|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
There is a Deus Ex 2 interview with project director Harvey Smith, producer Bill Money, associate producer Tara Thomas, senior creative designer Steve Powers, designer Kent Hudson, and programmer David Reese at HomeLanFed. Here's a small excerpt:
HomeLAN - How "interactive" will the levels in Invisible War be this time out?
Steve Powers - One of the tenets of the Deus Ex universe is that the player must be able to interact with the environment in a believable way that realizes pre-conceived notions and expectations. This is core to the Deus Ex experience.
A good example is our stationary turret which is equipped with a flamethrower. When a player tries to get by they are set instantly on fire. The player can use his fire extinguisher to put himself out, but that still doesn't get him to the other side of the turret. Then inspiration strikes! The player hurls the fire extinguisher toward the turret and shoots it, causing it to explode in a cloud of fire retardant gas. Now the player can pass through the narrow corridor as the gas suppresses the turret’s weapon.
We also want to maintain interactivity in a way that is smaller but very important in maintaining immersion. Desk drawers slide open if they aren't locked, light switches turn lights on and off, vending machines provide a variety of items for characters to play with or consume - all small details, but critical to making a world than can be explored and controlled by the player. |
|
|