Slashdot Mirror


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"

4 of 138 comments (clear)

  1. I think I speak for everyone ... by k_187 · · Score: 4, Interesting

    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
    1. Re:I think I speak for everyone ... by Elemenope · · Score: 4, Interesting

      I guess I was one of the lucky ones who had no problems running DX:IW smoothly. (Vampire Bloodlines, OTOH, can suck my...). I loved the original DX with a passion, as one of the few games that broke through the glass ceiling into art from mere entertainment. I liked the sequel very much (from the looks of the comments around I'd say I was one of the few), and while it wasn't quite art the way the first was, it had its own charms, and FWIW in my opinion it did not sacrifice the philosophical and environmental richness of the first, but merely extended it in a direction most people didn't care for.

      The "Pequod's/Queequeg's" mini-story was fantastic, and previewed the main plot twist without being clumsy.

      --
      All the techniques ever used to make men moral have been themselves thoroughly immoral... (Nietzsche)
  2. It'll suck as bad, or worse, then then 2nd did... by Zenin · · Score: 4, Interesting

    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 /. uid is better then your /. uid
  3. It's All in the Design. by Plekto · · Score: 4, Interesting

    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.