Deus Ex 3 Announced
Gamasutra has the news that Eidos is already hard at work on a Deus Ex 3 . The company announced this project along with a brand-new studio in Montreal, which will be developing the title. "According to [General Manager Stéphane D'Astous], Eidos Montreal currently has two groups -- a Q&A group that is responsible for testing all of the developer's games from anywhere in the world, and an in-house development team that D'Astous says has just passed proof of concept for Deus Ex 3. 'This game was very highly rated at its release in 2000, and we have this great huge mandate to do the third one, and everybody is very excited,' added D'Astous"
When I say "please don't suck, for heaven's sake, please don't suck."
11 was a racehorse
12 was 12
1111 Race
12112
notice they talk about the acclaim for the original, released in 2000, not the crappy 2003 sequel--so they aren't ragging on it and talking about what they'll do different, they're just not talking about it at all :P
A lot of people knocked Invisible War, but I had a lot of fun playing it. It wasn't as good as the first game, but honestly if they stick to the basic Deus Ex formula, I think it'll be a pretty good game.
I'm just hoping that it isn't Vista-only...
After the disaster that was Deus Ex 2. Both it and Theif III were ruined by simultaneous Xbox development a few years back. Here's hoping they make a Thief IV at some point as well and don't screw it up.
Hm, working in their Q&A department might be a nice cushy job! *rummages around his desk* WHERE'S MY RESUME?!
It's called cheap labor, by native (reletivly altho in quebec dual lang) speaking english people. Canada is the new India.
oogly boogly!
Although getting rid of those nasty complicated parts like "complex plot", "skills" and "unique ammo" did make Deus Ex 2 more accessible to console game players, there were still people out there who lacked the higher cognitive functions and opposable thumbs necessary to really immerse themselves in that first sequel. So, some of those innovations will just have to be taken farther:
Linear plot: Although Deus Ex 2 successfully obliterated the choices that players could make in the first game's ending, mushing them all together into some sort of hybrid plot, some players were confused by the residual choices available in the sequel. Deus Ex 3 will prevent further confusion by standardizing the "auto aim" features and adding "auto move", as well as by replacing the "choose your own adventure" style conversations with a new "we chose your adventure, now shut up and listen" interface.
Gun: The unified ammunition, one-size-fits-all inventory, and reduced upgradability of weapon skills in Deus Ex 2 really made that game more accessible to the "can't tie their own shoelaces" audience. Deus Ex 3 will build on this success by replacing the varied and confusing weapon selections from the previous games with "Gun", a generic rifle which will shoot shiny graphics effects and will be the only weapon equipped by the player and all NPCs at all times. Gun will never hurt anyone friendly, will automatically correct your aim when shooting at anyone unfriendly, and will expend no ammunition. Gun will therefore double as a convenient way of eliminating from the game confusing questions about which characters are really good guys and which are really bad guys - shoot 'em all and let Gun sort 'em out!
Box: Because of the wonderful reception that the Deus Ex 2 levels and textures received, we now know that it's just fine to scale back level design for console systems with limited RAM. Accordingly, Deus Ex 3 will be even able to run on all popular handheld game systems, with a few minor plot and setting adjustments to fit the limited level files into available memory. Can you fight your way past the defenders of Square Tunnel and make it to the enemy's hidden Box base?
Length: Although Deus Ex 2 was significantly shorter than the first, it was still way longer than the average movie, and what kind of person wants to sit in front of a screen that long? What are you, some kind of gamer geek? Deus Ex 3 will be 90 minutes; 95 minutes in the "Directors Cut" version.
(disclaimer: Deus Ex: Invisible War was actually an okay game; it just really disappointed by comparison with the first)
As a Quality Assurance Engineer/Coordinator/Lead/Manager for 10 years, I believe I must stand up and complain about the superfluous "&". I heard [a high-ranking person] of the IGDA call it "Q&A".
I have a few words for the developers.
See that 3 in the title? That's just a number. Ignore it. Look only to Deus Ex for inspiration. There never was a Deus Ex 2 - that was all just a figment of the darkest parts of your imagination.
(fwiw, for those who haven't played, Deus Ex 2 wasn't a horrible game, so much as it didn't nearly live up to the first game of the series. It suffered from a massive case of being dumbed down for simultaneous console/PC release, from the original's PC-only origin.)
I remember reading all the articles and developer interviews as the 2nd game was being designed and built. What was clearly apparent more then anything else was how completely blind they were to what made the first game such a huge hit. They gave themselves credit for a long list of aspects of the first game that barely had anything to do with its success and completely ignored everything that made the game great. The file result was no surprise to anyone that read those interviews and dev blogs.
And then...in the aftermath of the sequel...their interviews again showed they had no idea why their game was a complete and total flop.
They'll screw it up; There's really no chance in hell of them not completely screwing the pooch again. They haven't a clue what they did right or what they did wrong. Go replay the first game; It was great, it's still great, but it was a fluke. The industry isn't setup to create great games like that anymore.
My
Like most of the people who will comment here, I really enjoyed the original Deus Ex. Yet I was also very disappointed with DX2. Whenever the discussion of great single-player games comes up, there's usually someone cheering for Deus Ex, closely followed by another comment warning potential players to stay away from the sequel.
The most often cited reasons for the sequels 'suck factor' seem to be the (relative) brevity of the game, small areas with constant loading, as well as the simplification of the interface, inventory management, ammunition/weapon system, and character development. Many of these issues can be seen as the problems inherent with developing for the console market. The original Deus Ex was PC/Mac only, whereas DX2 had to get by without a mouse and keyboard. Those issues are the ones that everyone seems to cite when talking about 'what went wrong', and why DX2 is widely seen as inferior to the original. I believe that this is the case, but it's not the big problem.
The big issue I see is that people know what they are getting in to. The original Deus Ex was long and involved, with a plot that was interesting and unique. When I started the second Deus Ex game, I knew what I was in for. Not the specifics obviously, but the general outline of the game was pretty much known to me within the first hour. While there were some interesting changes made in structure between the first and second games, they were not enough. This is still the story of an augmented special agent, unraveling massive conspiracies, lies, and backstabbing, and ultimately deciding the fate of the world.
Long post short, what I thought was great about Deus Ex was the plot and how it was revealed to the player over the course of some fairly long gameplay, combined with very ambitious (for the day) interactivity. The second game had much the same overarching plot, but the surprise was gone and it didn't pull it off as well. Repetitive plots are the bread and butter of gaming, but the direct comparison between the two makes DX2 suffer.
I could be a great artist, and if I paint a nice half portrait of a young woman seated, dressed in dark colors, and appearing to look back at the viewer, it could be very good on it's own merits. Hang it next to The Mona Lisa, and tell people that there is some connection between the two, and it will garner nothing but scorn.
How to fix these issues for DX3? Good luck.
The two biggest problems with Deus Ex 2 were the levels and the perspective.
- The levels were cramped and very much like Doom 3. You didn't get the feeling that you got in the original, where long-range sniping and so on was possible as well as being way out of the hearing range of others. The original also had a lot of locations, almost reminiscent of Hitman. Multiple ways to get places and do things(and screw up as well), and a dead-simple interface.
We would rather figure out our levels and make things happen and have a lot less DOOM push the button, go through the twisty maze. Otherwise, I might as well play MYST. Pretty pictures... find the button in the room...
- The perspective in the second game as a disaster. It made everything look oddly semi-first person, but not really. So distance and movement was just off. A good example is to compare it to the original Halo. If you get this wrong, you end up with something that feels like you're playing in a PS 1 game instead of a simulation.
- #3 (there are way more than two things wrong with the second game)- The graphics in the original were fantastic. They had a simplicity and a lot less eye-candy, but game designers need to understand that raytracing and applying visual effects to everything just doesn't cure poor design. A good example of this is to compare Halflife 2 to FEAR. HL2 has a look and feel that is crisp and clean and low on silly blooming and effects, and FEAR is a CPU destroyer despite having tiny levels - because they put four tons of eye-candy in it. A good example of this is a game like Gran Turismo. Our eyes don't change how they operate short of silly speeds and acceleration, yet if you compare this to Need for Speed, where they artificially introduce motion blur...
Well, you see my point.
#4 - make it for PC only and THEN port it. Console games that end up on PC are essentially crippled right from the start.
Whatever they do, I hope they make it somewhat modable (maps, weapons, AIs, objects, graphics, simple game mechanics). Giving the gaming community the ability to enhance the game, is a good recipe for adding value for both the simple end-customers and the more serious fans.
In addition, they should ensure that the game plays well in online scenarios. Allowing players to connect on a 16-player server is not enough these days - server admins must have tools, scripting platforms, dedicated game servers, etc. in order to ensure continued success of the product.
Both are elements present in every successful game in recent years.
Using an existing gaming platform could ensure these criteria. Using Halflife2/3, CRY Engine or similar is probably costly, but if they implement their work well, the revenue stream will continue for much longer.
- Jesper
My security clearance is so high I have to kill myself if I remember I have it...
Well, even if DX 3 is a massive failure, we'll still have the High Definition Texture Pack to keep us going.
http://offtopicproductions.com/hdtp/about.php
They don't mention which platform it is for....
Deus Ex 2 was really awful. I read about the "mixed" reviews, but I thought I should give it a chance. I tried to like it, but it was just....awful. Maybe the plot picked up later in the game, but I couldn't continue playing it past the first couple of levels. The performance on PC was dreadful, levels were tiny to accomodate limited console memory. Everything about the interface screamed "console" - the text font was huge so conversations were always very short. When moving things in the inventory you couldn't drag and drop with the mouse, you had to move a square around slowly with the arrow keys, press space to select and deleselect items. Foes ran up to you and then stood still, firing one shot every ten seconds or so. There were multiple paths through obstacles, but unlike the first game the solutions were always glaringly obvious and no challenge.
I personaly believe that designing for console doesn't HAVE to mean dumb down, but this is one title where they clearly had done just that, in spades. It made for a really crappy PC game, and a game that insulted console players' intelligence.
The title that made thousands of PC players familiar with "consolitis". The Deus Ex 3 makers will have an uphill struggle I'm afraid.
Being bitter is drinking poison and hoping someone else will die
An article over on bit-tech.net talks about how Warren Spector has no ties to this one. So I wouldn't really expect a return to the exceptionally immersive world of the first Deus Ex. I hope they do take into consideration how badly the second one was rated and sold compared to the first one. However I don't have very high hopes for it. bit-tech.net story: http://www.bit-tech.net/news/2007/07/24/warren_spector_not_bothered_about_deus_ex_3/1/
Sure that web-site has content.. But so does a garbage can!
Deus Ex was a critical success, but did not made much money. People who made Invisible War were not blind, they had a clue, but they were only more interested in making money than making a critically acclaimed game. Of course, Invisible War still did not make much money, but that's because as easy and simple as it was. it was still too challenging for the average gamer.
Hi, umm, welcome to 2007. Our dollar is worth more than yours.
This guy needs to add a few letters to his last name so that he can be Stéphane Disastrous. Now thats a game developer's name.
Well, it has never been successfully tested.
I loved Deus EX, the sequel sucked, Console dumbification. DO you know the difference between a console player and a dead duck? No, you must be a console player.
Yada yada, others have said it, and I repeat it, but my main point is that while there is the slightest glimmer of hope in that they refer to the ORIGINAL as the one that sold and was reviewed well, they don't mention the sequel. This could be good, they realize it was a huge mistake but company politics prevents them from being negative of one of their own products, OR they simply don't realise that for gamers there is a huge difference between the original and the sequel.
I fear they learned nothing, that when they talk of Deus EX being great they mean BOTH games. Yes it is scary but this EA. Remember, they pulled a Deus EX 2 on us before, what is to stop them from doing it again?
TO learn from your mistakes, you first got to admit them.
Will this game be the miracle of gameplay that was the original or the console dumbness of the sequel. Considering what consolites did to the spiritual sequel to System Shock, I am not getting my hopes up.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Probably so. The levels in the original are not merely large. They are a "You are here... what you going to do next, punk?".
Hong Kong in the original was excellent. You had an entire section of the city to explore and when you got there, you had no real idea where to go. "find person X" as opposed to "here's a glowing dot on the GPS". Hitman does this well, especially in the later levels. Your target is in this hotel or other large structure. Find him, get out undetected. That's ALL you know the first time playing.
And the skills were trainable. It had RPG elements and paths and options that forced you to not change. It was common to hold onto an upgrade or even half a dozen of them in order to modify and use that new weapon you knew was coming (Sniper Rifle usually). And if you wanted to say, jump a mile high and do levels easier and in unique ways, well, stealth was forever not an option.
But this is lost in designers from what I can tell. Looks great and less filling? We can't survive on light beer forever. We also need some real thinking games in our diet.
- Ubisoft is a big gaming company based in France
- Ubisoft sets up shop in big, modern Montreal because of the language and a favourable exchange
- Everybody else follows suit
- ???
- Profit!
We like our games up here, but I don't think there is really anything "special" about the scene up in Canada. Unless, of course, you believe everything Gabe and Tycho say...Just when I thought I had forgotten all about DX2 ... you all had to remind me!
You don't say? Sure am glad I live in canada then.
Actuall in Montreal (up the street of ubi mtl).
I also work for an Americian Company for the exact reason I said.
It's cheaper to employee Canadians to do a job, then to hire the equivilant Americian.
My counterpart in the US who does the exact same job I do, makes 35k more than I do, so I do the same work, but cheaper). Hence, cheaper labour.
But hey, thanks for pointing the obvious!
oogly boogly!
"Well said. Deux Ex still stands up as the best game I've ever played."
Well I can't speak to the "best game ever made"* since I couldn't finish the GOTY version due to a "unable to save" (that means autosaves too). But I will give it an original idea nod and note that while the sequel wasn't all that, the multiple endings were OK.
Deus Ex's problem was lack of marketing mostly, and maybe a bit to ahead of its time. Ion Storm was in a huge internal mess at the time and didn't really try to do much of anything with Deus Ex. The game got great press because it was a truly, undeniably fantastic game (a rarity...in a game press climate where the review of a game hasn't anything to do with the quality).
It's also much more of a thinking game and quite a bit of it was lost on people that weren't well educated. The story and story items (like the fantastic newspaper articles in the game) relied heavily on real events, conspiracy theory, etc. Most of the story just went over people's heads, most especially gamer teens (the "only" market anyone was looking at at the time).
Now...the industry is well aware of the older, better educated gamers. A game like the original Deus Ex, with the convincing, deep, thought provoking story line and detail oriented game play (the inventory and skills management, the tactical choices to make at every step) would do quite well. Of course...they'd have to market it...and they'd have to stay the hell away from the craptastic FPS shooter experience that is any console.
Which is about as likely as Bush pulling out of Iraq for xmas.
My
Honestly, I'd be very happy if they remade Deus Ex 1 with the graphics, gameplay, and physics of Halflife 2.
"The industry isn't setup to create great games like that anymore."
Yeah! The open source community is like that.
Crap, I should reinstall it...
ROMANES EUNT DOMUS
Funny thing, doesn't this ASCII figure remind anyone of the Helios AI (post-merger)?
Judge for yourself: http://en.wikipedia.org/wiki/Image:Icarus.jpg
Obama likes poor people so much, he wants to make more of them.
If Warren's not involved, then let me reiterate the FP: please don't suck, please don't suck, please don't suck
(yeah, I know - he was involved with DX2 and Thief 3, but still...)
"Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
Just curious; is part of the difference that the employer has to pay for healthcare in the US?
I would play a game where the hero's main weapon is a telepathic, sentient rifle known as "Gun," being the hero's (and thus the player's) only method of reliably separating good from evil. The game would be a dialog-heavy adventure and involve no direct combat. Even better: make the player take on the role of Gun, being toted around by a high-functioning psychotic with no inherent sense of rationality or morality; the player's job is to instill in the hero these senses, saving him from his mental deficiencies while destroying those who mean to exploit him or do him harm. It'd play like Wonder Project J meets Mass Effect, only the player character is a rifle.
Where'd this game come from?
What the hell? I guess they have both Quality AND Assurance.
srsly.
My other first post is car post.
You bastards.
It's not enough that you dumbed down DX2 for consoles, ruining the maps, the story, the weapons, etc. but now you have to make a THIRD game? Listen, the first one was great because of the conspiracies within conspiracies. But it's done! Run its course!
What the hell is the next big surprise in the next big DX remake? We find out JC was a woman?
Wrists killing you? Not in 2 weeks. Learn Dvorak.
A lot of people did. I'm not faulting them for it. I came by Deus Ex several years after it came out and had some problems with it.
Ok, for starters, the graphics were crappy. Yeah, yeah, a game is more than the graphics alone but there needs to be a good storyline there to make you overlook that. Doctor Who can impress with craptastic sets while a polished turd like Transformers with $300 million in glitz will bore me to tears.
The storyline, as I mentioned, was not engaging. I never really felt seated in the Deus Ex universe and the plot did not grab me. I played as far as a major spoiler point concerning a sibling (being vague for those who might want to play) and I was less than whelmed. Again, this is a matter of opinion.
What really clinched my negative impression is that everything just felt clunky. Combat felt clunky. The skills system felt clunky. The level design and layout was very confusing. When I feel like I have to resort to a cheat guide to get through the game the first time, that feels like bad design. I'm not talking about spoon-feeding the details to the player, I'm talking about providing enough clues so that someone of reasonable intelligence can make their way through the game without undue confusion from poor design choices.
When it comes down to it, this is the sort of problem I had with many of the adventure games from the past like the old Sierra ones. You have to think like the designer in order to solve the puzzles. If you are not working on their same insane wavelength, you will not beat it. The worst example I ever heard was I think from one of the Gabriel Knight games. You had to construct a fake moustache to get into a hotel to see someone. This involved pilfering some scotch tape to place on a hole beneath a wooden fence that you would scare a cat through. Hairs would be caught on the tape and you would use that to create the false moustache and sneak into the hotel. The counter-intuitive steps involved in completing that task beggared the imagination. Nobody questioned putting this into a game?
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
I also have to comment on the stability of DX2, which was absolutely dreadful.
I got the game shortly after its release, prompted more by its predecessor's success than any great hope in the sequel. I uninstalled it rapidly - the bog-awful performance on my machine at the time (AMD 3200+ / Geforce 5600 / 1GB RAM) discouraged me to the point of uninstalling.
A patch came that was supposed to improve performance. From it being unplayable it dropped to merely molasses-slow. No real improvement. Uninstalled again.
Short of entertainment, earlier this year I decided to retrieve DX2 and give it another go. I'm onto my second 64-bit twincore, there's 3GB of decent DDR2 behind it and an SLI rig. Installed and yes, it plays - reasonably. It doesn't seem as fast as HL2, Prey, Oblivion, or even Bioshock (all of which came much later) - but hey, that's maybe just me.
I got out of the early stages and into the Arcology in Egypt. Ok, the game isn't as good ad DX but I was in the mood for some hokum. While wandering about the city the game crashed. Hard. Gah.
Reloaded a number of times, and went back a couple of saves, but while wandering around Cairo the game would crash to desktop with appalling regularity.
Ok, the machine I'm trying to play DX2 on is not what the game was designed to run on, but I'd have thought I'd have been able to play through once. But no, it's been consigned back to electronic oblivion again.
I hope that the development team have their hearts in the right place and look towards Deus Ex for inspiration as this was one of the defining moments of PC gaming for me. But for god's sakes:
[1] No tiny levels. If I see the loading screen more than two times in a fifteen-minute period, then the levels are FAR too small.
[2] Don't steer me through the game. If I want to play something 'on rails', I'll go back to Half-Life 2.
[3] For god's sake, test the damn thing. On a current PC - not a godsdamned console.
I agree with what your saying, the cat mustache example is stupid, I've had experiences with similar other games, but Dues Ex? There's hardly ever only one way to do a puzzle in that game, and you don't even need to do them all. I guess it's possible the open nature of the game found you with none of the items you needed to do something, but I can't think of anywhere where that's possible atm
Oh and the storyline was amazing IMHO.
All I see the opensource community do is make clones of successful games and improve them, innovation in terms of basic design doesn't seem to exist.
Justice is the sheep getting arrested while an impartial judge declares the vote void.
For me, everything that was so impressive about the original DX can be summed up in one moment of the game. (SPOILER coming for the original Deus Ex--although if you're reading this thread, I'm sure you've played it through.)
For the first part of the game, you spend a fair amount of time killing bad guys. Or, at least, you have the option of killing them; you also have the option of knocking them out. And, indeed, the NPC character of your brother urges you to take this non-lethal option. But if you're like me, you took the easy way out, and killed most of the bad guys.
Then comes a scene in a warehouse. As you enter, you banter with various friendly NPCs. And inside the warehouse, you discover that the folks you thought were the bad guys are actually the good guys. And those friendly NPCS you chatted with on the way in--they are now your enemies, and you are probably going to have to kill a bunch of them to escape.
Suddenly--for the first time ever in a videogame--I actually thought about all the people I was killing. In fact, I actually felt guilty about killing all those (entirely imaginary) people! Deus Ex had managed to make me question one of the fundamental tenets of videogaming--that it's OK to kill bad guys. And from that moment on, I found myself wrestling with the ethics of every choice I made in the game.
DX2 never managed to achieve that level of moral ambiguity. It never even came close. Sometimes it would make me ask, "Should I do the wrong thing?" But it never made me ask, "What is the right thing to do here?"
Arr! Read The Government Manual for New Pirates!
No, the problem is definitely console-itis.
Deus Ex started life as a PC game and was then ported to a console (the PS2). To make the game more accessible to the console interface of a gamepad, certain system elements (such as the inventory system) were streamlined down to fit the platform. The elements had worked fine on the PC, but they were hard to manage without the keyboard and mouse interface not standard on game consoles. Additionally, some of the larger levels were broken up into smaller areas to fit the memory limitations of the system.
Deus Ex was a PC game that was ported to consoles and adjusted to fit the new platform during the porting process. That is the appropriate means of handling a port.
Deus Ex: Invisible War was designed as a console game from the beginning. The developers admitted as much during production; they claimed that it would first be built for the XBox. As a result, the interface was built for a console gamer using a gamepad rather than a keyboard and mouse. The levels were designed to fit the memory of the specific game console for which it was built. The developers claimed that the PC version would feature larger contiguous areas where the XBox version was broken up into smaller areas for memory limitations. They lied. Instead, they didn't adjust the game for the PC at all. They maintained the tiny, console-designed levels even on the PC version. They did not adjust the interface at all. Version 1.0 of the game barely involved the mouse in the inventory and biomod management screens, a terrible design element so unpopular that it had to be fixed in a subsequent patch.
Without even getting into the gameplay elements "streamlined" down, obviously for the purpose of making the game more "accessible" to console gamers not used to as much intense inventory and character development management, Deus Ex: Invisible War was a console game that was dumped, not ported, onto the PC without any consideration for the differences in the two platforms. This is a perfect example of how not to "port" a game.
STOP MISUSING APOSTROPHES, YOU MORONS!!!
I respectfully disagree :-)
:-)
I have played a number of online games which offer great team-play experience and where the winners are the players who think/plan/analyze the game and find alternate solutions to their problems.
I am not suggestion yet another Team Fortress / Counter Strike clone. There are a gazillion of those already. But I honestly think Deus Ex 3 could have the potential to bring something new to the FPS MP arena. Here are some examples, which could differentiate (or revolutionize) the online gaming experience:
- Headquarters with central planning and perhaps a commander to coordinate the team activities (like the commander-role Natural Selection or Battle Field 2)
- Non linear side plots embedded in the multiplayer game, and with many different possible sideplots enabled/disabled for each round of the game. This would certainly make each round a different experience - greatly reducing the problem most other online FPS games has: repetitive gameplay.
- Mixed environment with both real players and bots/npcs in the same game
- Advanced augmentations and/or the "infolink" embedded directly into the gameplay (similar to the Khaara "hive mind" concept of Natural Selection)
- Reuse of the same player character over time. By keeping the same character at player respawn, and perhaps making an online service which could host the "personalities", the players use of rare augmentation/upgrade canisters suddenly becomes an integral part of the online gaming experience. Similar to Diablo/Diablo II and others.
- Limited loss of inventory items at respawn
- Map round-time of more than 30 minutes, and a game play designed to evolve the player into a "mission" with unpredictable parameters from game to game
- Reuse of door codes, computer hacks, security systems, etc. within the same mission/round but automatically changing the codes/parameters for each round. This would support the players experience of playing a "mission" each round.
I can think of a lot of ways in which Deus Ex 3 could offer new aspects to online gaming. And I think they could be implemented without loosing the "spirit" of Deus Ex.
- Jesper
My security clearance is so high I have to kill myself if I remember I have it...
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
Kwisatz Haderach
Sell the spice to CHOAM
This Mahdi took Shaddam's Throne
Project HDTP: better looking textures
enhanced OpenGL renderer: allows the game to take advantage of your newer card
Shifter mod: adds some gameplay tweaks
I'd like to add "conversation logs" to the DX3 xmas list.
Seriously, I hope that was a typo. Now I have to turnoff my computer, goout the door, getin the car, and drivedown the street.