:48 PM</FONT><HR>Oh, and if the interview goes though I think it should be posted on the IS main site.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 02:53 PM</FONT><HR>Xeno8:<BR>> is game length being sacrificed in this<BR>> process?<P>This has already been confirmed.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 04:38 PM</FONT><HR>Here are some things I was wondering:<P>1.) Will the game take place entirely indoors, or will we be able to wander the streets of the various cities? And if we get to go out on the streets, will there be any cars, motorcycles, or people on scooters to avoid or destroy?<P>2.) Is there any chance of a third-person view that can be enabled from the console? I'd love to be able to see my character moving around and performing his/her actions with the new graphics engine.<P>3.) Will the new physics engine allow for cloth simulation too? With so many people in trench coats, it would be great to have a feature like this.<P>4.) Is there any chance that we will soon get to see a trailer or other official footage of the game? I'm especially curious to see how accurate the new lip-synching tech is.<P>That's it for now. If I have any more questions, I'll post them.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Alai</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 246<BR>From:Seattle, WA USA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-01-2002 05:40 PM</FONT><HR>1.) Will the game take place entirely indoors, or will we be able to wander the streets of the various cities? And if we get to go out on the streets, will there be any cars, motorcycles, or people on scooters to avoid or destroy?<P>unreal engine has notoriously been known to do outdoor areas extremely well, compared to the mostly indoor-stricken quake engine. i'd think this holds true for the newer unreal warfare engine as well.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 01:17 AM</FONT><HR>You're right about the Unreal engine being great at outdoor areas, but that doesn't mean that they will be using the engine for that particular purpose. After all, the Unreal engine is also great at multiplayer, but they're not using that feature either (though I'm not sure I'd even want them to).</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>-Random-</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 182<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 05:15 AM</FONT><HR><BLOCKQUOTE style="margin-top:0px;"><font size="1" face="Arial">quote:</font><HR>Originally posted by STL[Caltech]:<BR><B>I have a new question.<P>Deus Ex II will benefit most if the fans can have a central place to discuss the game in the months before launch. This means that if Ion Storm doesn't have a bulletin board, the game will suffer. When will we see the return of the ISBB?</B><HR></BLOCKQUOTE><P>When the Ion Storm site was put back up a couple of months ago, there was a statement on there that said that Deus Ex and Thief forums were going to be opened. This was a while ago, but hopefully they haven't changed their minds. I just don't know what's taking them so long. <IMG SRC="http://forums.eidosgames.com/images/smilies/frown.gif"></FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>OldGrrl</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 239<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 07:02 AM</FONT><HR>ok. not to be a party pooper, but y'all, i think it's too late to ask any more questions. if i recall, wasn't the point of this thread to gather questions to ask BEFORE someone here went to E3? and, now we're waiting for the responses, right? i think.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 07:08 AM</FONT><HR>I originally planned on these questions being E-mailed to Harvey, et al. - so as far as original intent goes, I guess I'm the final word. They haven't been sent yet.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 04:45 PM</FONT><HR>Since the questions haven't been sent yet, here's another one:<P>Will there be context-dependent animations during conversations? For example, when the player chooses a threatening line of dialogue to say, will the main character point a weapon at the other character, or perhaps grab the other character's throat? I would love to see a few animations like that to make the body languae more convincing.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-02-2002 05:05 PM</FONT><HR>/me hopes that the "put your weapon away during conversation" animation is a bit more realistic/convincing. It was always funny in DX how the characters would wave their hands before starting a conversation.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>OldGrrl</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 239<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-03-2002 04:10 AM</FONT><HR>oops. silly me. i just went back and reread the opening post and i really don't know why i thought this had anything to do with E3. maybe i'd read some posts just prior about E3 coming up, etc. and was assuming...whatever. you know what they say about assuming. <IMG SRC="http://forums.eidosgames.com/images/smilies/wink.gif"><P>me sorry. carry on.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-03-2002 06:34 PM</FONT><HR><BLOCKQUOTE style="margin-top:0px;"><font size="1" face="Arial">quote:</font><HR>Originally posted by STL[Caltech]:<BR><B>I originally planned on these questions being E-mailed to Harvey, et al. - so as far as original intent goes, I guess I'm the final word. They haven't been sent yet.</B><HR></BLOCKQUOTE><P>STL - I volunteered to get this to people, once everyone thought it was ready. I had no idea you intended to do it. You're lucky I didn't go ahead. I'm not trying to step on your toes; I thought my contribution was to get this delivered, with you credited for starting it. Let me know for sure if you're really the one who wants to do it, because I think I can do it right (sorry, not sure how to word this...I don't mean anything bad). Up to you.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-03-2002 07:04 PM</FONT><HR>No no, I never expected to be the one E-mailing them myself. I just expected that eventually they would get E-mailed (prolly by you :-> ) instead of being directly asked at E3.<P>> I thought my contribution was to get this<BR>> delivered, with you credited for starting<BR>> it.<P>That's the plan! I'm happy just to have started it.<P>We need to make final questions and then compile the ones we already have into a final list, taking into account what we've learned in the intervening months.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-05-2002 01:49 AM</FONT><HR>This weekend is when I'll have time to help collate stuff and go over it with you (STL) and everyone here. It also gives our victims, um, I mean, interviewees time to have recovered from E3 so we get them at a good time. <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"></FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>OldGrrl</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 239<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-05-2002 06:17 AM</FONT><HR>and don't forget the question about the retaining email. that was one of my pet peeves, too. <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"></FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-06-2002 12:44 AM</FONT><HR>Ditch my ISBB question, I already know the answer.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-07-2002 01:09 AM</FONT><HR>Here are a couple more questions:<P>1.) Will the voice actors behind the main characters in DX1 be returning for DX2?<P>2.) Will the all the characters in the game have realistic voices? Many of the characters in DX1 had distractingly silly voices (particularly the civillians) or over-the-top accents (such as the one employed by Anna Navarre, which seemed to stand out compared to the more subtle and believable performance from Jaime Reyes, who was very well-acted; Anna's accent wasn't even of the proper nationality, sounding Russian rather than Israeli), while the majority of the important characters and a few of the secondary characters sounded quite convincing. I'd also like to hear a bit of emotion in the main character's voice; I love JC's voice, but I wish it would change in tone a bit when he talks about different subjects.<P>If any of this is confusingly-worded, it's because I'm watching <I>Late Night with Conan O'Brien</I> while typing it <IMG SRC="http://forums.eidosgames.com/images/smilies/wink.gif">.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-07-2002 05:40 PM</FONT><HR>Another question (I have too much free time, don't I?):<P>Have any of the original plans for the story been altered due to all the recent world events? I'd hate to think that the characters of DX2 might not have that wonderful sense of moral ambiguity that made the denizens and factions of DX1 so interesting. I loved how you could never tell which governments, organizations, or people were on which side.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-09-2002 01:13 PM</FONT><HR>Heres another: "In Deus Ex, many items the designers wanted you to find were stored in crates. While this may seem appropriate in say, a warehouse level, the technique was used far too often in the game in a way that damaged its immersion level. In Deus Ex 2, what steps will you take to change this trend?" </FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Ghyron</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:February 31st, 1901<BR>Registered: Jul 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-10-2002 12:14 PM</FONT><HR>1)Will someone from the Deus Ex team make sure that the upcomming movie is true to the game?<P><BR>2) Is there ANY possibility of releasing the maps that were taken out of the PC game (but then later added to the X-Box) even if they are buggy or unfinished?<P><BR>3) When/Where will we see the answers?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 02:49 AM</FONT><HR>More questions:<P>1.) Will there be a nice door-opening animation? In DX1 it looked pretty weird when NPCs opened doors; it looked like the door opened on its own while the character played the running animation and slid backwards.<P>2.) Will characters of different body types have different animations? In DX1, it seemed like every character, regarless of weight or shape, moved the same way.<P>3.) Will the new animations be motion-captured?<P>4.) Will the new engine allow characters to automatically bend their knees more when walking on stairs and/or rotate their ankles while walking on slopes (so that they don't look like they're hovering over the ground)?<P>PS When will the final list of questions be sent to ISA?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 05:00 AM</FONT><HR>The final list will be sent when I get off my lazy posterior and run a collated list past you people for approval.<P>Sorry, life has been *really* unreal the past couple of weeks. I have all kinds of things due on Friday.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 05:26 AM</FONT><HR>Before you post is it OK to give 24-48 hours deadline, so that we can get in some last minute stuff?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 05:35 AM</FONT><HR>Let's make the deadline for new material the end of Friday, if that's OK. That way I can work on it this weekend.<P>Any questions that have been answered in other interviews will be removed (with explanation) unless people want to argue that they want a better answer.<P>Questions that are similar will be grouped together and perhaps edited for brevity.<P>Contributors will all be credited.<P>I won't send *anything* without posting it here first.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>OldGrrl</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 239<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 05:47 AM</FONT><HR>(you knew i had to ask this eventually)<P>ok, we know "my" JC won't be the main character this time, but since he will be in the game as an NPC, what are the chances that Jay Franke will be able to do his voice for DX2? (realizing that Franke is now working for Activision, etc etc.)</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>OldGrrl</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 239<BR>From:<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 06:47 AM</FONT><HR>oh hey! i don't think anyone has asked this, but what about the music? will the same people be doing the score? i loved the music last time around and would love to "see" more of them in DX2.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 07:44 AM</FONT><HR>Alex Brandon and Reeves Gabrels I think. </FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 01:35 PM</FONT><HR>Reeves Gabrels may be busy on other projects.<P>I would love for Alex to do the music, but is he going to have time? Many of you may not know this, but you usually get the final film to score something like 2 weeks before the deadline. Yep, movies are scored in less than a month. Alex would have to be free for it.<P>Of course, I think Alex did write most of the music for DX in less than a month, so he could do it if he were available. Anyway, the music and voice questions are two of the ones I was going to add if no one else did. <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"> Thanks, Oldgrrl!</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-12-2002 06:51 PM</FONT><HR>Oldgrrl et al, this is a snippet from an interview with Alex Brandon:<P>"I was asked to do Unreal 2's music, yes, but someone else will do it… I asked someone else to do it and I wish I could say who, but he's in an evaluation period with Legend right now so it may not be final. Sucks, cuz the guy totally rocks and is one of the coolest musicians I know. As for DX2 and Thief 3, I'm responsible for all the audio, and in terms of WHO will do it all, I'm not sure… I know that I'll be doing quite a bit in both but definitely not everything." </FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 12:33 AM</FONT><HR>Now that I'm done with school until September or August (not sure which), I have too much time to think about questions to post here...Anyway, here are some more of them:<P>1.) If the game still has the notebook feature (I absolutely love that feature, so I hope it's in DX2), will there be a search feature? Sometimes I'd return to an area after several missions it would take a while to look through all of my notes to find a keypad code I was looking for.<P>1a.) Will there be a similar feature for the conversation log (another feature that I used often)?<P>2.) Is there a chance that the game might include some weapons or items that use Alex's bioelectric energy as ammo?<P>3.) Will there be an aug that uses bioelectric energy to synthesize ammo?<P>4.) If a character (such as Gunther or Mr. Renton in DX1) asks to borrow a firearm, will it be possible to ask for it back when he/she is done with it? Will we at least be able to choose which weapon to lend out? I hated being stuck in a position where I wanted to arm someone, but I didn't want to lose a weapon that I had spent a lot of time upgrading.<P>5.) Is the story being written in such a way that, if there is a Deus Ex 3, the team will already have plans for dealing with story branches and player choices (such as the gender of the main character or multiple endings)?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 12:51 AM</FONT><HR>Deus Ex Jew, can you please post the date of that interview with Alex, and a link if possible? Thanks. <IMG SRC="http://forums.eidosgames.com/images/smilies/smile.gif"></FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>FierceClaw</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 111<BR>From:Los Angeles, California, United States<BR>Registered: Jan 2002</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 01:59 AM</FONT><HR>Yet another set of questions:<P>1.) Will characters have several idle animations? In DX1, it looked a bit strange to see a group of people standing very still while breathing heavily (which they continued to do during conversations).<P>2.) Are any steps being taken to ensure that the game has a style similar to DX1, particularly in regards to music? I don't know how many people feel the same way, but I think that the music in DX1 was one of the biggest contributing factors to the unique mood that the game set.<P>3.) Will the various endings to the game have nice long cutscenes? The endings in DX1 were pretty cool, but all of them (especially the Helios ending) were quite short.</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>DeusExJew</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1241<BR>From:Halifax,NS,Canada<BR>Registered: Dec 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 03:33 AM</FONT><HR>Sure: <A HREF="http://www.deusex-machina.com/articles/alexbrandon.asp" TARGET=_blank>http://www.deusex-machina.com/articles/alexbrandon.asp</A></FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 05:33 AM</FONT><HR>OK, because I was talking to him recently and that interview seemed slightly at odds with some stuff I know. (I can also make a good guess at who he recommended, but I'd better keep my mouth shut, since a trial period seems to be involved...)</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>ICEBreaker</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 3085<BR>From:Sydney, Australia<BR>Registered: Nov 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-13-2002 07:05 AM</FONT><HR><BLOCKQUOTE style="margin-top:0px;"><font size="1" face="Arial">quote:</font><HR>Originally posted by FierceClaw:<BR><B>2.) Is there a chance that the game might include some weapons or items that use Alex's bioelectric energy as ammo?<P>3.) Will there be an aug that uses bioelectric energy to synthesize ammo?</B><HR></BLOCKQUOTE><P>Ah! Just like Syndicate, eh?</FONT></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Ghyron</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:February 31st, 1901<BR>Registered: Jul 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-19-2002 03:23 PM</FONT><HR>*<I>Ghyron quietly nudges this topic back to the top of the forum</I>*<P>When will we have answers?</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>Danaelus</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 845<BR>From:Washington, DC<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-20-2002 12:52 PM</FONT><HR>I wonder, when the powers that be have referred to "game length" and its shortening, what exactly do they mean?<P>The amount of levels or the amount of time it should take to beat?</FONT></P></td></tr><tr valign="top" bgcolor="#C0C8D0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>STL[Caltech]</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 1036<BR>From:Pasadena, CA<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-20-2002 09:01 PM</FONT><HR>I'm pretty sure it means both fewer levels and fewer hours of gameplay on one pass through the game.</FONT></td></tr><tr valign="top" bgcolor="#DFE0E0"><TD width=18% valign=top><FONT SIZE="2" face="Arial"><B>TechImmortal</B></font><BR><FONT SIZE="1" face="Arial">Member <P>Posts: 852<BR>From:Cabal of Technophiles mod group<BR>Registered: Aug 2001</FONT></td><TD><FONT SIZE="2" FACE="Arial"><FONT SIZE="1" color="#001450" face="Arial">posted 06-25-2002 01:28 AM</FONT><HR>Re: the shorter-game question --<P>Direct from Harvey, I asked him in person: Fewer levels. With amazing depth. The game will be very, very deep, and as much of a sandbox as they can make it.<P>So, length of gameplay is relative. You can blast through it, or spend lots of time exploring.<P>OK people, I've been unavoidably away for a few days, and that's going to be happening a lot.<P>However, I have made the official arrangements, and it's all going to be very cool. More on this after I check on a few things.<P>In the words of Terminator: I'll be back.</FONT></td></tr></table></td></tr></table> |
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