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."
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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.
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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.
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
Oh c'mon, Thief 3 wasn't THAT bad. You just had to spend an hour or two de-consolizing the UI before you could play it. Afterwards it was actually kind of fun. And lets not forget that Thief 3 is home to one of the best horror levels to ever grace a FPS (The Cradle).
Unfortunatly, Deus Ex 2 was beyond redemption.
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.
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!