Deus Ex 3: Jean-François Dugas Interview

Staying calm the face of a new Deus Ex game is tricky. Quintin came back from GamesCom making excited chirping noises, but there’s so much at stake. We must remain steady until we’re certain. We’ll play it and then, only then, we’ll decide whether to get to explode in a ticker-tape parade of giddiness. Of course, this steely focus didn’t stop me getting in touch with the lead designer, Jean-François Dugas, and seeing what he had to say about the game. Fortunately for us he said many things, including revealing the link with Rainbow Six: Vegas, and explaining that most of the game could be played through without killing anyone. Also, most significantly, we can exclusively reveal that there are no greasels in Human Revolution.

Read the full conversation below.

RPS: So let’s start with some background. How did you come to be designing the third Deus Ex game?

Dugas: My background, okay! I started in the industry in ’97. I started off working on racing games on the N64 and PS1, things like that, then I moved over to first-person games, such as the Far Cry games, and an unannounced Rainbow Six game. At some point I was approached by a producer I had worked with in the past, and he asked me “would you be interested in making the next Deus Ex game?” I basically said yes, but with my heart pounding! It actually took me about six weeks to say yes. So that’s how it came about. I was approached, and I was a fan, and so it was a really, really exciting moment.

RPS: You were nervous about it?

Dugas: Well, I already had a project, a good small team, a good position. I was happy there. When you work somewhere and you have to make a big change you have to know what is going to await you. The primary reason I said yes was because it was Deus Ex, but I was already working, so I had to take these things into consideration.

RPS: What did the original game mean to you?

Dugas: To me Deus Ex 1 was… well, it was ground-breaking. For me, it was a game that made me feel clever, because of the way I was playing around with the tools that you have available to you. That was pretty satisfying. It wasn’t the first game to do these kinds of things, I would say, but it was one of the first where that particular sense of achievement was more up front. One of the important things at that time, one of the things that stuck with me, was the fact that the game would reflect your actions. So depending on how you acted different characters would say different things to you. For me that resonated, because I did not feel like a ghost in the game, I was a part of it. That was a super-strong aspect of the game, and important.

RPS: Something that comes up when we talk about Deus Ex is that if Invisible War hadn’t had the Deus Ex name attached, it might not have been judged so harshly. But it was also the point at which that kind of game was being attempted for consoles, which makes it interesting, and possibly relevant to you?

Dugas: Before we really started designed Deus Ex: Human Revolution we went back to the first two games and played them again. Even though the second one hadn’t been so well received, it was important to go back and see what they had done. We also had to go back to the original game, because you might not have played a game like that for years and you end up with souvenir memories of everything. Playing it again now enables you to step back and look at what is strong and what is not as strong. For me it was essential to go back to those games and try to understand what were the pillars of the franchise, what were the core values. We had to make sure that we designed within the confine of those values. It doesn’t mean that it’s the same as DX1 or DX2, but the same ideals and values are portrayed in Deus Ex: Human Revolution. That said, our game is based more on Deus Ex 1 because the more RPG aspect is stronger. The way things are used, the feature list, that is stronger. But overall it was about understanding the values across both games. We wanted to revive it for a third game, understanding the franchise through both earlier games was the best way to do that.

RPS: These are not the only games that have influenced you for this project though, are they? I have seen you mention the cover system in Rainbow Six: Vegas, which you also worked on, as being important to DX3? Splinter Cell seems to flicker in and out there, too…

Dugas: Well we have not /just/ been influenced by games, of course. In recent years there have been games like Fallout 3 and Bioshock, we definitely looked at those, because I think they were able to maintain complexity in game that is also on console. We might think that console needs to be dumbed down, played with one button or whatever, and I think those games are an example of maintaining some level of complexity, and for us that was useful. One thing we wanted to make sure was that weren’t sacrificing the complexity of the Deus Ex experience because the game is on console. Seeing how these games have tried to do that is useful to us.

But we also have looked at books and movies, sci-fi movies old ones and new ones: Bladerunner, Robocop, The Matrix and also some Japanese Anime. We went all over the place to see where something would strike us as really cool. We didn’t want to really reproduce what anything else did, of course, but to create our own package that seems unique, seems fresh. You can see some influences of these things, I would say, but you cannot say that we rip them off.

RPS: Going back to what you were saying about core values, it struck me playing DX again recently, as well as System Shock and Thief, that all those games basically leave you feeling pretty vulnerable. You have to run away from multiple adversaries, have to hide, and so on. Will Human Revolution have a similar sense of threat to your character?

Dugas: At the beginning you don’t have much augmentation, so you aren’t that strong. But as you progress and explore some of the areas off the critical path, then you will start to beef up your character. You will not be invincible at all, at any stage, but at the end of the game you will probably be more like Robocop than a human being.

Right now we are balancing the game, I was playing with the new tweaks this week, and if there are more than two or three enemies on screen you will go down fast, especially if you don’t pay attention to your surroundings. We’re aiming to make the frontal assault approach a possibility, like any other means in the game, such as hacking or whatnot, but the frontal approach will require some thinking. If you want to play it as Serious Sam you might not find this to be the game you are looking for.

RPS: Can you talk about the stealth mechanism? Hiding in shadows? Line of sight?

Dugas: It is really not very complicated, it’s quite a simple system in that you refer to the cover around you, but what you are trying to do is break line of sight and manage the amount of noise you produce. And why we decided to go that way – since we knew that our game would not be built with light and shadows, we would have some brighter, lit environments, basing it on shadows would have been even more complicated. Going with breaking the line of sight and sound produced means you could play stealth in a well lit area. It was about making that stealth work for the player without breaking either the game or the visuals we wanted to produce.

For the cover system, well, I don’t know if you played Rainbow Six: Vegas, but it is similar: there is no automatic cover, if you don’t hold the button then you are not going into cover, release it and you go out from cover. It’s very simple, very natural, and it gives you a good sense of what is going on in the environment to help you plan your next move. Of course if you wanted to just stay in first-person you can do that. There’s no mechanic tied to the cover, especially for stealth, it is not tied to the cover mechanism.

RPS: So what is the reasoning behind the third person sequences? I mean, you see your DX1 character in the third person for dialogue, but here it’s for action bits too. Not just the cover use, but things like the bombs being thrown out, takedowns, and so on. What’s the idea behind that?

Dugas: There are a few reasons behind that. When we started the project we realised that the main character should be an important character in that sense that you should know or be compelled to know who he is, what his background is, but also that it shows what his augmentations are. We wanted it to feel cinematic. We didn’t want it to simply be some stats that tell you that you are better at this or that, without you feeling directly the sense of reward. We wanted to make sure that the more physical augmentations would be more impactful, and we should be able to see that on the character as often as possible, while maintain a first-person game. This means you get to see your character for certain actions, use of certain items, climbing a ladder, things like that.

RPS: Speaking of augmentations, there seems to be quite a lot of future-fantasy tech going on. Is that going to extend into weapons, which have so far been sniper rifle, assault rifle, stabby blade thing. Any other surprises there?

Dugas: Yes, we didn’t reveal that much so far. We revealed a few weapons at E3 and GamesCom, but we have others. We have lethal and non-lethal varieties, and some are more futuristic and experimental than others. We wanted to make a distinction between the more real-world, familiar weapons and the more experimental things we haven’t talked much about yet. The marketing guys will tell us when it’s time to talk about that!

RPS: So with non-lethal weapons, is that going to be central to the game? Is there going to be some hiding of unconscious bodies and so on?

Dugas: Absolutely. If we make an exception for a few forced encounters, you can play the entire game without killing anyone. Or if you decide to kill them all, that’s up to you. With the non-lethal weapons, if you don’t hide the bodies, you will find another guard will come round, and wake his friend and they will come and look for you. It’s not always necessary, because some enemies will be alone and isolated, but it’s about managing risk. You will want to drag bodies into cover.

RPS: Okay, this is a bit of an odd question. In DX one there were mutant animals. The greasels, and some kind of crocodile thing. Are there going to be any mutant animals in Human Revolution?

Dugas: Uh, no.

RPS: Good, I hated those things.

Dugas: [Puzzled laugh.]

RPS: Moving on: the augmentation system. What sort of limitations are there? Will I have a single specialisation by the end of the game? Mix/max style?

Dugas: With the augmentation system there are four pillars: combat and stealth, hacking and social. Combat and stealth are primary modes, so all missions can be completed with either combat or stealth approaches. Hacking and social are secondary modes which support the primary modes and exploration in general. There might not always be a social or hacking alternative to a problem, but there will always be a solution through the primary pillars of the game, through combat or stealth.

Our goal right now is to make sure that, in a single play-through, you can’t have it all. So you will have to choose whether to go more with combat, or more with stealth, or to balance them both. You will have to decide which kind of augmentations you want to push, or not. You will have to decide what kind of player you are. Will you be John Rambo with all combat boosted? Or will you be a Jack of all trades? It’s about how you want to play the game. You will acquire experience points from doing missions and these can be used to unlock new abilities. Some of these are already present but must be learned. At the beginning of the game you might have the augmentations in your body, but you might not have all the abilities. Your brain needs to adapt to the machinery. We also have “softwares” which allow you to learn these things faster, a little like the cannisters in DX1.

RPS: Okay, let’s talk size and linearity. How open are the levels going to be? It was one of the strengths of DX1, to my mind, that you could find your own route through a number of the levels…

Dugas: It’s going to be a mix of open spaces and more confined spaces. If you have seen the E3 and GamesCom demo? Well, the E3 demo was just one corner of a street, and it is way bigger than that. It goes off a long way in several directions, and you can explore all that. But there are also missions where we go behind enemy lines, and they are more comparable with say Area 51 if I can compare that with the original Deus Ex game.

So we will have city areas which you will have to explore, and within those there will be interiors you will have to storm, and then you will fly off to another locations where things are more constrained. It’s back and forth. The story is linear in that you reveal one layer at a time, but the choices that you make within that will reveal the story here and there, explore this and that. The game will tell you when it is time to go into a compound or whatever. It’s a linear structure with many possibilities within the structure.

RPS: Finally, Deus Ex was quite a political, philosophical game. It was filled with ideologies and tried to deal with them in game form. What are you dealing, or trying to deal with, in Human Revolution?

Dugas: We have a few themes. Transhumanism is at the heart of the experience. We are asking the question about our own evolution, and asking whether we should go there. Is it good for humanity or not? These changes are important, and real.

But one of the end goals we were interested in exploring was the human factor. Why do people do what they do? Characters in the game believe in something, so what is the factor behind their reasoning? We wanted to give a human element to it, to explore the reasons behind their actions. In real life we will demonise people because their beliefs are not matching ours, but when you try to understand those people you see that they simply come from a different background, a different life. That’s what we’re trying to tackle in Human Revolution, to give a third dimension to the machinations of our characters and not just say “Bwha, I am evil because I like to do this kind of thing!”

RPS: Thanks for your time.

Deus Ex 3 is scheduled for February 2011.


  1. CMaster says:

    They say all the rights things.
    The question is well, will it work?

    • Orange Required says:

      That’s not the question at all.

      The question is, will it blend?

  2. Thiefsie says:

    Nothing new here, but still I have high hopes for it… High hopes, but realistic expectations…

    • Thiefsie says:

      hehe still had a giggle at the 3-armed draggin body thing!

    • The Innocent says:

      That’s not an arm… I think it’s the much anticipated dickhook augmentation. Much more useful than all the augmentation ads you get in your spam folder.

  3. Jockie says:

    Well Rainbow 6 Vegas is one of the least hateful cover systems that i’ve played with in that it’s fairly tactical and complex, yet relatively simple.

    He kind of evaded the multiple routes through a level question explaining that the hub or street areas are fairly open. But presumably there are plenty of vents etc that allow us to pursue a more stealthy route through the more confined areas?

    • Jockie says:

      *Simple to use RE: the cover system, i am aware that complex yet simple kind of doesn’t make any sense!

    • Quintin Smith says:

      They demo they were showing had Gamescom (recovering a chip from a corpse in a police station) had multiple playthroughs of the same area, and one of them used a mix of hacking, backdoors, vents and stealth augmentations to complete the level without being seen.

    • Alexander Norris says:

      “Complex yet simple” makes perfect sense – complexity/superficiality is an indicator of depth and simplicity/complicatedness is an indicator of approachability. The best systems are always complex and simple (easy to grasp, hard to master).

    • mandrill says:

      Like Go. Simple rules but so complex there is yet to be a computer that can match a human player.

  4. Nick says:

    It actually sounds quite promising, one of those rare occasions when the more I read about an upcoming game the better it appears. Of course, time will tell, but it certainly seems to be on the right track anyway.

    I do hope cover will be a toggle though.

  5. Talia says:

    The trailer very much reminds me of Ghost in the Shell, which I’m sure inspired them. How long until someone starts making that mod?

  6. Talia says:

    It seems inspired by Ghost in the Shell. The trailer specifically, at least. Motoko vs. the Tank at the end. Anyone want to guess how long until the mod is announced?

  7. Muzman says:

    They say most of the right things. Although dead wrong about ‘seeing the character’. If I get to actually do the cool stuff rather than watch the game do it for me, I get to feel it instead. Which is several orders of magnitude better, not to mention cheaper. (makes creating pro-mo videos a bit more difficult I guess).
    Oh well. Sounds decent despite that.

    • jon_hill987 says:

      Agreed, I would be far happier with no third person views at all. They can put in mirrors if they think I must see what I now look like meched up.

    • VelvetFistIronGlove says:

      I completely agree. I want to do cool stuff, not watch my character do cool stuff.

      Not to mention that a third-person cover means there is no meaningful choice in using cover, no tactical tradeoff. In first person, you have to decide between being largely protected from harm and being able to see the situation and shoot in response. If cover takes me into third person, then I am protected from damage, can see more of the situation than in first person (the see round corners effect), and if the game has a “blindfire” action like many do these days, I can also shoot the enemies – without leaving cover.

      A third-person cover system is a horribly flawed basis for interesting combat.

    • Orange Required says:

      You did read the cover section, right? The cover system is basically optional. You can still crouch normally and play it as if it didn’t exist, if you like. If you don’t push the cover button you won’t go into the third-person cover mode.

  8. Greasy Green Greasels says:

    Greasy Green Greasels
    Greasy Green Greasels
    Greasy Green Greasels

  9. Barnz says:

    Dugas: In recent years there have been games like Fallout 3 and Bioshock, we definitely looked at those, because I think they were able to maintain complexity in game that is also on console.

    RIP Deus Ex.

    • Optimaximal says:

      I’m pretty sure Fallout 3 did a good job (VACS gibbage & pretty poor main quest aside) of being a fairly complex ‘console’ game.

      Bioshock less so…

    • Nallen says:

      My heart sunk at that point too. Not because I didn’t enjoy and complete both those games, but because that’s now the benchmark of ‘complexity’

  10. jarvoll says:

    The fact that combat and stealth are the two primary approaches they’re focussed on has me a little worried: after all, devs might have said the same thing about IW, which we know turned out in practice to mean every area had a door and an airduct, and they were your options. I’d have hoped they’d aim a little higher (let’s say for most areas to have 3-4 options with some having 5 or 6) so that even if they fall short, they’ll still be better than IW in that regard. As it is, if they fall short, they’ll be equal with IW in that regard, a possibility that concerns me.

  11. Fillem says:

    Is gold the new brown?

  12. Gwog says:

    I’m taking the approach that this is a win-win. If it actually deserves the Deus Ex name; amazing, a new DX game. If it’s a glossy soulless shooter entirely based on action beats with perfunctory RPG elements, the most currently perceived popular action game mechanics, cardboard characters, and a cliche story; great, I spend less money.

    I’m going to continue telling myself this until I believe it.

  13. Xercies says:

    I’m actually quietly excited about this, everything i hear is that its actually looks like its going to be a pretty good successor to Deus Ex.

    Having said that unfortunately everybody for there near future stuff looks at Blade runner and anime so it looks not that original the environment. But thats a minor niggle.

  14. Baboonanza says:

    Too many exclamation marks, it makes him sound a bit like a wildy gesticulating loon.

    I respect the enthusiasm though.

  15. stahlwerk says:

    The stealth system sounds a lot like the implementation in Metal Gear Solid, doesn’t it? I’m cool with that.

    OT, but also speaking of brightly lit environments, the “Lionheart, King’s Crusade” Ad with its stark white background colour slightly detracts from your website layout (no discernible content area) and is quite straining on the eyes when reading on a bright monitor. Anything you can do about that? :-/

  16. pipman3000 says:

    is it me or does that guy look like gregory house?

  17. Lambchops says:

    No greasels?

    What a shame.

  18. Richard Beer says:

    Apologies for not talking about the game, but is Jim drunk? The opening paragraph is all over shop the!

  19. stahlwerk says:

    I don’t quite yet believe the release date. My guess is that it will be finalized in six months.

  20. Josh04 says:

    It just seems really hard to fit in the world in that trailer in between now and Deus Ex 1. I mean, Jock just had a normal helicopter, not some weird one man pod. New York didn’t look like it co-existed with a world of multi-story cities. I mean, Deus Ex had future-y shit but it was incidental, like the bots. The really weird stuff only appeared once you broke into the world of MJ12 and the Illuminati etc, and it really helped the game to feel like it was ‘real’. This looks stylised all to hell, and it might be a good game, but it won’t be a good Deus Ex game. The real world doesn’t have mood lighting.

    • Daniel says:

      Yes, the future of now looks different than the future of 10 years ago. This is not news. GitS looks totally different from Innocence, as well as from Stand Alone Complex – but they are all awesome.

      If you just want DX1 then just play it and stop whinging about graphical improvement in 10 years time.

      The ugliness of the original is not why it was amazing.

    • Josh04 says:

      You’re saying I should expect a prequel to look more futuristic than the original? Really?

    • Orange Required says:

      Yes, and he’s right.

    • snv says:


    • Fred Wester, CEO of Paradox says:


  21. toni says:

    their justification for 3rd person and gratifying violence is still pre-teen grade stupid and unfitting for a DX game. for a game about immersion and detail they sure work hard to detach you from the world and your avatar by making the player a floating cam. this cannot go unnoticed. since hl2 perfected the in-game cutscene and since crysis did pick up the body awareness flag and perfected it I can’t understand how any game can have floaty cam and pretend to be next-gen or cutting-edge. this guy has it all backwards imo and no reporter ever questioned that…

  22. Brian Manahan says:

    What a shame.

  23. Hmm-Hmm. says:

    I’m now of the opinion that we’re more likely to see something that’s honestly trying to be a true and worthy successor to Deus Ex. The question remaining whether it will succeed at this, or.. how well.

  24. Nickless_One says:

    A bomb?

  25. The Colonel says:

    Any news on how the regen health will work yet? I felt it really spoilt the combat sections in Mafia 2. Maybe it’ll be something along the lines of Stalker where it slowly recharges?

  26. Terrier Retreat says:

    So, Deus Ex and the immersive sim have parted company. It seems as if most of the more intelligent discussions of power and political philosophy that were the best results of conspiracy pastiche are gone as well.

    Dugas comes off as awfully nice and even enthusiastic about his game, but completely witless.

  27. ZIGS says:

    Dammit RPS, why didn’t you ask about mod tools for the PC version?!?!

  28. Shazbut says:

    If the developers are assuming that I will feel happy and/or badass about the third-person “rewards”, they are also assuming that I am an overgrown child. This will filter down into every aspect of the damn thing.

    Unless, UNLESS, it is a cover to attract more players, and thus be a financial success, whilst actually being a game that doesn’t underestimate the intelligence and maturity of the GROWN HUMAN BEINGS WHO MAKE UP THE CORE DEMOGRAPHIC.

    Because, gosh, it’s not like The Wire was successful or anything.

    But this is unlikely. I’m not being pessimistic. It’s just unlikely isn’t it.

    • Shazbut says:

      Also, re: the third person thing

      Has anyone actually asked for it? I mean, anywhere?

      Do some console or PC players feel alienated by being unable to see their character? Have they expressed this somewhere?

      Please reply and put me in my place if you’re someone who is attracted by the third-person stuff you’ve seen and feel it’s inclusion has made you more inclined to by the game when it’s released. I’m not going to attack or even challenge you. I just want to believe this decision by Dugas is not based on, you know, malevolence and he’s responding to something tangible as opposed to some crazy idea of how to attract a bigger audience.

  29. Consolitis says:

    Doubt this guy will be putting quotes from Voltaire in.

    Also, my name hurr hurr

  30. Ashen says:

    First he says they played through Deus Ex again to understand the franchise.

    Then he says they added third person animations so that the game feels more cinematic.

    Does not compute.

    • newt says:

      Does not compute

      Oh it does when you see it in action. The inclusion of 3rd person camera is smooth.

    • Josh W says:

      If the 3rd person camera is able to save me from ladders I will forgive it.

  31. Gabbo says:

    For every 2 steps forward Jean-François Dugas seems to take in making me feel like maybe, just maybe this game is heading in the right direction, he takes a pratfall down a flight of stairs by mentioning R6:V as their inspiration for cover systems and not really answering the question on multiple ways to approach a situation (Exploring a cityscape is meaningless if you’re still forced to use the front door).

    ‘So depending on how you acted different characters would say different things to you.’ – If all he got from this was ‘Oh cool, different dialogue this time!’, then I’m worried even more.

    • jeremypeel says:

      I actually always though the Rainbow 6 Vegas cover system worked smoothly – not show-ily – and allowed for some pretty creative thinking mid-firefight.

    • Nick says:

      The R6:Vegas cover system worked great.

  32. SirKicksalot says:

    I always thought dream logic applies to video games, this being the reason I can be immersed by both first and third person perspectives.

    • Josh W says:

      I find video game logic applies to my dreams, which is why if I die in my dreams I do it like in Jedi Knight 2 (of all things?), and promptly load a quicksave.

  33. skittles says:

    I think you misunderstood what he was saying. To my mind he was saying that upgrading yourself would give a visual upgrade. Ie. an armstrength upgrade would put nano thingy’s on your arms. Then you would be able to see and recognise all your cool upgrades. Because simply being told your arms are stronger is pretty boring. Going 3rd person and seeing nano attachments on your arms gives a better sense of achievement. But it is purely a purely cosmetic sense of achievement, he said nothing about the game doing anything for you.

    • Gabbo says:

      I would take changing how your character is able to interact with the world over visual acknowledgment.
      You mention strength upgrade. You go from not being able to lift certain objects to being able to do so. Opens up plenty of avenues for game play.

  34. Anthony says:

    i get the impression this is going to divide fanboys even more than Fallout 3, if that was possible. Never doubt the force nostalgia can have on the mind of the jaded fan.

    I maintain a healthy level of interest. By the look of things, even if it isn’t the zomgawesome return of the Deus Ex franchise it still looks like a pretty good game on its own merits. However, I really want to see some more gameplay video before being completely sold.

  35. Vyacheslav Potemkin of Australia. says:

    It strikes me that if I were to make a Venn diagram with one circle representing people who deride Deus Ex: Human Revolution based on speculation and the creeping dread of third-person elements with another circle representing those who enjoyed Mass Effect 2 far more than is warranted, there would be two thin crescents on either side.

    Seriously, Mass Effect 2 is quite profusely praised by Rock, Paper, Shotgun, the gaming community generally and virtually every games journalist I’ve read the opinion of. Yet the gameplay is either conversing with people and making stupidly simplistic ‘moral’ decision making or repetitive combat against slightly different opponents in slightly different contexts with slightly differently shaded waist-high walls.

    The writing is atrocious; affected poignancy, shallow characters padded with transparent attempts at maturity, contrived dialogue, awkward interpersonal encounters and it’s all just so blindingly obvious with seldom any meaningful commentary.

    There was no attempt at non-linear missions (save for some exploration in hubs and an occasional divergent area or hallway or possibility for stealth and virtually no serious or consequential ways to avoid violence.

    What am I getting at here? Even if Deus Ex: Human Revolution lives up to the most pessimistic speculation, at a minimum it will still wipe the floor with Mass Effect 2, a game I still very much enjoy for the presentation and atmosphere (if only Sheldon Pacotti was the writer… a man can dream).

    • JackShandy says:

      It’s a linear shooting game with a dialogue system, yes, but I disagree when you say that’s a bad thing.

      That’s about all I can really say in opposition here. You attack it for not being Deus Ex when, well, it obviously never made any attempt to be Deus Ex. Yes, they made no attempt at non-linear missions. A game shouldn’t be judged for failing at things that it never attempted, surely? (Old joke: “Teacher, can I be punished for something I didn’t do?”). It seems like you only hated it because you were expecting something different, just because it came from Bioware.

      Also, I loved the writing. No meaningful commentary? Well, yeah, it doesn’t shoehorn an obvious philosophy in there like Bioshock did, but I think you’ll find the Loyalty quests have a bit of meaning in them. The writing stands up as even with/better than star wars and star trek, which would be the reference points(good or not).

  36. Thiefsie says:

    From PCPowerplay: link to

    And DLC pretty much confirmed: link to

    • Thants says:

      They’ve started working on DLC already? On a game that’s not coming out until February?

    • stahlwerk says:

      Number 1: That’s terror!
      Number 2: That’s terror!

  37. Ybfelix says:

    So the cover is like Splinter Cell Conviction/Killzone 2? I liked that way.

  38. The Sombrero Kid says:

    The Ladders are a serious problem, that sounds like I’m joking but I’m not, it’s symptomatic of them not getting the Doctrine.

    I’m sure it’ll be a great game, but I’m certain it won’t be a Deus Ex game, it’ll be a cinematic action rpg with Deus Ex skin pulled over it, at least that’s what i take from the footage, I’m always willing to change my mind once i play it.

  39. JesusChristDenton says:

    Sweet they’re putting in rewarding third person camera views like in Rogue Warrior

  40. waltonsimons says:

    I’m really curious if they’ll keep the main theme to deus ex, did anyone hear anything about that?

    • Thiefsie says:

      Bluntly for their PCGamer interview week I recall that they said they won’t be using the theme in the game, at the very least directly.

  41. Hélder Pinto says:

    I still have a hard time with that art direction yellow filter. ;\

    We’ll see how it will look in the real thing, but I think It needs to be tonned down and leave space for more colors.

    Gameplay wise, I know it wont be nothing quite like DeusEx, no game will ever ever top that. But If at least it beats DX:IW I’m happy.

    Looking forward to february.

  42. Cherokee Jack says:

    *Skims comment thread.*

    And the stunning similarities between hardcore Deus Ex and hardcore Fallout fans become more and more apparent. I hope this game is good, but for the sake of my sanity and blood pressure, I’m done listening to petulant whining about every minute detail that isn’t in-line with the original.


    If a mostly cosmetic change in perspective sends you into these kinds of hysterics, you need to suck it up, move on and accept the fact that developers stopped making the kind of Deus Ex game you’d ever be happy around the time they stopped using the Daikatana engine.

  43. joe balls says:

    In the future all nightclubs will be shit.

  44. Cirno says:

    Deus Ex: Human Transformers!

  45. The thing that lives on your eye says:

    That you were born? No, I’m cool with it.