Eurogamer: Deus Ex 3 Features An Escalator

I will shoot you with my gun.

Evidently. However, it seems that some embargo has been passed, as Eurogamer has just gone live with three (count ’em) articles about Deus Ex. The first is a general preview sort of thing, the second is an exhaustive series of questions about fan pleasing elements which will or won’t be in the game and the third is a hefty interview with lead designer Jean-François Dugas. This is probably the biggest amount of Deus Ex: Human Revolution info I’ve seen online yet, and almost certainly worth reading. But for those who really are very lazy, my top-level scan-notes follow…

  • First thing first: All three articles are written by Ex-PC Zone Will Porter, who is both lovely and loves Deus Ex to death. So, on a personal level, I’m inclined to believe him.
  • They dunno if the theme will be coming back. Boo!
  • The enormous two-layered city is Heng Sha. off the coast of Shanghai. Someone called “Tong” is running a club there. WHAT DOES THIS MEAN?
  • There will be lead characters who you can kill or not kill. Expect Walker to get his brother-equivalent killed. Again.
  • The levels will be big. Non-Fallout-big, but big. They give an interesting example of non-linearity – in that in the Detroit hub it’s possible to turn off the main objective for the map far earlier than you even know about it. It’s only much later do you realise what your random exploration actually lead to.
  • A door will have the code 0451. Oh! And e-mail hacking to reveal more info about the world.
  • You don’t creep up behind people and biff them on the head. They’re concentrating more on lethal-and-non-lethal take-downs, where you go into third-person to see this biffitude.
  • Less airvents!
  • Dialogue is “more complicated than Mass Effect”. They think you’ll have to read it.
  • 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.
  • There’s not multiple ammo types for each gun – they’ve gone for a variety of weapons, each with its own lethal or non-lethal functionality.
  • Though each gun does have its own ammo. Not universal ammo.
  • There’s no wonky-donkey-aiming. You start aiming at your ability, and get boosted from there. In short, you start competent rather than incompetent and only get better.
  • Linking to that, they’ve ended up merging skills and augmentations. It’s worth reading the full answer on this one, at least, half way down the page. Basically, they had both to start with and thought they were getting in the way of each other, so they merged skills into augmentations. Interestingly, they appear to work on a hybrid of money and experience points. So you can use money to buy the off-the-shelf basic augmentations, but the higher level abilities are activated with XP. And there’s lots of other stuff to spend money on. Like guns.
  • Despite the fact the game is more violent, they talk about not wanting to just glorify violence. They want to make it about player choice, rather than forcing the player into the macho role. And people will respond to violence as violence – cowering from guns and similar.
  • Hacking seems to be inspired by Uplink, with you trying to bounce between nodes before you’re traced.
  • The prequel looks more advanced than Deus Ex because they think the real world looks more advanced than Deus Ex now. They use the example of the TV screens DX uses being so tiny and non wide-screen.
  • And the game is apparently jolly pretty.

Yeah, lots more, but that’s a handful of stuff to get people started. We’ll bring you more information on Deus Ex: Human Revolution when Square-Enix’s PRs decide to start responding to our mails.


  1. ZIGS says:

    They dunno if the theme will be coming back. Boo!

    The theme is iconic, they even used part of it in the first teaser (and I got a chill in my spine when I heard it, as I’m sure other DX fans also did). Funny, the best thing IW did was the slightly revamped theme which is awesome. I’d expect something similar for the 3rd game

    • Auspex says:

      I can no longer hear the Deus Ex theme without singing along.

    • Petethegoat says:

      Oh god, that theme?!
      Surely overwhelming numbers of raging internet men will make this happen?

    • BooleanBob says:

      DER der ner ner-ner ner-ner
      DER der ner nerrr-nerrr
      DER der ner ner-ner ner-ner
      DER der ner NERRR-nerrr…

    • Taillefer says:

      It’s interesting how good games so often have good/memorable music.

    • Koozer says:

      I only played Deus Ex for the first time the other week, and this song was bloody familiar sounding to Perfect Dark music. Turns out it was the same guy who did both! Isn’t that amazing folks.

    • Vague-rant says:

      Or does the fact that a game is good make the music memorable?

    • DerangedStoat says:

      In the case of Deus Ex, the theme stands on it’s own as being memorable, regardless of the game IMO.
      The first time I played it, I was blown away by the music when the menu loaded. I was really keen to play the game, but I just sat there staring at the spinning logo and listened to that track right through. I’d never done that with a game before, and I haven’t since either.

      I can’t remember much about the game now, but that tune is still in my playlist.

    • Selendor says:

      Cannot let talk of the theme tune pass without linking to Yahtzee’s take on it

  2. Jesus says:


  3. cullnean (ld) says:

    the explanation for it looking more advanced works perfectly for me,

    also pasifict gaming please.

    hugs not guns.

    • Mojo says:

      Really? Deus Ex’ computer screens looked like this: link to

      That 16:9 line really felt lame. Why don’t they just say “we wanted it to look cooler”. At least that would have been honest.

  4. Harley Turan says:

    ‘The levels will be big. Non-Fallout-big, but big. They give an interesting example of non-linearity – in that in the Detroit hub it’s possible to turn off the main objective for the map far earlier than you even know about it. It’s only much later do you realise what your random exploration actually lead to.’

    This happened to me in Fallout 3, and I felt as if I had missed a huge chunk of story/character development. Giving the player freedom to explore and then punishing them for doing so seems counter intuitive. Non-linear gameplay + linear storytelling can be a turn off.

  5. Roadrunnerr says:

    oh man, I love escalators!

    • westyfield says:

      Me too! I just hope you can run up/down them the wrong way and not actually go anywhere.

    • Azazel says:

      Escalators cannot break. They can only become stairs.

    • Kieron Gillen says:

      Schoolboy error! A broken escalator is a broken escalator. A Car does not become just molded metal when it’s broken.


    • Skinlo says:

      Ah, but a broken escalator can still be used for its primary function, unlike a broken car!

    • Lambchops says:

      I hope they go to the extent of realism where if you a drunk and run the wrong way on the escalator you fall over. I know from bitter personaly experience that such an outcome is realistic!

    • Roadrunnerr says:

      I also hope it has that dramatic effect when if you look in the cracks of the escalator you can for some reason see lasers!
      Oh man, escalators kick arse!

    • dartt says:

      Escalator temporarily stairs. Sorry for the convenience.

    • Jason Moyer says:

      Broken escalators have been known to collapse horrifically. So not really much like stairs, in that regards.

    • Tei says:

      Obligatory youtube video.

    • Psychopomp says:

      So many people who don’t know who Mitch was :(

  6. Lambchops says:

    Yeah, this type of preview was what I was waiting for before I started to get excited.

    I have now started to get excited. It all sounds so promising.

  7. jvempire says:

    JC Tenton would be proud.

  8. Jimbo says:

    I bet Adam Jensen’s mum still tells him off if he tries to run up the down escalator.

  9. Taillefer says:

    Oh, they better know what they’re doing.

    • Alex Bakke says:

      Exactly what I was thinking.

    • westyfield says:

      Uh, what’s the significance of that particular number? Is it your PIN?

    • Nick says:

      No, but his password is smashthestate.

    • Alex Bakke says:

      It’s the first code you encounter in the game, and holds a special place in every deus ex fan’s heart. It’s like TK-421 from Star Wars Episode 4, everyone just remembers it.

    • Kieron Gillen says:

      0451 was the first password in all the “looking-glass school” games since System Shock. Basically.


    • AndrewC says:

      And, as such, an increasingly smug in joke that will take you out of exactly the sort of game that is designed around immersive worlds.

      I’m not a fan.

    • Mr_Day says:

      0451. Should be easy enough to remember.

    • Taillefer says:

      Actually, yeah, less to do with just Deus Ex and more about its history through all the games it’s been in, as Kieron says.

      So, including it could be interpreted as a big statement that they’re upholding the legacy. And that’s quite a statement, especially for a developer with few links to its origin.

      In other words, it’s fuel for angry internet men if they do anything wrong. Who shall claim the game to be a great insult to the memory of LGS, and such. And then they have to release Thief 4 too. Christ.

    • Kieron Gillen says:

      It was the first code in Bioshock, I think. Also, I *think* it may have been in Arx Fatalis too… but that’s probably wrong.


    • Auspex says:

      The first code in Bioshock 2 was 1540.

    • Hobbes says:

      Oh people! It’s from Fahrenheit 451! You know, the book about a dystopia future America?

      I’m holding out for more Olaf Stapledon references, that stuff is golden.

    • Taillefer says:

      Well, yes, that’s where Looking Glass got it from. And the first Deus Ex was almost definitely following the LGS tradition, considering Warren Spector’s involvement.

      It’s not impossible it’s a coincidence that it ends up here. But…

    • Zinic says:

      Was also used in Doom 3. Forgot if it was the first code though.

    • Hidden_7 says:

      It wasn’t the first code in Bioshock, but it did turn up, it was for the funeral parlor in the medical pavilion if I recall correctly.

      Does anyone remember if it was in Thief 2? There were definitely codes to be entered in that game, what with all the mechanist gizmos, but I don’t think till much later in the game. The thing about 451 is that you can’t have it guarding a real thing, because savvy gamers aware of the legacy are always going to guess it for any door they don’t know the code for.

    • Azazel says:

      Used in Doom RPG I thinks.

    • Justin Keverne says:

      The Funeral Parlour is the first coded door in BioShock.

    • bob says:

      Questioning the All-Seeing-Eye that is Google turns up a link with a nice anecdote from the LGS days.
      right here, or just google 0451 for fun/profit
      Also, the Warren Spector lectures mentioned in the comments there sound rather interesting.

  10. Alex Bakke says:


  11. Azazel says:

    Well then: how can you tell from a screenshot that it is in fact truly an escalator?

  12. fnsmatt says:

    I worry that “fewer airvents!” means the multiple ways to approach a level that made the first game so good will be gone, which sucks.

    • suibhne says:

      I read it, instead, as a promise that airvents would no longer be ridiculously ubiquitous as in DX:IW, where nearly every level seemed to feature copious, glaringly-obvious, and totally-out-of-place airvents.

    • MWoody says:

      There was a time when I might have shared that worry, but I’ve recently tried Invisible War. It’s possible for “multiple ways” to approach a problem to end up feeling silly and, ironically, overly linear, when said ways are just the standard “take this airduct, take that airduct, or just walk forward” over and over again.

      I want an open world where choosing my own path involves surveying a realistically-built building or environment, dynamically building a unique strategy, and acting on it, not where I’m “free” to select from several contrived, glaringly obvious premade solutions.

      In short: less air ducts = good.

    • TeeJay says:

      I usually enjoy a good sneaky crawl through air-vents, but the Hitman series show that picking and choosing routes into buildings can be made complex without any that I can remember – although they used sewers, roof-tops and lots of service entrances.

  13. Bassism says:

    Man, this looks completely brilliant.
    Deus Ex is my X-COM, so I’m really hoping this turns out for the best.

    These guys really do seem to understand what’s up, and that makes me happy.

    • Mojo says:

      They’re removing gameplay-centric stealth take downs (sneaking up from behind is replaced by tapping the A button on your Microsoft(r) XBox360(r) controller). They are celebrating “cool 4rd person takedown moves” to “please a bigger audience” with shallow stuff that looks cool in teaser-trailers. They removed skill points and, again, replaced them with gimmick upgrades for augs. They hate air vents!

      Does that sound like they “get” Deus Ex? And, especially, does this sound like they learned anything from Invisible War?

    • Poltergeist says:

      How is using your left mouse button on a npc when you are in reach and with your melee-weapon out different from pressing the a button (or whatever button) on a npc when you are in reach and with your melee-weapon out? (Except of course that one looks “cooler” and the other doesn’t).

    • SirDigbyChickenCeaser says:

      @ Mojo: Alright, calm down mate. I’ve read 4 posts from you taking digs at this unreleased game already!

      Perhaps you should wait and see how it plays before you write it off as omgfail… I’m told that’s wot sane people does to allow them to form rational opinions. :P

    • Taillefer says:

      Because it takes control away from you so you can sit and watch for a few seconds. So, there’s less chance of, ahem, emergent gameplay. If the icon’s (or whatever) is on screen, you know pressing a button will do exactly what you expect. Doing it all manually, there’s a chance you misjudged it slightly, you were too far away, or the NPC turned and you miss the angle, then he hears your weapon swing through the air… it’s a little more tense. You can also combine your swing when sprinting, jumping, falling… which may or may not be possible with the “press A” now.

      That said, I’m not intending to be very critical of the game. I’m quite excited. Just answering your question

    • DrGonzo says:

      You summed it up perfectly. It’s irritating and made me a little angry at first but I don’t see how it is enough to ruin an entire game. Some people just have no perspective.

    • Zwebbie says:

      Poltergeist: couple of things. Firstly, it made a difference in DX *where* you attacked someone. I believe Commandos are more vulnerable to riot prods on their lower backs than on their heads, while normally, you want to aim at the head at all time.
      Secondly, I always thought that it’s one of DX’s greatest virtues that the game stays consistent throughout. That also means that you, as a player, start thinking more creatively; if I can climb onto boxes, I can also climb onto explosive boxes; if I can kill enemies by shooting at them, I can kill Anna Navarre now; and so forth. While a third person kill move doesn’t destroy the game, obviously, it displays the design mentality at work, and it’s not the same mentality that made Deus Ex, where players found a million ways to do stuff in ways the designers had never intended the game to be solved.

    • Lemeza says:

      I don’t like games which take away control like that even for small amounts of time (third person games not counted).

      Also you could only stun prod a MJ12 commando on their waist area, it didn’t work anywhere else.

  14. TheApologist says:

    What was wrong with air vents. Air vents were great. Well, the choosey non-linearity of the levels was great, so as long as that’s there I’m fine.

    Also ‘Garret would probably shit himself’ – ahahahahaha…yes he probably would.

  15. disperse says:

    The game, however, will open with you (still non-augmented) playing through a murderous attack on Sarif’s business by Black Ops mercenaries…

    Yea for interactive intro sequences! Down with cut scenes!

  16. Rothkildam says:

    What a shame.

  17. Alexander Norris says:

    I laughed at the 0451 bit.

    Also, I wish they’d make more near-future games with shiny guns. I’m a horrible sucker for gun porn, especially futuristic gun porn.

  18. Perching Path says:

    Given that Tracer Tong didn’t seem like a club-running kind of guy, I think we have to assume it’s going to be a guest appearance by Pete Tong. Which intersects nicely with combat-vulnerable major characters.

    • oceanclub says:

      “Deus Ex 3: It’s All Gone Tracer Tong”.

      I’ll get me coat.


  19. Mr_Day says:

    Though each gun does have its own ammo. Not universal ammo.

    Is that so surprising? Not even in the obvious “But that was a fucking terrible idea” way – canonically, why would they use Universal ammo, stop using it, then go back? Did they not realise how painful it was first time round?

    • Kieron Gillen says:

      It’s not surprising. That’s me stressing it isn’t doing it DX:IW style.


    • Mojo says:

      Seems like they stripped different ammo types, though.

    • Petethegoat says:

      Did anyone actually use different ammo types for anything other than the crossbow?

    • Lambchops says:

      First time I played I focused on high rifle skill so frequently used Sabot rounds and the alternate ammo for the assault rifle for taking down bots.

      Also WP ammo was great fun, who could resist setting a bunch of clueless troopers on fire.

  20. Tei says:

    Sid Meier Alpha Protocol : Modern Combat.

  21. Mojo says:

    The lead designer didn’t get the Lemon Lime reference? I declare this game a failure.

    • Jimbo says:

      Maybe he was thinking “WTF is this guy talking about? Everybody knows Gunther wanted OHRANGE”.

  22. The Sombrero Kid says:

    i will breathe easier when this gets kierons stamp of approval. although I’m already incredibly excited, they’re making a lot of good decisions I think (although some shit ones too, i.e. I’m resolutely against third person parts at all, it’s immersion breaking, but they stress it’s optional)

    • Shalrath says:

      Do they say 3rd person kills/whatever are ‘optional’ in that you can turn it off, or that it’s ‘optional’ in that you can just shoot people instead? (Sorry, I can’t open the articles for some reason.)

  23. Link says:

    Canonically, it’s because this is a prequel. No nanotech to conveniently provide an in-game explanation for universal ammo, of which I’m thankful for.

  24. Coldwave says:

    Highway 17?

    Half-Life 2 reference?

  25. drygear says:

    “There will be lead characters who you can kill or not kill. Expect Walker to get his brother-equivalent killed. Again.”
    And maybe you’ll have a chance to save the character by healing him/her. We know how that will work out.

  26. Alaric says:

    My precious…

  27. Lewis says:

    “There’s no wonky-donkey-aiming. You start aiming at your ability, and get boosted from there. In short, you start competent rather than incompetent and only get better.”

    This is now mandatory for all roleplaying games. Why has this never before been mandatory for all roleplaying games?

    • Dominic White says:

      It makes sense if you character is completely untrained in something. A hacker isn’t going to be a crack shot with a rifle the moment they pick one up. But yeah, in the case of Deus Ex it was particularly jarring, as JC was meant to be a highly trained, cybernetically augmented super-agent, and STILL needs to crouch for five seconds before he can reliably hit a man-sized target just 20 feet away.

    • DrGonzo says:

      So main characters can be killed, but is this in a choice during the story or can you just be a bastard Elder Scrolls style and kill them at any point just because they irritate you?

      I’m looking at you Jauffre…

    • DrGonzo says:

      Sorry that wasn’t meant to be a reply, I don’t know what I did there. Fail.

    • drewski says:

      It sort of makes conceptual sense I guess but yeah, it was super-mega-unhappy-frustrating in Deus Ex, so I’m glad they’re booting it.

    • Wilson says:

      @Lewis – Yeah, I’m maybe a little concerned about this. I agree totally that it doesn’t make sense to have it any other way conceptually, but I fear it might make the player too powerful. I’ve read about one of the Splinter Cell games where people mention how all the tension is lost because you can just run through headshotting everyone, so there isn’t any real danger if you get spotted.

      I personally think more games should have at least a little scatter and aiming involved. In the first Deus Ex, I think it probably helped them not make the enemies overpowered. If you can headshot them with impunity from the off, how are they going to balance that? That’s what I’d be a little concerned about as far as this goes. Also, how will they improve you as they say they will? Auto-aim?

    • Ben says:

      If it’s mandatory, then aiming becomes skill-based instead of stat-based, meaning your level 1 newb suddenly has your l33t skills. This is something I think can break the game. Actually I really liked the fact that Deus Ex visually displayed your character’s aiming limitations via a dialated crosshairs and a wobble. This informs the player that their aim is not machine perfect. I’ve heard several reviewers complain that Fallout 3 and Alpha Protocol show a firm headshot and then ‘roll’ the chances for a miss. I’m not some sort of hardcore ARMA nut, but I really enjoyed this element of simulation.

      Sure, Denton was a cyber-enhanced agent, but that doesn’t mean that his aim was necessarily perfect. The wobble was pretty extreme if untrained, and it might have been a bit much if you had only invested a little, but it gave a promise for the future when you could one shot kill the MiB that wasted your parents as it stepped off the elevator. *sigh* Good memories :)

  28. Mr Chug says:

    “The prequel looks more advanced than Deus Ex because they think the real world looks more advanced than Deus Ex now. They use the example of the TV screens DX uses being so tiny and non wide-screen.”

    What? Deus Ex has holographic communication and a TV for a wall just in two rooms in UNATCO HQ. Sure, the screens look like arse in terms of resolution, but that’s because the game ran at a lower resolution than today’s standard, and the screens in game had to run within them. I’d question more why the mechanical augmentations on the DX3 characters aren’t as blatant and ugly as the ones on their 20-years-advanced DX counterparts.

    Also when are they going to get round to inventing those flicky sunglasses augmentations, I want them.

    • Stijn says:

      I’d question more why the mechanical augmentations on the DX3 characters aren’t as blatant and ugly as the ones on their 20-years-advanced DX counterparts.

      Because they can use textures of a gazillion pixels. I bet Günther Herman’s augmentations would’ve looked sexier as well if Deus Ex had used the UE3.

    • Stijn says:

      Or that Tomb Raider engine DX3 is using, of course. I mean, I haven’t heard anyone asking why people’s hands don’t look like mittens in DX3 either.

    • Mr_Day says:


      But both Gunther and Anna were incredibly upset that their (necessary) augmentations caused them to look like they did.

      Gunther’s response to his kill phrase, for example.

      The mechanical augmentations on Adam look streamlined, cool and above all – normal.

  29. Jad says:

    Basically all of the above points are ones I’m either fine with or even nodding my head vigorously to. Maybe not the theme music (would be nice to have remixes or throwbacks to the old tunes, but as long as the music is good, it doesn’t really matter) and the lack of different ammo types for guns (which is a blow for choice and complexity, but to be honest I didn’t really use this much in the first game anyway). Also I hope that stealth melee still is a valid option, even if it is hard.

    Now off to read the actual articles!

    • Jad says:

      Having now read the articles, here are Things I Like:

      The narrow, neon-streaked avenue is bathed in mist and smoke while a huge number of characters get on with life …

      If true, this is pretty cool. One of the limitations of the original game, and for that matter, so many current games, is that cities feel unrealistic because they were missing one of the things that define cities: large crowds of people.

      The further down the social tree you go the less futuristic and frivolous the common man can afford to be.

      I’m glad to see that its not all futuristic, shiny stuff, and that there will be gritty contrasts.

      When we’re creating the story the way I describe it is that we’re creating the layers of the story. We then start writing to fill those layers. The emails and things like that are one of those layers of the additional story that you can get.

      This is one of the things I loved about the original games — do you guys remember reading full newspaper articles in the original? Optional, incidental details are great.

      And yes, we do have tranquilisers

      I’ll admit that I’m not really one of those people shouting for a pacifistic playthrough option, as I did tend play fairly blood-thirstily during my playthroughs, but I’m still glad to see this. Also looking good for stealth.

      All missions have multi-path solutions. It’s not once in a while – it’s all of them.

      This is, by far, the most important thing. Even if they had the setting exactly the same as the original, kept the augs and skill separate, got rid of the third-person view and regenerating health, etc., if they didn’t have this it wouldn’t be Deus Ex. I really really hope that the game gives the sensation of a large number of if interesting, different, and valid approaches at all times. If it does, it will be Deus Ex 3, if not, it will be a crappy cash-in.

    • drewski says:

      The Man Who Was Thursday.

      Great book, incidentally, and available for free from Project Gutenberg.

  30. Poltergeist says:

    About the ammo types:

    I never, ever used any ammo than the default one for any weapon (except the crossbow, of course) in Deus Ex. I always forgot about it on every replay. So that is one thing I really don’t miss.

    Sometimes less is more, regardless how loud people scream “consolised!” at everything that aims to make games more complex.
    Only sometimes, though!

    • ZIGS says:

      You mean you never used the sabot rounds on the automatic shotgun to take down robots? WHAT IS WRONG WITH YOU!!

    • Jad says:

      @ZIGS: EMP grenades FTW!

    • Ragnar says:

      @ZIGS: No, a shot with the GEP gun works much better. Besides, it’s more fun to just stealth them.

    • Petethegoat says:

      “I never, ever used any ammo than the default one for any weapon (except the crossbow, of course)”
      Ah, humorous. I asked this somewhere higher up before I read this.

    • Shalrath says:

      Was I the only one who used almost every GEP round they had on crates/locked anything?

      Man, I think I picked all of two locks in that game, hahaha… God that was fun.

  31. kromagg says:

    Here’s the problem with sequels. Will I actually understand any of the coverage coming out, or will everything be like the “0451” code?

    I understand there’s a legacy here, but there’s a bunch of things in that list that I really can’t place, simply never having played Deus Ex (at least not beyond the demo). Maybe I’m just whinging (okay, I am), but this was exactly the problem with Bioshock 2 for me, had no idea what the game was about, at all, through all the previews. I stopped caring pretty soon too, which is probably part of the problem.

    • Jad says:

      I’m sure it will depend on where you read the coverage. On PC-game-focused sites, or sites with a pretty knowledgeable reader base, (such as this one) you’ll probably get a bunch of that. A more mainstream, console-focused site might assume less knowledge.

      It is one of the classic, must-play, cultural touchstones of PC Gaming, after all. You wouldn’t be surprised by an article written for people who are into English Literature to have unexplained references to Shakespeare or Dickens, would you? (especially if the work was some kind of “sequel” to Romeo & Juliet or something)

  32. Brumisator says:

    Oh RPS, how you people crack us up with your wonky post titles.

  33. vecima says:

    Bob, is it weird that I was able to hear the song as I read your Ders and Ners.

    you nailed it, btw.

  34. Mistabashi says:

    “When we played the first and second DX games, we looked at how you could customise your character and there were a lot of sliders that you could move through the levels, but often there wasn’t enough impact or reward for upgrading the character.

    “What we decided for this game was that we had to make it spectacular – we needed some reward. We needed, as soon as you used an augmentation, to pull the camera out into the third-person and let the player see what Jensen is able to do. And, to be honest with you, it’s something that might reach a larger audience too – through being spectacular and giving reward it’s a little less ‘hardcore gamer’.”

    So instead of using experience points and augmentations to improve and specialize our character gradually, we now just have upgrades that unlock various different quick–time events to kill people with…

    • Patrick says:

      Modern devs have a strange idea of ‘reward’ being the new standard of game design. It’s like all modern gaming involves controlling endorphin production in the player’s mind. “You got a new power! Show him how awesome it looks! Tell him exactly how to use it! Give him an achievement and some game playing points! Let him use it to kill lots of people right away!”

  35. LionsPhil says:

    “They dunno if the theme will be coming back. Boo!”

    What, musical theme? The recent trailer riffed off of it, so I would take that as hopeful. They surely can tempt back the gang of trackers responsible for DE’s excellent soundtrack with a plentiful supply of hob-nobs, even if publisher technobling mandates force them to pre-render and post-process the result.

    I am greatly pleased to see that the first comment rendered this one redundant, and also linked to Yahtzee’s lyrics. Um. “+1”, then.

  36. EthZee says:

    I’m fairly interested in this, much more so than before. I hopefully won’t get too desperate, though.

    Your turn.

  37. Gabriel says:

    Don’t fuck this up, don’t fuck this up, don’t fuck this up!!!!

  38. Patrick says:

    Ugh. Mini games instead of multitools. No more silent takedowns.
    Pessimism meter… rising…

  39. jackflash says:

    Thank god no universal ammo. Tong = Tracer Tong?

  40. The Colonel says:

    Regen health? Or no?

  41. Barnz says:

    Hey Kieron, I still remember your Deus Ex 2 review.

    • Auspex says:

      I’m increasingly of the opinion that I imagined KG’s Invisible War review as I can find no evidence of it ever being published.

    • Theory says:

      Revisionist history. A classic Illuminati trick.

  42. bhlaab says:

    Hate the idea of replacing lockpicking with a hacking minigame, hate the idea of a conversation minigame even more. Makes me think of Oblivion’s persuasion

  43. august says:

    There’s a pretty simple solution; play Deus Ex. It’s on Steam. Have fun!

    • Vinraith says:

      On that note, anyone want to recommend a graphical update mod for the original Deus Ex?

    • LionsPhil says:


      Seriously, the HDTP is ugly. More pixels, worse art. Gunther looks terrible, and not the crude-aug kind of terrible.

  44. FunkyBadger says:


    Also, a bomb?

    • LionsPhil says:

      I really hope nobody will say “A BOMB!” in DE3.

      Yes, the VA for it was funny in DE1. It’s a good little meme. But repeating and referencing every one of DE1’s humourous touches or foibles will make it feel like a parody. Like Terminator 3. Thankfully, what nods they’ve made seem subtle, save for 0451. (The musical riff gets a free pass for thematic consistency.)

      Also, liking that shot of Detroit. Looks much more “grounded” than the rest of the PR so far, which has been too futuristic-consistent for real, evolving cityscapes.

    • FunkyBadger says:

      I must be a heretic, but I enjoyed the VA in DX – the “You’re gonna burn” line is a classic.

    • Hidden_7 says:

      Sorry, how is the 451 not subtle? It’s presumably a code used for one door one time in the game that is probably very early on. It serves as a sort of signature for a mentality to game design. It is completely invisible if you don’t know to look for it, that is if someone plays it and doesn’t get the significance they are not at all lost. It’s just another door code. It doesn’t pull them out of the game, it’s not a strange scene or exchange between characters where they seem to be missing the joke.

      For people who do know about it it’s a second or so of fond remembrance maybe, a little smile. I would hope that no one sees that door code and goes “OH no! they are too in love with what has gone before that they can only ape past styles and not move forward” or “Blast! you’ve reminded me that I am playing a game and that this isn’t real life by making a small reference to other games I’ve presumably played and enjoyed, and now the game is RUINED!”

      Obviously I am attempting exaggeration here for comedic effect, but really, the 451 door code is maybe the absolutely most innocuous fan service I can possibly think of. The only thing that would be less fan service would be absolutely no fan service at all.

    • Shalrath says:

      “Also, liking that shot of Detroit. Looks much more “grounded” than the rest of the PR so far, which has been too futuristic-consistent for real, evolving cityscapes.”

      I have to ask though: Do you see Detroit looking like that in seventeen years?

    • Hidden_7 says:

      17 years can accomplish quite a lot architecturally, if the city in question is in boom, which Detroit of this world is.

      To give a real world example, in my hometown, Vancouver, a lot of rather prominent buildings in the downtown core are relatively recent. The tallest three buildings in the city were completed in the past ten years, with decade old buildings accounting for 5 of the top 10 tallest buildings. An entire incredibly prominent and visible neighbourhood of downtown didn’t exist about twenty years ago. New features are added to the skyline every year. Go back ten years and our rapid-transit rail system is a third as big.

      Point being, depending on the city, things can change rather a lot in 17 years. The Detroit in DX3:HR may be somewhat exaggerated for artistic effect, but it’s not that far-fetched.

    • Lack_26 says:

      I have to agree, I’m from Newcastle, UK, this place has changed massively over the last 20 years, the Quayside is completely unrecognisable now, what with the flats, Sage and with a skyscraper being built further into town. It’s gone from run-down, abandoned industrial area to a thriving and trendy place. 17 years is a long time, that’s all I’m saying.

  45. Lambchops says:

    I guess the ultimate test with Deus Ex is will anyone ever be able to [url=]complete the game without using items[/url] again?

    I’m willing to bet the answer is no.

    Also, “I spill my drink!”

    • Lambchops says:

      Gah, front page link code is not the same as forum link code. Here’s the link to the absolutely brilliant nutter who completed Deus Ex without items

      link to

    • LionsPhil says:

      It’s the emergent stuff which made DE1 great. They wrote an environment, and then players abused it in glorious ways. Hell, the nonlethal playthrough depends on an NPC AI “feature” where they can open any door (even if plotwise Navarre does indeed have the key for it).

      It’s kind of worrying to hear the term “you can go left or right”, as if they’re thinking “ok, write solution #1, then write solution #2, bam, you can press A or B, it’s multi-path openness!”, but that might be overanalysing soundbites just a teensy-tiny bit.

    • Lambchops says:

      This playthrough was actually videoed as well. While impressive at times it isn’t the most exciting thing to watch through, as it largely involves shifting round a whole load of crates but there is one moment every Deus Ex fan should love. Download the video “Howard Strong’s Bad Day” from the thread and watch from about 3:30 on. Truly a moment of genius!

      link to

    • Raum says:

      Where are the videos posted? It’s 57 pages long this thread.

  46. Dworgi says:

    I will literally cry if they ruin this. Deus Ex is one of the last untainted PC classics and a personal favourite. I’m hesitant about getting my hopes up, because I don’t want to be disappointed by another game designed by people who think that complexity and choice are swears.

    • LionsPhil says:

      “Deus Ex is one of the last untainted PC classics”
      *cough*Invisible War*cough*

      Which is at least some solace that we’ve managed to DisContinuity-ify a bad sequel once already. We can do it again if needs be.

      And thank the Dark Gods of Marketing that they’ve kept the “3” on the end.

    • Dworgi says:

      Didn’t happen, doesn’t exist.

    • Lack_26 says:

      Yeah it’s a shame they never made a sequel to the Matrix, either.

  47. Vadermath says:



    Also, Tong! Double-yeah!

  48. Barman1942 says:

    I’m sure the game will have plenty of references to the original theme, but it makes sense they wouldn’t remix it for the title theme.

  49. Ben says:

    Eh. I used white phosphorous rockets and the assault rifle’s HE rockets a few times. But I won’t really miss them.


  50. Iokanaan says:

    since I can’t remember DE having them, can anyone think of a reason why the escalators will all be removed after the time this game takes place?
    are those obligatory trenchcoats like Denton wears maybe that long [‘The Incredibles’-situations.. cape.. know. you liked it.] and did the insurance companies got too fed up with it?
    or did the lack of control on possession of EMP grenades induce that many incidental uses causing too many people to use escalators as stairs anyway and, additionally with the effects of the global warming in mind, is that why the ‘escalator people’ removed all of them?

    I hope this will become clear at the end of DX3.