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Belgisch Gaming Nieuws has posted an interview (English) in which they talked to seven folks from Ion Storm about the sequel to Deus Ex. The game was recently renamed to DX II (Invisible War) because people in the US/UK have difficulties to pronounce "Deus Ex" correctly.
A Dutch version of the interview is also available right here.
Anyway, here's some RPG related stuff:Will there be much difference when we're talking about gameplay, will there be any change in the RPG-elements?
Kent: To answer the first part of the question, with DX2 we're really trying to take what worked in Deus Ex 1 to the next level. You'll still have lockpicking and hacking and stealth and interesting weapons and all of the other various gameplay elements present in Deus Ex 1, but we've also got many new tools that add to the experience. We have a stealth microphone that allows you to overhear conversations from a distance, we have all new black market biomods that are more powerful than regular biomods but also have drawbacks, we've created many new weapons, and the list goes on and on. We're not content to just repeat what made the first game a hit, we want to keep thinking of new ways to empower the player.
As for the RPG elements, the biggest changes are that the functionality of the skill system has been merged with the biomod system and that your character will be more powerful earlier in the game. To get away from hidden math and number balancing and redundancy/overlap (should I increase my Swim Skill or install the Aqualung biomod?), we took all of the skill system functionality and moved it into the biomod system. For example, computer hacking is now done via the Neural Interface Biomod, so instead of increasing your Computer Hacking Skill you just upgrade your Neural Interface Biomod. This allows us to have a more accessible, unified system. | Source: Blue's |
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