The main Deus Ex: Human Revolution quest lasts a lengthy 25 hours, Eidos Montreal has revealed.
But that's providing you stick to the straight and narrow, explained Deus Ex: Human Revolution art director Jonathan Jacques-Belletete to Will Porter for Eurogamer.
"Someone like me would probably spend 35 hours playing the game, because I'm really someone who likes to snoop around looking at all the possibilities an environment has for me – then choose which one I'm actually going to tackle," he said.
"In the playtests we've been doing at work we usually have people playing the game Monday morning to Friday night - they play from nine to five - and some of them don't even finish it. The ones who do play it in 25 hours or so – that's because they know that they're limited."
"They do a few side-quests and they snoop around a little bit, but they mostly want to finish it. So that gives us a good gauge that the main quest is about 25 hours long... so that's a hard number as we've seen it live. From that we can extrapolate that it can easily go up to 35 hours."
Deus Ex: Human Revolution is an action role-playing game set years into the future in a time where men and women can be augmented by machinery. You, Adam Jensen, are one of those people, and you'll uncover a spiralling plot of corruption as you walk your destiny.
Check out Eurogamer's freshly minted preview to read how the game is shaping up.
I'm glad they stuck with the Deus Ex tradition of boxes distributed by a benevolent angel who wants you to be able to sneak past everything. I guess that's a general video game tradition, but Deus Ex was always fairly blatant about it when you consider how functional all the non-combat environments were in terms of being real places.
Crysis scaled easily to look like ass on minimum settings.
It is because of consoles for sure, but it doesn't really mean anything. If the engine is good, it will allow scaling up.
That is where they have to deliver for me. The problem is, they've made absolutely certain not to show any part of the game running on the PC.
I believe we will be disappointed. The aliasing will largely be negated by running it at 1080 at the very least, as well as the possibility to force it if they don't include it.
But actual quality art... from the deep dead silence on the PC version, I kinda doubt the quality will be there.
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited May 2011
I could give less than a shit about whether we can force aliasing or not or whether we can force ambient occlusion or not or whatever stupid graphics option is the current fad
You know how I judge a PC port? Whether or not it fucking works
And you know, using the mouse to manipulate the interface
As long as I don't have to fucking go into the task manager and set the game's CPU affinity to low, I'm fucking golden
that's a lot of fucking going on. But yes, I agree. Given that it runs on the same engine as Tomb Raider Underworld, it should be good.
Big Classy on
0
TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited May 2011
my penis has been augmented
TrippyJing on
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CarbonFireSee youin the countryRegistered Userregular
edited May 2011
Eidos has been pretty good about PC "ports" lately. While they're not completely separate entities from their console counterparts, the PC versions seem to run and control just fine.
Further good news: The PC user interface isn't some slapdash console-ified port. It's all custom made and pretty slick.
I actually greatly admire a developer these days who puts out a 'This is specifically how the PC version is different than the console version' video. Rather than give us the PR spiel of 'it's built from the ground up... blah blah'. They're actually providing a ton of evidence.
Further good news: The PC user interface isn't some slapdash console-ified port. It's all custom made and pretty slick.
I actually greatly admire a developer these days who puts out a 'This is specifically how the PC version is different than the console version' video. Rather than give us the PR spiel of 'it's built from the ground up... blah blah'. They're actually providing a ton of evidence.
Haha, I love how they actually show the KBAM in a window as proof that this isn't some sort of trick.
But hey, mouse-wheel scrolling on documents, awesome. So many games miss that one.
I can certainly appreciate the sentiment behind the video and them taking the time to do it. I think there's starting to be an appreciation that quite a few devs or publishers simply try to cram the console version onto the PC and simply not bother with thinking about things like the controls or the HUD. I've seen too many games in recent years that have been missing even the most mind-bogglingly basic features you would expect, like having a simple options menu or the ability to set keys / sensitivity (or turn off the dreaded mouse acceleration).
Only needing 1GB of RAM on XP makes me wonder if we'll have complaints about Invisible War sized maps. Time will tell.
Ahem.
lolconsoles
I saw the Demo at PAXEast, and they were playing on the 360 and the environments seemed big enough with multiple paths to walk through. I'm def. going to jump head first into this game, looking forward to it!
Man the more I see of these guys the more I respect em.
It's like they're really trying to show that HR will be a proper successor to the first game.
Also I know some people hate it but inventory tetris woo! Sure I sq someone that every item would just be 1 block.
Surprisingly, the devs actually said that using the grid layout for inventory management wasn't based off of Deus Ex 1, it was actually influenced by Resident Evil 4.
And I can appreciate that, it's a good system. Instead of having to deal with "weights" and weight limitations as in an RPG like Fallout 3, the player instead has an easy visual representation of how much space they have and what they can and can't carry. And how to prioritise what to remove and what to keep.
I feel it's certainly a lot better than the one slot - one item thing.
subedii on
0
chiasaur11Never doubt a raccoon.Do you think it's trademarked?Registered Userregular
Man the more I see of these guys the more I respect em.
It's like they're really trying to show that HR will be a proper successor to the first game.
Also I know some people hate it but inventory tetris woo! Sure I sq someone that every item would just be 1 block.
Surprisingly, the devs actually said that using the grid layout for inventory management wasn't based off of Deus Ex 1, it was actually influenced by Resident Evil 4.
And I can appreciate that, it's a good system. Instead of having to deal with "weights" and weight limitations as in an RPG like Fallout 3, the player instead has an easy visual representation of how much space they have and what they can and can't carry. And how to prioritise what to remove and what to keep.
I feel it's certainly a lot better than the one slot - one item thing.
Cool. Grid tetris is kind of the best, in my experience.
Immediate, practical, identifiable limits. You know what it costs you to keep that sniper rifle, and what else you could do with the same space.
Hell just you guys talking about inventory tetris makes me want to fire up RE4...
JihadJesus on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited May 2011
I love inventory tetris. Aside from forcing you to prioritize what you want to keep and use, it also lets you kind of see the weapons in relation to each other. A minor thing, but it's still nice to see how your customized super pistol takes a couple slots and does awesome or how that rocket launcher is a monster and takes several slots.
Also awesome to see that the inventory works with the number-mapped keys the same way as DE1. None of this crap where you have to shift items around using menu commands; just drag the item to the spot you want it to go.
And very happy that the controls are very customizable. One of my biggest gripes about modern PC games is that they usually don't even try to allow for decent control customization. You just end up with that bullshit where you can move around something like three commands and everything else is set in stone. It's ten times worse when you're trying to use a gamepad; for some insane reason, devs just won't let people customize their gamepad controls schemes beyond 3-4 basic pre-cooked setups regardless of the fact that PC games aren't bound by Microsoft's bizarre "test all possible control schemes" rule.
Ninja Snarl P on
0
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited May 2011
I fucking love inventory tetris because I love to arrange everything in my inventory for no good reason
It's ten times worse when you're trying to use a gamepad; for some insane reason, devs just won't let people customize their gamepad controls schemes beyond 3-4 basic pre-cooked setups regardless of the fact that PC games aren't bound by Microsoft's bizarre "test all possible control schemes" rule.
Is this supposed policy explained in detail anywhere? I've heard it mentioned before, but it doesn't seem like it could possibly be true. Fighting games for example almost always let you completely remap any command (or even combinations of commands) to any button; literally testing every available combination would be impossible. I'm familiar with the console pre-cooked gamepad setups, but a "test all possible control schemes" rule can't be the real reason, unless there's more to it than that.
I have spent a tangible and quantifiable percentage of my entire life lining up, grouping and ordering grenades in the inventory of Resident Evil 4. Two squares they take up and you can really squeeze a lot of those fuckers in if you put in the time and effort.
I have spent a tangible and quantifiable percentage of my entire life lining up, grouping and ordering grenades in the inventory of Resident Evil 4. Two squares they take up and you can really squeeze a lot of those fuckers in if you put in the time and effort.
This. Letting other people play my game became an exercise in frustration, not because they didn't always know what to do or used too many resources to do it - but because they would just dump stuff into my inventory.
"No! Flash grenades on top, then incendiary, then frags."
"Ammunition gets stacked on the right, health items on the left."
"Are you even listening?!"
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
It's ten times worse when you're trying to use a gamepad; for some insane reason, devs just won't let people customize their gamepad controls schemes beyond 3-4 basic pre-cooked setups regardless of the fact that PC games aren't bound by Microsoft's bizarre "test all possible control schemes" rule.
Is this supposed policy explained in detail anywhere? I've heard it mentioned before, but it doesn't seem like it could possibly be true. Fighting games for example almost always let you completely remap any command (or even combinations of commands) to any button; literally testing every available combination would be impossible. I'm familiar with the console pre-cooked gamepad setups, but a "test all possible control schemes" rule can't be the real reason, unless there's more to it than that.
Yeah, I can only claim to have heard it as hearsay myself, but it's entirely possible that it's just some made-up bullshit some random dev spouted so they would look oppressed instead of lazy.
However, the lack of control customization has definitely plagued gaming in general for years now, not just PC gaming. Section 8: Prejudice on the 360 wouldn't even let me remap the melee button to something I'm used to instead of just handing me pre-baked schemes and that game just came out a couple weeks ago. Devs had customizable controls fifteen years ago; not having the capability now is pure bullshit, either out of laziness or (rumored) inane rules.
Posts
Preview: http://www.eurogamer.net/articles/2011-04-27-deus-ex-human-revolution-preview
http://www.eurogamer.net/articles/2011-04-27-deus-ex-human-revolution-game-length
Screenies.
I hate to think how many people died during the testing process.
Really, with even one Aperture/Cerberus cooperative venture, it's a miracle humanity isn't extinct.
Why I fear the ocean.
Only needing 1GB of RAM on XP makes me wonder if we'll have complaints about Invisible War sized maps. Time will tell.
Ahem.
lolconsoles
I haven't checked on the Witcher, but 1GB RAM in XP was the minimum requirements of the original Crysis. So yeah, this means nothing.
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Good. That's comforting.
I see Harmonica disapproves of my joke. Well, who am I to argue :P
From what we've seen of this game, I really don't think it will have tiny, linear environments.
Crysis scaled easily to look like ass on minimum settings.
It is because of consoles for sure, but it doesn't really mean anything. If the engine is good, it will allow scaling up.
That is where they have to deliver for me. The problem is, they've made absolutely certain not to show any part of the game running on the PC.
I believe we will be disappointed. The aliasing will largely be negated by running it at 1080 at the very least, as well as the possibility to force it if they don't include it.
But actual quality art... from the deep dead silence on the PC version, I kinda doubt the quality will be there.
I could be wrong though. I hope I am anyway.
You know how I judge a PC port? Whether or not it fucking works
And you know, using the mouse to manipulate the interface
As long as I don't have to fucking go into the task manager and set the game's CPU affinity to low, I'm fucking golden
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Thanks for that.
Yeah, it is as I feared. But it looks decent enough. At the very least, not that horrific not-even-720 console version.
I am pleased.
I actually greatly admire a developer these days who puts out a 'This is specifically how the PC version is different than the console version' video. Rather than give us the PR spiel of 'it's built from the ground up... blah blah'. They're actually providing a ton of evidence.
http://uk.ign.com/videos/2011/05/04/the-pc-hud-in-deux-ex-human-revolution
Haha, I love how they actually show the KBAM in a window as proof that this isn't some sort of trick.
But hey, mouse-wheel scrolling on documents, awesome. So many games miss that one.
I can certainly appreciate the sentiment behind the video and them taking the time to do it. I think there's starting to be an appreciation that quite a few devs or publishers simply try to cram the console version onto the PC and simply not bother with thinking about things like the controls or the HUD. I've seen too many games in recent years that have been missing even the most mind-bogglingly basic features you would expect, like having a simple options menu or the ability to set keys / sensitivity (or turn off the dreaded mouse acceleration).
As if that was ever in doubt.
Why I fear the ocean.
I saw the Demo at PAXEast, and they were playing on the 360 and the environments seemed big enough with multiple paths to walk through. I'm def. going to jump head first into this game, looking forward to it!
It's like they're really trying to show that HR will be a proper successor to the first game.
Also I know some people hate it but inventory tetris woo! Sure I sq someone that every item would just be 1 block.
Surprisingly, the devs actually said that using the grid layout for inventory management wasn't based off of Deus Ex 1, it was actually influenced by Resident Evil 4.
And I can appreciate that, it's a good system. Instead of having to deal with "weights" and weight limitations as in an RPG like Fallout 3, the player instead has an easy visual representation of how much space they have and what they can and can't carry. And how to prioritise what to remove and what to keep.
I feel it's certainly a lot better than the one slot - one item thing.
Cool. Grid tetris is kind of the best, in my experience.
Immediate, practical, identifiable limits. You know what it costs you to keep that sniper rifle, and what else you could do with the same space.
Why I fear the ocean.
Also awesome to see that the inventory works with the number-mapped keys the same way as DE1. None of this crap where you have to shift items around using menu commands; just drag the item to the spot you want it to go.
And very happy that the controls are very customizable. One of my biggest gripes about modern PC games is that they usually don't even try to allow for decent control customization. You just end up with that bullshit where you can move around something like three commands and everything else is set in stone. It's ten times worse when you're trying to use a gamepad; for some insane reason, devs just won't let people customize their gamepad controls schemes beyond 3-4 basic pre-cooked setups regardless of the fact that PC games aren't bound by Microsoft's bizarre "test all possible control schemes" rule.
I did it in RE4 and I'll do it again here!
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Is this supposed policy explained in detail anywhere? I've heard it mentioned before, but it doesn't seem like it could possibly be true. Fighting games for example almost always let you completely remap any command (or even combinations of commands) to any button; literally testing every available combination would be impossible. I'm familiar with the console pre-cooked gamepad setups, but a "test all possible control schemes" rule can't be the real reason, unless there's more to it than that.
"No! Flash grenades on top, then incendiary, then frags."
"Ammunition gets stacked on the right, health items on the left."
"Are you even listening?!"
The Division, Warframe (XB1)
GT: Tanith 6227
Yeah, I can only claim to have heard it as hearsay myself, but it's entirely possible that it's just some made-up bullshit some random dev spouted so they would look oppressed instead of lazy.
However, the lack of control customization has definitely plagued gaming in general for years now, not just PC gaming. Section 8: Prejudice on the 360 wouldn't even let me remap the melee button to something I'm used to instead of just handing me pre-baked schemes and that game just came out a couple weeks ago. Devs had customizable controls fifteen years ago; not having the capability now is pure bullshit, either out of laziness or (rumored) inane rules.