Deus Ex's Invisible War - Resisting The Obvious?
Thanks to Eurogamer for its interview with Deus Ex creator Warren Spector, as journalist and Deus Ex mod creator Kieron Gillen quizzes him about the PC/Xbox FPS sequel, Deus Ex: Invisible War. Spector illuminates the murky factions of the sequel: "My favourite moments are when people give you diametrically opposed goals on a single map", and explains the game's resistance of typical action game cliche: "There are no happy endings. There is no easy answer. There is no bad guy you can kill to make everything right." Elsewhere, C+VG has a two-part interview with Spector, also revealing a PC demo of the game is due close to its December 2nd U.S. release date.
On a serious note, sounds good, and Dec 2nd is better than the early 2004 dates I had seen when it originally got delayed :)
...except "The Future War On Terror"? C'mon, guys...
Branching of plot is overrated, and really not worth the exponential increase in development time. You can have a lot more fun by subtly altering the story according the player's actions, around a core set of static events, as the first game did to an extent. The real leap forward in DX2 should be the increased emphasis on systemic design. Areas having social context in ways more interesting than "weapons allowed" or "weapons not allowed". NPCs which actually exchange information when they talk to each other. That kind of thing.
Bow, nigger. h