Those are good things. I mean, DX didn't have no escalators. Some future that was.
It'd be pretty great if they went in for an in-story explanation as to the ugly and deteriorated state of the world, during DX1. Instead of just shrugging it off with "eh, widescreen TVs". Make some comments towards the end of the game about disasters and breakdowns, blahblahblah.
I'll miss air vents and biffing. That was pretty much all I did. Pepper/gas, baton, vent, repeat.
Don't know if I'll miss multiple ammo types. I mean, did anybody actually use non-tranq darts? Especially flare darts.
I wanna say X and Y are mandatory fundamentals of DX, but asides from inventory, augs and cyber-everything, I'm finding it hard to define what that would be.
Klash on
We don't even care... whether we care or not...
0
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
I don't think I have enough yawn for that. Yeah, it's an impressive enough cinematic, but this is Deus Ex and I don't give a shit about that. I want to see the gameplay, customization options, know more about how you get through the story, etc. Every time I see more cutscene footage, I can't help but think they're missing the whole damn point of making a Deus Ex game.
The CGI trailer stuff was made by Square for Eidos
It will not be featured in the game in any meaningful capacity
It's just a marketing trailer, like they do these days
We've seen gameplay footage, they released that bit from E3 and it looked good. And they've stated over and over how much they care about the core gameplay experience of Deus Ex, so I'm not all that worried anymore
That said, just creeping up and biffing people on the head is going to be tricky anyway. Enemies can apparently look backwards over their shoulders while walking forward. Garrett would probably shit himself.
That said, just creeping up and biffing people on the head is going to be tricky anyway. Enemies can apparently look backwards over their shoulders while walking forward. Garrett would probably shit himself.
Dude
This is blowing my mind
Wait wait.... Woah... What?
That just seems like such an obvious mechanic I'm surprised that it hasn't been done before. Just wow. Genius. :^:
I'm finishing up the Nameless Mod. While it didn't have all the bells and whistles and fancy textures, I'm having more fun with it than I did with Invisible War.
I don't think I have enough yawn for that. Yeah, it's an impressive enough cinematic, but this is Deus Ex and I don't give a shit about that. I want to see the gameplay, customization options, know more about how you get through the story, etc. Every time I see more cutscene footage, I can't help but think they're missing the whole damn point of making a Deus Ex game.
I'm as excited to play a proper Deus Ex (which this appears to be) as anyone else, but come on. The game's aesthetic happens to be marvelous, and I could watch it all day. Maybe you're broken inside.
That said, just creeping up and biffing people on the head is going to be tricky anyway. Enemies can apparently look backwards over their shoulders while walking forward. Garrett would probably shit himself.
Dude
This is blowing my mind
Wait wait.... Woah... What?
That just seems like such an obvious mechanic I'm surprised that it hasn't been done before. Just wow. Genius. :^:
Holy crap, seriously? All those stealth games and I can't believe nobody ever tried this, yet I'm stretching my brain and I can't think of any. That's awesome.
Also: Wouldn't mind seeing some of Adam being a bit less... serious. One thing I liked about JC (and Alex, to a lesser extent) was deadpan one-liners and quips; it gave the impression he was never too busy to make light of the situation. Even if he sounded like Growly McFacepuncher, he still had enough written character to stand out. Not seeing it yet from Adam, but we'll see how it goes.
Anyway, the gameplay I have seen of DX3 makes me semi-optimistic for the real deal. I'd do all manner of questionably legal things for them to just update DX's physics and AI, balance the skills/augs out better, and provide more options for diplomatic resolutions. But since I can't have that, I think DX3 will be better than I was initially willing to give it credit for.
That said, just creeping up and biffing people on the head is going to be tricky anyway. Enemies can apparently look backwards over their shoulders while walking forward. Garrett would probably shit himself.
Dude
This is blowing my mind
Wait wait.... Woah... What?
That just seems like such an obvious mechanic I'm surprised that it hasn't been done before. Just wow. Genius. :^:
Holy crap, seriously? All those stealth games and I can't believe nobody ever tried this, yet I'm stretching my brain and I can't think of any. That's awesome.
Also: Wouldn't mind seeing some of Adam being a bit less... serious. One thing I liked about JC (and Alex, to a lesser extent) was deadpan one-liners and quips; it gave the impression he was never too busy to make light of the situation. Even if he sounded like Growly McFacepuncher, he still had enough written character to stand out. Not seeing it yet from Adam, but we'll see how it goes.
Anyway, the gameplay I have seen of DX3 makes me semi-optimistic for the real deal. I'd do all manner of questionably legal things for them to just update DX's physics and AI, balance the skills/augs out better, and provide more options for diplomatic resolutions. But since I can't have that, I think DX3 will be better than I was initially willing to give it credit for.
Well, we're not actually seeing any character aside from conspiratorial sounding narrations. Have no fear, I'm sure when we get to the actual game, Jensen will be a confident ass kicker with a sense of humor. We haven't even heard any conversational dialog from Jensen yet. It'll be fine.
I don't think I have enough yawn for that. Yeah, it's an impressive enough cinematic, but this is Deus Ex and I don't give a shit about that. I want to see the gameplay, customization options, know more about how you get through the story, etc. Every time I see more cutscene footage, I can't help but think they're missing the whole damn point of making a Deus Ex game.
I'm as excited to play a proper Deus Ex (which this appears to be) as anyone else, but come on. The game's aesthetic happens to be marvelous, and I could watch it all day. Maybe you're broken inside.
I just want to see some of the actual game in motion already. The list of games with impressive-looking cinematics and lackluster everything else is a pretty long list. I don't need to see pretty movies, I need to know if this next Deus Ex game is actually going to be any good. I love the visuals too, but seeing if the game lives up to those is far more important than fancy CG.
Also, I think this guy's voice is great for the part. The guy has been at the bad end of some things, deals with the dark underbelly of a futuristic world, and has had a fair number of bits chopped off of him and replaced. I imagine anyone would sound harsh and weary working with all of that. It's also good that he sounds kinda like Christian Bale, but different enough so I won't spend the whole game thinking how the guy sounds exactly like Bale.
On the one hand, this game doesn't remind me of Deus Ex at all (except the voiceover in that trailer sounds mysteriously like Walton Simons).
On the other, it looks amazing, and whether it is an acceptable sequel to the original or not, everything I see for it clicks with me as something I will enjoy.
I don't think I have enough yawn for that. Yeah, it's an impressive enough cinematic, but this is Deus Ex and I don't give a shit about that. I want to see the gameplay, customization options, know more about how you get through the story, etc. Every time I see more cutscene footage, I can't help but think they're missing the whole damn point of making a Deus Ex game.
I'm as excited to play a proper Deus Ex (which this appears to be) as anyone else, but come on. The game's aesthetic happens to be marvelous, and I could watch it all day. Maybe you're broken inside.
I just want to see some of the actual game in motion already. The list of games with impressive-looking cinematics and lackluster everything else is a pretty long list. I don't need to see pretty movies, I need to know if this next Deus Ex game is actually going to be any good. I love the visuals too, but seeing if the game lives up to those is far more important than fancy CG.
That's all gameplay footage, even if it is a bit cinematic. There were a bunch of leaked videos a bit further back in the thread that had the same levels.
edit: From Jonathan Jacques-Belletête, art director on Deus Ex: Human Revolution.
Hi guys!
I find this super sweet that I actually get to respond like this! I think we should do this more often. I read the forum quite often, so I'm fairly aware of what goes on up in here.
Ok, here's what I'd like to clarify today: There is absolutely zero officially released screenshots that are in fact concept art. They are all 100% genuine real time in-game screen captures. You can trust me 100%. The amount of work it would take for a concept artist to make up an entire image looking convincingly like it is from the "running" game is staggering and definitely counter-productive. Consequently, it would serve no practical purpose (especially if the games doesn't in fact share the same visual attributes. And if it did share those same attributes, then why create a faux-screen when you just could've snapped it in-game?).
This being said though, I think it'd be simply awesome that a concept artist or illustrator would have as a personal style (or as an imposed aesthetic exercise) an utterly convincing "in-game" style to the art he creates, and this to the point where it would confuse the viewer's eye (be the piece rendered digitally or traditionally (the latter being much tougher of course for the achieved goal I am talking about here)). But this would only serve the intentions of the plastic arts. For a commercial game production (which is what we are talking about here), to make a concept art with all the trappings of in-game graphics makes no sense. This would be equivalent to making pixel art style concepts for the visual research of an 8bit or 16bit game (which was not the case obviously. Concept art in the 80's and 90's were still real drawings or paintings even though they were created for a very pixelated and lo-fi final output).
If you look at our in-game screenshot you can see that all the contemporary real time in-game visual quirks are present: The dithering on Adam's hair strands due to alpha test blending, the way Adam's wrist bends which is due to the skinning and weighting of the character and its rig, as well as the animation applied to it (and believe me when I say that none of the concept artists I know would dare draw a wrist like that . Continuing with the observations, the contact shadows between all the objects is clearly "shining" with the limitations of SSAO (screen space ambient occlusion). As happy as I am with the style and look our SSAO gives to the game, here again, a concept artist or illustrator would not render his contact shadows with such a lack of precision (and by lack of precision I mean it not in a pejorative way, but merely because that's just what it is with the limitations we were working for: compared to real-life ambient occlusion, I'd be foolish to say it does not lack precision!).
When we started developing the visual direction for DX:HR 3 1/2 years ago, we knew that we wanted a certain level of stylization to the global feeling of the visuals. We were not aiming for photorealism, but instead, for a strong credibility and homogeneity within the game's pseudoreality. I think that we truly have achieved this goal, to the point where some places in the game look almost exactly like the concept art. We wanted a graphic novel visual approach to the game and that's what we worked very hard at creating. True story: sometimes people would pass by some artist's computer here at work and say: "Hey! That's a sweet concept art you got there for your wallpaper." And then this "concept art" would start moving FPS style and the person would go "Woah! It's the actual game hahahLOLbrbBbq!!". My point here is the following: Even artists on DX:HR's production floor were sometimes fooled. And this is due to the stylized nature of the visuals, and the often extreme faithfulness between the concept art piece and it's in-game materialization.
I have to say, the visuals for Deus Ex HR are pleasantly surprising every time I see them. Its a great balance between advanced graphics and awesome art taste.
I feel what people say when their worried that HR may not live up to the original. But quite frankly, the developers really seem to be giving their all to make this game great.
JacobkoshGamble a stamp.I can show you how to be a real man!Moderatormod
edited September 2010
DX1 didn't have the best character models or light effects, but the environments were immensely atmospheric and more "convincing" in a hands-on, you-are-here sort of way than many much more advanced games since.
DX1 didn't have the best character models or light effects, but the environments were immensely atmospheric and more "convincing" in a hands-on, you-are-here sort of way than many much more advanced games since.
Agreed 100%. When the elevator doors open to the Hong Kong market, wow. I still get excitement/shivers. Plus I stop by the teahouse for a snack.
There's still areas I haven't explored in the canals.
DX1 didn't have the best character models or light effects, but the environments were immensely atmospheric and more "convincing" in a hands-on, you-are-here sort of way than many much more advanced games since.
Agreed 100%. When the elevator doors open to the Hong Kong market, wow. I still get excitement/shivers. Plus I stop by the teahouse for a snack.
There's still areas I haven't explored in the canals.
The canals still freak my shit out. The music is super creepy and the place just feels really lonely, and yet really dangerous, in ways I find hard to articulate - like eyes are watching me from the dark. Most of the people you meet, even the ones who aren't overtly hostile, seem to be up to something, like the ship captain with the secret room full of contraband.
Posts
It'd be pretty great if they went in for an in-story explanation as to the ugly and deteriorated state of the world, during DX1. Instead of just shrugging it off with "eh, widescreen TVs". Make some comments towards the end of the game about disasters and breakdowns, blahblahblah.
I'll miss air vents and biffing. That was pretty much all I did. Pepper/gas, baton, vent, repeat.
Don't know if I'll miss multiple ammo types. I mean, did anybody actually use non-tranq darts? Especially flare darts.
I wanna say X and Y are mandatory fundamentals of DX, but asides from inventory, augs and cyber-everything, I'm finding it hard to define what that would be.
The CGI trailer stuff was made by Square for Eidos
It will not be featured in the game in any meaningful capacity
It's just a marketing trailer, like they do these days
We've seen gameplay footage, they released that bit from E3 and it looked good. And they've stated over and over how much they care about the core gameplay experience of Deus Ex, so I'm not all that worried anymore
Dude
This is blowing my mind
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
Wait wait.... Woah... What?
That just seems like such an obvious mechanic I'm surprised that it hasn't been done before. Just wow. Genius. :^:
http://www.youtube.com/watch?v=p56NjU5NC3k
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Holy crap, seriously? All those stealth games and I can't believe nobody ever tried this, yet I'm stretching my brain and I can't think of any. That's awesome.
Also: Wouldn't mind seeing some of Adam being a bit less... serious. One thing I liked about JC (and Alex, to a lesser extent) was deadpan one-liners and quips; it gave the impression he was never too busy to make light of the situation. Even if he sounded like Growly McFacepuncher, he still had enough written character to stand out. Not seeing it yet from Adam, but we'll see how it goes.
Anyway, the gameplay I have seen of DX3 makes me semi-optimistic for the real deal. I'd do all manner of questionably legal things for them to just update DX's physics and AI, balance the skills/augs out better, and provide more options for diplomatic resolutions. But since I can't have that, I think DX3 will be better than I was initially willing to give it credit for.
Well, we're not actually seeing any character aside from conspiratorial sounding narrations. Have no fear, I'm sure when we get to the actual game, Jensen will be a confident ass kicker with a sense of humor. We haven't even heard any conversational dialog from Jensen yet. It'll be fine.
I don't care if this isn't as good as the original. I want to play it. Now.
JC Denton always sounded like Cornfed Pig to me.
I just want to see some of the actual game in motion already. The list of games with impressive-looking cinematics and lackluster everything else is a pretty long list. I don't need to see pretty movies, I need to know if this next Deus Ex game is actually going to be any good. I love the visuals too, but seeing if the game lives up to those is far more important than fancy CG.
Also, I think this guy's voice is great for the part. The guy has been at the bad end of some things, deals with the dark underbelly of a futuristic world, and has had a fair number of bits chopped off of him and replaced. I imagine anyone would sound harsh and weary working with all of that. It's also good that he sounds kinda like Christian Bale, but different enough so I won't spend the whole game thinking how the guy sounds exactly like Bale.
On the other, it looks amazing, and whether it is an acceptable sequel to the original or not, everything I see for it clicks with me as something I will enjoy.
http://www.gametrailers.com/video/gc-10-deus-ex/702811
That's all gameplay footage, even if it is a bit cinematic. There were a bunch of leaked videos a bit further back in the thread that had the same levels.
Steam // Secret Satan
Well. You don't really use the arm blades when you want non-lethal.
Though, I'm sure the arm blades provide a very nice foundation for the non-lethal smack up the head.
well, technically cutting through a person's tendons isn't going to kill them... you don't have to puncture a vital organ or vein ..
Your non-lethal options are punching them with your big metal arms, or using one of the non-lethal weapons
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
That's gonna result in so many unintended lethal/nonlethal takedowns.
Should be 2 different keybinds on PC, don't see how else it could work.
I always tap buttons, I never hold 'em unless I have to
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
It could work by simply pressing a button for a non-lethal takedown, and holding it for a lethal one.
I feel what people say when their worried that HR may not live up to the original. But quite frankly, the developers really seem to be giving their all to make this game great.
PSN: ShinyRedKnight Xbox Live: ShinyRedKnight
Otherwise, fuck yeah.
Also HAHAHA, these screenshots are from the console, and they look great.
Brother, why don't you give us some from the PC.
Ugh for some reason I was thinking of pressure sensitive buttons.
I am butts.
Those screens look awesome though.
DX1 actually wasn't bad when it came out.
DX1 was a little behind the times and visually inferior to other games due to the use of the Unreal Engine and 3dfx.
Just imagine they were made of Lego.
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
https://medium.com/@alascii
Agreed 100%. When the elevator doors open to the Hong Kong market, wow. I still get excitement/shivers. Plus I stop by the teahouse for a snack.
There's still areas I haven't explored in the canals.
The canals still freak my shit out. The music is super creepy and the place just feels really lonely, and yet really dangerous, in ways I find hard to articulate - like eyes are watching me from the dark. Most of the people you meet, even the ones who aren't overtly hostile, seem to be up to something, like the ship captain with the secret room full of contraband.
http://www.youtube.com/watch?v=VPx3-Nyvgqc