PC/Mac Deus Ex: Human Revolution (Square Enix/Eidos Montreal)

É o jogo que mais espero neste momento. Gostei do que li, no entanto isto faz-me alguma confusão, quando estamos a falar de um jogo:

I mean, graphically in DX3, you still have light and shadows but the shadows are no longer used as the primary stealth element; it’s line-of-sight.

Será que os inimigos acabam por reagir de imediato mesmo que te vejam muito longe, ou vai ser novamente aquele caso de que ao longe eu vejo o inimigo a passear e a assobiar, mas ele faz de conta que não me está a ver?

...
 
É o jogo que mais espero neste momento. Gostei do que li, no entanto isto faz-me alguma confusão, quando estamos a falar de um jogo:



Será que os inimigos acabam por reagir de imediato mesmo que te vejam muito longe, ou vai ser novamente aquele caso de que ao longe eu vejo o inimigo a passear e a assobiar, mas ele faz de conta que não me está a ver?

...

O deus Ex3 é, juntamente com o operation flashpoint2 e do starcraft2, o jogo que eu espero e despero com bastante espectativa e pelo que li, parece que estão a retomar a essência do 1º (skill points, hacking, grande história,etc etc).
Quanto a esse ponto pelo que percebi as sombras não vão ser o 1ºfactor de stealth mas sim o campo de visão do inimigo, ou seja, podes estar na escuridão mas se o inimigo estiver relativamente perto és descoberto. Essa situação que referiste já não deve suceder, vamos esperar para ver...
 
Muito bom, essas últimas informações ainda me deixaram mais interessado. Como grande fã que sou do original este é um dos títulos que mais aguardo, e de certeza que haverá muita gente com o mesmo interesse.

Ainda bem que o jogo continua a ser na primeira pessoa, num dos outros artigos tinham dito que era na terceira pessoa, o que embora seja algo que não me incomoda, prefiro que mantenha o estilo do original. A mesma coisa em relação ao sistema de cover, felizmente é opcional e não deverão colocar demasiado foco nele, sendo apenas mais uma alternativa e deixando-nos escolher a nossa abordagem à vontade.

Estou a tentar não criar enormes expectativas em relação ao jogo para não ficar desapontado, mas até agora parecem confirmar tudo o que se espera duma sequela do Deus Ex, o que torna impossível não ficar entusiasmado.
 
http://www.edge-online.com/news/deus-ex-was-“kinda-slow”-says-deus-ex-3-dev

Deus Ex 3 lead game designer Jean-Francois Dugas has been telling Edge about how the game will differentiate from its predecessors.

In an interview with Edge magazine, published tomorrow, Dugas says the original Deus Ex was “kind of slow”. He added, “There weren’t enough exciting, memorable moments. It was aimed more towards a simulation rather than a game experience.”

promete :lol: amanha mais novidades
 
Deus Ex um pouco lento? (se percebi bem)
Mas que raio, foi essa e outras caracteristicas que me fizeram adorar o jogo. Explorar o que quiser, quando quiser, como quiser,
sem pressas...
E os riots em hell+s kitchen entre outros tinham a acção bem desenvolvida, no meu ver...
 
Li o topico todo, e nao estando a querer ferir susceptibilidades.... houve mta gente a dar ''gafes'' e dizer mta coisa mal a cerca do titulo..(1º)... é certo que so segundo foi um fiasco completo, mas ha que dar credito sempre ke alguma software house se esforça para meter um segundo titulo para os amantes do primeiro.

Quanto ao Deux Ex 3, estou a olhar com alguma desconfiança... nunca vai ter o mesmo impacto ke o primeiro, a nao ser que seja introduzida alguma feature nova, mas com as tecnologias actuais, espero pelo menos um grande titulo pra vista!

Joguei o primeiro o mais que pude, acabei quantas vezes consegui, e tem graça ke ainda nem a um ano o instalei, so para ''cheirar'' mais uns poucos as ruas e complexos deste.

Lookin forward to see it :)
 
Spector: (project manager dx 2 and desiner for dx 1)
Your appointment to Microsoft should be finalized within the week. I've already discussed the matter with Eidos.


Smith: (dx 2 desiner)
I take it they were agreeable?


Spector:
They didn't really have a choice.


Smith:
Have they been infected?


Spector:
Oh, yes, most certainly. When I mentioned that we could push more copies on the XBox, they were so willing it was almost pathetic.


Smith:
This demo - the rioting is intensifying to the point where we may not be able to contain it.


Spector:
Why contain it? Let it spill over into the fan sites and chatrooms, let the posts pile up on the server. In the end, they'll beg us to ship it.


Smith:
I've received reports of armed attacks on team members. There's not enough of us to placate them, the PC gamers are starting to get desperate.


Spector:
Of course they're desperate. They can smell their death, and the sound they'll make rattling their cage will serve as a warning to the Thief fans.


Smith:
Mmm. I hope you're not underestimating the problem. The others may not go as quietly as you think - they've had two games done properly, rather than just one, after all.


Spector:
A bunch of pretentious old men posting on TTLG.

But the world left them behind long ago. Consoles are the future.


Smith:
We have other problems.


Spector:
The mod community?


Smith:
Formed by passion for good gaming, and a desire to be involved. I have someone in place, though. I'm concerned they'll take matters into their own hands.


Spector:
Our development skills are far in advance of theirs, as is our distribution system. And their... ethical inflexibility has allowed us to make progress in areas they refuse to consider.


Smith:
Universal ammo?


Spector:
Among other things - but I must admit that I've been somewhat disappointed in the performance of the primary unit.


Smith:
The secondary unit should be online soon. It's currently undergoing preparation and will be operational within six months. My people will continue to report on its progress. If necessary, the primary will be terminated.


Spector:
We've had to endure much, you and I, but soon there will be order again, a new age. Gates spoke of the mythical City on the Hill. Soon that city will be a reality, and we will be crowned its kings.

Or better than kings, Microsoft lackeys!
 
Haha :lol:

Está impecável, Pirisca.
Bem jogado.

Só falta saber onde é que metem a ambrósia na conspiraçäo. :P
 
Última edição:
novo artigo, da CD-action


The new issue of the polish magazine CD-action has a four-page article on Deus Ex 3, with extensive quotes from Jean-Francois Dugas, project lead. Below you can find the full translation, by yours truly ;). I tried to keep formatting more or less intact, so anything in italics is quotes from Dugas and anything bold is also bold in the article. No comments from me within the text.

***

DEUS EX 3

Computer games are still light, easy and pleasant entertainment - a few hours of relaxation after a hard day at school or work. Though the average gamer's age is increasing year by year, creators of biggest hits rarely touch the great problems of the modern world. "Rarely" doesn't mean "never" though.

Possibilities offered by genetics and biotechnology are the topic of heated discussion among the greatest minds of our times - biologists and engineers, but also philosophers and ethics specialists. Wondering how far we can go in tampering with the human body, they ask what exactly is it that makes us homo sapiens, and what is the essence of humanity. These fundamental questions are one of the biggest challenges brought to our society by the rapid technological progress of recent decades. And though you would expect discussions over these topics in magazines such as "Science" or "Lancet", we mention them here in CD-Action not by chance - for they are the inspiration to developers from the Eidos Montreal studio, where Deus Ex 3 is being produced.


Bioquestions

- Modern biotechnology and all the questions it poses have long fascinated us; they are also the fundaments upon which the previous Deus Ex games were made - explains Jean-Francois Dugas, the project lead. He adds: - They were not as explicitly expressed though, since both in Deus Ex and DX: Invisible War were set in a world where the technology allowing augmentation of human abilities had already existed for a long time and doesn't create much awe or controversy. We on the other hand show another period of this alternate history of mankind, so in our game biotechnology is not only a gameplay mechanic but also weighs heavily on the story, it defines the look, style and feel of the game.

Yes, the plot of the third Deus Ex game, though set in the future as in the frevious games, happens a bit earlier, just in under 20 years from now. The game begins in the year 2027, in a period of rapid biotechnological breakthrough ( - It is a time of innovation and progress, but also chaos and clandestine conspiracies - adds Dugas). In rich societies, people start to appear who can afford to get mechanically augmented. This elevates them above the average people of the future world. Corporations specialising in these types of technology gain tremendous amounts of money, but also spend a lot on securing their research, as each new patent can give an advantage over the competition and lead to a monopoly over this lucrative market. This is where the game's protagonist comes in - Adam Jensen, security specialist employed by one of the leading biotech companies of America. One day he is faced with a conspiracy that can turn the world on its head.


Secrets and rumours

- We won't tell you the details of the plot of Deus Ex 3, because we want the players to find out themselves when they buy our game, sit comfortably in a chair and immerse themselves in our world - says Dugas. - However I'm sure that both fans of the previous games and newcomers will like what we've come up with. We're discussing crucial, exceptional matters: market control, future societies, human evolution; also lies, truth, and how difficult it is to discern between them sometimes. We show the conflict that occurs when some have access to advanced technology and revel in its possibilities; while others do not, which puts them below the priviledged ones. Already today we can see tension stemming from the fact that people are divided into those who "have" and those who "have not". In our opinion, such conflicts will become more severe in the future.

The developers try to compensate for a lack of concrete information regarding the plot by stating that they are making a game not just for fans of the originals but also for newcomers, who haven't had the chance to experience the classic first game and it's somewhat inferior sequel. This is one of the reasons Deus Ex 3 is a prequel. As Degas explains, the new iteration is set earlier due to various reasons. - Firstly, we wanted a new start to the series, so we couldn't continue the events of Invisible War. It was also our ambition to create a game which felt fresh and different not only from other franchises but also the previous Deus Ex titles. This is why we have a completely new protagonist, supporting cast and a script set in in different locations and following different events. We were also fascinated by this period in the history of the games' universe. In the first Deus Ex we discovered that there was such a period earlier when mechanically augmented people played an important part in society - nanoaugmentation, used by the protagonists of both DX and DX: IW, only appeared later on. The difference between the two technologies is substantial. Nanoaugmentations are mostly inconspicuous, while anyone can spot mechanical body parts. We came to the conclusion that this would be interesting to weave into the gameplay mechanics - we can show in a tangible, very visual way how your character changes, and how it affects his abilities. And so, there are some moments in the game (for example when you execute someone with your bare hands), when the perspective changes from first to third person ( - We show the players what exactly their character is capable of and how superior to unaugmented people he is - adds Dugas.)


Invisible War? Forget it!

The nod to newcomers shouldn't however trouble fans of the originals - before starting production, the Eidos Montreal team thouroughly analysed both Deus Ex and Invisible War. This was highgly important, as the godfather of the franchise, Warren Spector, is not involved with the making of the new addition to the cycle. The developers wanted to preserve the spirit of the previous games - We spent a lot of time discussing what makes Deus Ex what it is. - recalls Dugas. - The consensus was that it's an action game with RPG elements, with gameplay mechanics based on four elements: combat, stealth, hacking and and advanced social interaction. Additionally, freedom of choice must be offered, with various choices having their consequences, sometimes really meaningful.

For their own needs, the Eidos Montreal team have devised a set of seven key elements of the Deus Ex brand (more in the corresponding box) which decided the character of the first two games in the series. Both, though in some aspects similar, were substantially different from each other. Dugas has no doubt which one should be the more important inspiration for the team producing Deus Ex 3.

- We quickly decided that we should look that our model should be the first game - he explains. - Invisible War did have a few interesting ideas, but the proposed changes did not go in a good direction. You can notice we're inspired by the first Deus Ex on several different levels, beginning with trying to capture the atmosphere, and ending with some of the very simple, basic gameplay mechanics. Obvious example? No unified ammo like the one in Invisible War. Each weapon has it's own ammo. Even our inventory screen is much like the one from DX1.


Four paths

That's good news for PC gamers - Invisible War was primarily designed for consoles, and as such several elements were exceedingly simplified. The new game is designed to be complex and multifaceted, also in terms of plot. - The game world is built in such a way that multiple paths should be viable, and at least a handful of solutions for any problem - claims Dugas. - Basically, you could say that Deus Ex 3 offers four main playstyles, but the distinction during the game is not so clear-cut and obvious; in most situations you can progress using a combination of two or three styles. Two basic ones are combat and stealth. I guess you could complete the game either by seeking confrontation and constantly fighting enemies or by trying to discretely achieve what's necessary at the moment.

The two other playstyles are possible thanks to the ability to hack computer systems and electronic devices; and the interaction, achieved mostly through conversations with npcs. The freedom of choice allows you to shape the gameplay to your needs - of course, some conversations and situations will be mandatory, but most of the time, what you do depends only on your decisions. If you wanted to, you could go through the whole game guns a'blazing - just be prepared to miss at least half of the attractions.


And it would be a pity to do that, as the developers of Deus Ex 3 are convinced they are creating something exceptional. - You ask what currently available game ours can be compared to, but honestly , I'm unable to answer that question - says Dugas. - There's a few titles out there that touch some of the themes we concentrate on, a few similar genre hybrids combining action and RPG, but none has as complex a story and none provides as elastic plot driving possibilities. Concisely and firmly: There is no other game like Deus Ex 3. Whether that's true, we will decide march 2009.



***


infoboxes:

___
A BRIEF HISTORY OF THE FUTURE

Deus Ex (2000)
The classic RPG depicting a dark, cyberpunk vision of the world of the future. It offered unprecedented nonlinearity, allowing for shaping bot of the plot and the world of the game. Another asset of the game was the way in which typical RPG elements were combined with a first person shooter. The protagonist was JC Denton - an agent for UNATCO, an organisation fighting global terrorism - who discovered a conspiracy allowing one of the corporations to rule the world. Full version can be found in the 100th issue of CD-action.


Deus Ex: Invisible War (2003)
Published primarily for the Xbox, the continuation of Deus Ex somewhat disappointed the fans of the original - a lot of the elements were simplified in hopes of making the game more accessible for console gamers. The plot took place 20 years after the original; this time the hero was Alex D., adept of the Tarsus military academy, a place training augmented special ops agents. Invisible War compensated for less complex gameplay mechanics with an interesting plot - starting with a bang (the destruction of Chicago), the story gets even more engaging when the ties to the first game become apparent. The full version of the game was also in CDA, April 2008 issue.

Project Snowblind (2005)
Unofficial addition to the Deus Ex series. The game started life as the third part of the series, with the subtitle Clan Wars - and was supposed to be centered on multiplayer and more action-like than the predecessors. Low sales of Invisible War ultimately prompted a title change. Project Snowblind still has some characteristics typical of the Deus Ex brand - a future setting (Hong Kong 2065), that you can choose multiple solutions in many situations, and gameplay which involves using nanomodifications increasing your character's abilities. This game too can be found in full on our cover CD (issue 13/06).
___


___
Deus E...ssence

During the production of the third part of Deus Ex, the Eidos Montreal team chose seven elements crucial to preserving the core of the series. They are:

1) Choice and consequence - Deus Ex offers many options and solutions, which can be used freely by players. Each of them affects the world and changes it sometimes in subtle ways, sometimes wery noticeably.

2) Action - Deus Ex depicts dynamic, thrilling events that can be directly participated in and which sometimes demand quick, even instant decisions.

3) Role-playing - Deus Ex allows to play a character however the players imagine, offering freedom of choice and also allowing multiple modification paths and increasing of abilities of the character.

4) Open-endedness - Deus Ex has a world where the main plot is only part of the bigger picture, with additional subplots, tasks, situations to find by yourself.

5) Conspiracy theories - Deus Ex relies on an extensive, complex, multifaceted plot, dealing with important matters, and uncovering a conspiracy leading to world domination.

6) Memorable characters - Deus Ex is full of colourful, defined characters that inspire authentic emotions from the player and don't leave the player indifferent; they're the foundation the story is built upon.

7) Near future visions - Deus Ex depicts a world far from perfect, an anti-utopia set in our world's near future.
___


***

So, that's it, hope you enjoyed reading, sorry for any typos and bad english. :)
 
Estava preocupado com o facto de o jogo estar a ser produzido para PCs e consolas (como o Invisible War) e embora o lead designer tenha dito que o foco é o PC, sempre fiquei de pé atrás. Mas depois li isto:

We won't tell you the details of the plot of Deus Ex 3, because we want the players to find out themselves when they buy our game, sit comfortably in a chair and immerse themselves in our world

Ora cá está! A prova provada. Onde é que se costumam sentar os jogadores de consola? num sofá. E os jogadores de PC? Numa cadeira :-D
 
Opah desde que tenha os skillpoints, multitools, lockpicks já nao será mau...o deus ex 2 vi-me a passá-lo á força...
 
Algumas novidades, tradução dum artigo numa revista checa:

-the world is ruled by megacorporations, more powerful than national governments. The conspiracy groups are setting these corporations against each other.

-the black ops slaughter the research division of the corporation Adam works at. The questions who and why is behind the attack are answered relatively soon into the game, however more serious questions arise with the answers.

-You will be regularly visiting Adam's apartment with many reminiscences of his past like photos and a diary

-The game takes place in five well-known metropoleis, mentioned were Shanghai, Detroit and Montreal

-Women play a large role in the game, some of them you've known for a long time, others will try to seduce or betray you, depending on your previous actions

-Bosses are included, their difficulty also depending on your previous actions

-The secret societies are just puppets for a shadowy figure who wants to take control over all of the market, society, and the human evolution.

-The events of the game will lead to the establishment of UNATCO

-The main villain is to be 'similiar' to Jensen

-a rescue mission across the globe later in the game

-squad based combat AI with a visually identifiable squad leader

Um resumo mais extenso:

It had seemed the second sequel to the famous Deus Ex is just utopia.
The Ion Storm studio had been closed down some time ago, Warren Spector and Harvey Smith, the spiritual fathers of the originals had scattered into other projects.

However Eidos had not forgotten about one of its most priced brands, so when they'd opened a new studio in Montreal they decided to christen it with the developement of Deus Ex 3. There is a more than hundred member team currently working on the game, with a large budget and a lot of ideas to make this an unforgettable experience.

The first Deus Ex took place in 2052, second one will take you to 2027. Therefore it is a prequel, telling a story prior to the events of the legendary original and its worse accepted, but still solid sequel.
Deus Ex had two main themes: transformation of a man by nanotechnology and motifs of a global conspiracy.
In the third Deus Ex, these events are just rising to horizon, however society is already starting to split up.

Huge cybernetic syndicates in many states outreach the power of national governments. Who can afford it, is helping himself by the use of mechanical implants.

How do the people put up with the fact that some of them are now much smarter, stronger and more competitive than others. Tension grows in a new form of racism, on the streets augmented people are bullied by groups of ordinary people.

In the upper levels of the out of sight high skyscrapers company strategists are planning how to sabotage the competition. In background of the companies operate secret societies, however even those are only puppets. Whose puppets though? Someone wants to take control over the entire market and society, but mainly over the human evolution!

At the start of the storyline skein is a man named Adam Jensen, his world has just come to a ruin as he works as a chief of security for one of these cybernetics syndicates.

One day a special commando breaks into the building and kills all the scientists. The attackers know every detail of Adam's security plan. Someone must have taken out information.

Anyway, Adam Jensen is the protagonist, whose story starts with looking for the perpetrators and their motives. Who it was we find out soon. But the answers Adam finds will lead to more questions and in the end a rescue mission across the globe. The main villain is apparentely very similiar to Jensen. Could he be one of his relatives?

Deus Ex 3 puts a stake on a strong identification of the player with the main character. You'll get your own apartment, filled with reminiscences on Adam's life up to now.

Pictures hang on walls, and there's a computer on the table which soon becomes filled with super secret data. Distinctive female characters should appear in the game some of share common past with Adam, some of them have an interest in common future. At least one of them, though, will cross his path as a foe.

Events of DX3 will lead to the establishment of UNATCO, a police organisation of which JC Denton, protagonist of the original, was a member. Even this time it will be possible to end the game in different ways, which will depend upon the player's choices.

The authors have a difficult goal ahead of them: create a unique style for DX3. Such as the original's, System Shock's, and the latest, Bioshock's.
In short and atmospheric enviroment, which would instaneously capture the player without even focusing on the plot.


For this reason the authors are looking back at renaissance, in which they see the bonding between man and nature. However in the world of DX3, people want to exceed nature. It is, however, mainly just a visual style.

Eidos Montreal doesn't hide that they liked Bioshock's Art Deco, but obviously they can't copy that, so they made their own style. Style which combines the rough style of pessimistic cyberpunk with surprisingly detailed renaissance elements. Rich areas therefore filled with golden colors, whereas darkness rules in the poor areas below.

DX3 will, unlike the original, have more of an action spirit. Unlike its predecessor, shooting won't be impacted by stats as much as player skill. But this doesn't mean the game got rid of RPG elements.

On the contrary - skills and augs you gain will impact the choice of your combat techniques. Therefore you will be getting better, without having to worry about artificial handicaps.

AI is to get better. Groups of enemies will have their easily identifiable squad leader, and who gets him as the fist one will have his work cut out for him, as the enemy group will lose its tactical abilities. AI is supposed to react to changes in player behavior or switching weapons.

Cover is important not just for them, but for the player as well, the authors are implementing an advanced cover system, not unlike in Rainbow Six: Vegas. You will stumble upon regular enemies, robots, and of course bosses. The bosses' difficulty will depend on your previous actions!

Of course augmentations can't be missing, implants which Adam will receive through time such as X-ray vision, 'claymore', which causes a crossfire explosion and 'multi-kill' which can kill 3-4 enemies in a visually attractive scene.

And the best one - when leaping from a building, some sort of wires shoot out of Adam's back, with which he will grapple the wall and be able to comfortably walk down. The rules for augs are that they each have unique visuals, cost money and you're able to upgrade them at least once.


Money are one in-game currency, experience the other. You get experience by completing missions. Money you either find or get. And there's supposed to be only a little. The player should be constantly making decisions on his investments among augs and weaponry.
Weapons can be customised by up to four upgrades, such as scopes. Each weapon will have unique upgrades.

Augs are sorted in four categories: combat, stealth, technology (like hacking and lockpicking) and dialogue augs.

Dialogues look ordinarily at first glance, you pick from a variety of options how to continue the convo, however it is also important to watch out for the facial expressions andy body language of the particular person, you can get a lot of crucial info from these and with a bit of luck, you will be able to pick the most suitable option.

The player will visit a total of five metropolies, other than the previously announced Shanghai it should be Detroit and Montreal. The other two are not known. The main plot will lead Adam from one metropolis to another, but the player's actions, whether he will complete the side missions and in which order will he visit the key locations, will in each of the cities be entirely up to him.

Asking if we are looking forward to DX3 is probably needless. Of course we do. At the same time we're keeping our doubts whether the untouched team will understand the original's spirit and won't create just another action game in a quite interesting environment

Sure Bioshock has shown it can be done without heavy RPG elements, but nevertheless we expect a different style from DX. Which the authors promise up. Let's hope they will keep their promise, and DX3 looks fantastic.
 
Até gostei, mas esta parte: "DX3 will, unlike the original, have more of an action spirit."
Isto e o Auto-heal, é que me estão a deixar preocupado...... não sei não..
 
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