Posts Tagged ‘Deus Ex’

Cyberleak: Deux Ex – Mankind Divided Revealed

Square Enix have been teasing a project for the last couple of days, with the codename Project CKP – Can’t Kill Progress. Now, Neogaf user arturkrang has revealed what appears to be confirmation that CKP was building toward the long-awaited Deux Ex: Mankind Divided reveal. The leak comes via Kanobu, a Russian website (as detailed here), and contains images, including the one above. The rest are below.

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Multiple Endings vs. Split Ends: The Value Of New Tech

But what of the beard?

I’ve seen Adam Jensen from Deus Ex 4* and his hair is lustrous.

I like to make the time at every GDC to attend one talk I almost certainly won’t understand, because it’s useful to remind ourselves every now and then of the absurd technology that underpins the games we play. This year I picked Augmented Hair In Deus Ex Universe Projects, because not only does it fit this mission, but I thought I might get lucky and hear a few hints about Deus Ex 4.

Instead I left the talk with a question: does anyone really care this much about hair?

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More Immersive, More Sim-y: Deux Ex Mod GMDX Updated

I like to think that last week’s post about new Bloodlines mods got a few folks reinstalling the game, so let’s go for The Big One of “when someone mentions it, you’re driven to replay it” games: Deus Ex. Mega-overhaul mod GMDX released a new version last week with even more tweaks making the immersive sim more immersive sim-y, new facets to systems creating new ways for you to be clever and for things to go wrong.

To single out one tiny change from a huge update, I really like this: “If holding a carcass or TNT crate friendly NPCs may get frightened or attack.” I mean, you would be worried, wouldn’t you?

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Dark Futures: Clint Hocking

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the best moments from the archive. This week, we re-visit Kieron’s Dark Futures series, which spoke to the leaders of the immersive sim. This is part five, an essay written by Clint Hocking.

Clint Hocking’s career started with sending his resume into Ubisoft Monreal “on a lark”. Six week’s later, he’s working on the original Splinter Cell, ending up as a designer/scriptwriter. After its enormous success, he rose to the position of Creative Director on Splinter Cell: Chaos Theory and Far Cry 2 before leaving this year to chase new horizons. Away from his game design, he’s a prolific essayist on his own blog. And in keeping in that, rather than a traditional interview, Clint has wrote us an essay…

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Not-Deus Ex: First Look At New Game’s Engine

Look no one is saying this is the new Deus Ex.

Eidos Montreal aren’t saying this is a screenshot from the next Deus Ex game, right. Today they announced the shiny new(ish) engine that’ll power their next cyberfest, and simply wanted to illustrate that with an image. This here Dawn Engine is based on “a heavily modified version” of Glacier 2, the engine IO Interactive created for Hitman: Absolution. This Dawn demo screenshot is perhaps not Newus Ex, but it is quite Human Revolution-y in its gold-washed technohole with metal walls, metal floors, and so many cables and tube lights, yet incongruously swanky furniture.

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These Are A Few Of My Favourite Things (In PC Games)

every feature needs a montage

Some moments in some games stay with you. The right event, the right surprise or the right hats at the right time, and it’s imprinted on your memory forever. I’ve been playing PC games for almost 25 years: I’ve got a million of these, and so have you. I’ll show you just a few of mine if you show me yours.
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Eidos Anthology Has A Lot Of Good Games, Is Pricey

A rather strange addition to Steam’s Early Access list popped up over the weekend – the Eidos Anthology. Eidos, which sort of exists inside the maw of Square Enix, is no slouch when it comes to noteworthy games, and Eidos Montreal recently picked up a Golden Joystick for Best Hair or similar. An anthology of their games is quite the thing.

In a collection of quite enormous proportions, Square are selling 34 games (including all the Tomb Raiders, all the Thiefs, all the Deus Exes) and about forty-nine billion DLC packs at just over half the price of buying them individually. That price, however, is £160. Cor.

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Cramming: Deus Ex ‘Re-imagining’ Mod Coming Soon-ish

Oh là là!

Texture packs, replacement models, and post-processing mods can do a lot to pretty a game up, but they can’t conceal that jagged old level geometry. It’s an awful lot more work to re-do and update levels but by gum, the folks at Deus Ex: Revision are putting in the time. The Caustic Creative team have been tarting up and reworking Deus Ex‘s levels with more props, more decorative architecture, and fancier lighting.

Version 1.0 of the “re-imagining” mod had been due on May 12 but due a mysterious alluring offer it’s pushed back into the nebulous “near future,” those PC Gamer chaps have spotted. In the meantime, we’ll have to make do with a new video showing off a few of the reworked levels.

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Warren Spector Done With Triple-A, Not Done With Games

Warren Spector is a busy man. He’s directing the University of Texas at Austin’s game design academy, he’s teaching part-time, he’s traveling and giving talks – the list goes on. But while the Deus Ex and, er, Epic Mickey creator is surrounded by games and relentlessly stalked by his legacy, he’s not actually making anything right now. He didn’t exactly go out on a high note last time, either. Between the new gig(s) and enough accolades to craft cyberpunk augments and a Mickey hat made of pure gold, he could easily call it a career right now. But that, he told me on D.I.C.E.’s red carpet, simply isn’t in the cards. Go below for my brief chat with Spector and special guest star The Internet’s (and also Vlambeer’s) Rami Ismail.

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Interview: Spector On Cartoons, Cyberpunk And Failure

In this second part of my conversation with Warren Spector, we discuss the good and bad of Disney, Spector’s new role as an Academy director, the benefits and drawbacks of growing up as a gamer, and the parallels between Hollywood in the late forties and the games industry now. Also, why indie development is the place to be.

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