FiringSquad has shot up an <a href="http://www.firingsquad.com/games/deus_ex_2_interview/" target="_blank">interview</a> with Ion's Harvey Smith as he talks about his company's 'Deus Ex' sequel which will be in stores tomorrow.<blockquote><em><strong>FiringSquad</strong>: When you sat down to work on the Invisible War design document, what were the biggest fixes from Deus Ex you wanted to make?
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<br><strong>Harvey</strong>: Wow, good question, because we did spend a lot of time analyzing and deconstructing the first Deus Ex game. We came to some strong conclusions: We knew that being a hybrid shooter/adventure game/RPG was key. We knew that a deep story with themes related to power and control was core to the Deus Ex experience. Perhaps most importantly, we wanted to continue with our high level vision related to 'multiple solutions to problems' and emergent gameplay. We did a lot of this behind the scenes during the game design preproduction phase (with a subset of what would eventually be the full team), and it informed the entire project.</em></blockquote>
Wed Dec 03, 2003 12:47 pm
goshuto Wanderer
Joined: 29 May 2002
Posts: 1142
Re: Deus Ex: Invisible War - Interview @ FiringSquad
quote:Originally posted by Moriendor Harvey:we did spend a lot of time (...) deconstructing the first Deus Ex game.
Pity they forgot to construct the game back when making the sequel... _________________ "Tree stuck in cat. Firemen baffled."--Simcity 3K "Life can only be understood backwards; but it must be lived forwards."--Soren Aabye Kierkegaard
Wed Dec 03, 2003 1:11 pm
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