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Sorry i loved deus ex like you probably did but this game looks like just another dumbed down game for dumb xbox or ps3 kids
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have yall been living on another planet? first trailer was released like 7 months ago !
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On May 05 2011 10:07 ladytr0n wrote: have yall been living on another planet? first trailer was released like 7 months ago !
I seem to remember it being longer than that. Wasn't this first announced in like 2009.
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Pretty sure that link isn't Deus Ex related.
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On May 05 2011 08:14 Jibba wrote: What does that clear up doubts about? The art is still bland and there's no real lighting there. It looks like a regular Modern Warfare level, with a different interface and much worse graphics.
Have you played Deus Ex? It may be hard to comprehend but some games have more depth then impressive lighting.
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United States22883 Posts
On May 05 2011 20:38 NotJack wrote:Show nested quote +On May 05 2011 08:14 Jibba wrote: What does that clear up doubts about? The art is still bland and there's no real lighting there. It looks like a regular Modern Warfare level, with a different interface and much worse graphics. Have you played Deus Ex? It may be hard to comprehend but some games have more depth then impressive lighting. Yes, and they're not designed with highlighted objects in mind. Even with the highlights taken out, you can see how simple the level design is going to be and how limited the options are, in comparison. Lighting is an issue because, you know, you could actually use lighting in DX1 if you wanted to make it more like Thief. Considering the huge technical advancements since then, you'd think they would up the ante and make that a bigger part of gameplay, utilizing much more technical and complex lighting situations, rather than just having a stupid cover system and clumsy third person non-lethal takedowns.
Beyond that, I was replying to his thoughts on the picture. There's nothing impressive in that picture. It's an office firefight. There's no way to tell what the FOV is going to be and the weapon bar is entirely normal. CoD is the only exception there. It's going to be a regenerating health console FPS with 2-3 options to complete a level. Whoopee!
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You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you?
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Companies no longer want to make PC games, as on consoles it gives more money. That means that any game we see today (i think last game PC focused was crysis?), is at console quality level. We are still getting an amzing quality, but over all, PC users are wasting potential. Worse part is that the PC has much more options in playability, becouse when you make a pc game you can factor in a keyboard and micr, but in a console, you cant have it by default. Deus Ex 1 was a great game, and i agree that the second is like dragon age 2... kinda waste. Now, deus ex 3 wont be as good as deus ex 1, since its console focused, but there is a lot of potential for it anyway.
And i do agree on a few facts i read in this thread, like that console fps are the life regeneration type... This happens in alsmot all games to consoles, and in one that this really pissed me off was "prince of persia 2008": Where are my red potion like life markers? Why is it so hard to play on a PC (WSAD for movement goes to hell when camera changes the view AND)? Oh, well..
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United States22883 Posts
On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"?
Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels.
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The gameplay video was supposed to be straightforward, it was essentially the first room in the level. It ended with "I'm in". In other words, it ended at the beginning of the level.
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On May 05 2011 23:36 Jibba wrote:Show nested quote +On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels.
Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness.
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On May 06 2011 04:24 NotJack wrote:Show nested quote +On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. I don't know what is wrong with Jibba's concerns, you blame him for commenting on a picture but at the same time you guys get overly excited because of the same screenshot.
It has the same kind of UI than Deus Ex 1 yayyyyyyyyyyy !!! Almost feels like a victory for some people but my expectations for this game are much more higher and i still think that a dumbed down multiportage + auto heal will make the game mediocre.
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On May 06 2011 04:39 Boblion wrote:Show nested quote +On May 06 2011 04:24 NotJack wrote:On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. I don't know what is wrong with Jibba's concerns, you blame him for commenting on a picture but at the same time you guys get overly excited because of the same screenshot. It has the same kind of UI than Deus Ex 1 yayyyyyyyyyyy !!! Almost feels like a victory for some people but my expectations for this game are much more higher.
I don't remember making a post that said I got excited by it, and I don't see how one person being wrong justifies another person being wrong.
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On May 06 2011 04:42 NotJack wrote:Show nested quote +On May 06 2011 04:39 Boblion wrote:On May 06 2011 04:24 NotJack wrote:On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. I don't know what is wrong with Jibba's concerns, you blame him for commenting on a picture but at the same time you guys get overly excited because of the same screenshot. It has the same kind of UI than Deus Ex 1 yayyyyyyyyyyy !!! Almost feels like a victory for some people but my expectations for this game are much more higher. I don't remember making a post that said I got excited by it, and I don't see how one person being wrong justifies another person being wrong. So what is your opinion about the game ? Midly excited or timidly cautious ?
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On May 06 2011 04:53 Boblion wrote:Show nested quote +On May 06 2011 04:42 NotJack wrote:On May 06 2011 04:39 Boblion wrote:On May 06 2011 04:24 NotJack wrote:On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. I don't know what is wrong with Jibba's concerns, you blame him for commenting on a picture but at the same time you guys get overly excited because of the same screenshot. It has the same kind of UI than Deus Ex 1 yayyyyyyyyyyy !!! Almost feels like a victory for some people but my expectations for this game are much more higher. I don't remember making a post that said I got excited by it, and I don't see how one person being wrong justifies another person being wrong. So what is your opinion about the game ? Midly excited or timidly cautious ?
Well I'm naturally an optimistic person, so I don't complain when I see that they're giving their game much more attention for the PC then any other game. I'm naturally a rational person, so I'm okay with the fact that there are parts of the game that are changed because they are unappealing to the masses.
That said my biggest question is if it will have the freedom that the first Deus Ex had. Rationally, the walk through where they showed the three different choices is a very narrow situation, since it's the very beginning of the first real mission, but I hope there's still that depth where you'll see someone on youtube make a level look like a completely different experience.
I'm pretty sure some really goofy things like climbing mines to the top of hong kong skyscrapers are gone, and that sucks, but it's not deal-breaking.
Things like take-downs don't bother me, because although I want it to be as much like the first deus-ex as possible, I'm not going to nerd rage over something like that as long as it doesn't make the game too easy. Pretty much the same for regenerative health as long as there is still a lot of tension that is caused from not being Master Chief.
I think I have a different train of thought then most people who post on forums though. Most people complain about small details with large senses of entitlement, while I'm insanely grateful my favorite game of all time is being remade with a lot of care despite today's gaming atmosphere where care to the brand is not a requirement of success.
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United States22883 Posts
On May 06 2011 04:24 NotJack wrote:Show nested quote +On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. You didn't even respond to what I said. The screenshot looks like a scene out of any other modern FPS game, except it has worse graphics. That's exactly what I said in my responding post. Why would people get excited over that?
You're basically conceding every part of being a semi-difficult, open-ended PC game. It's incredible how little effort they've put into talking about the PC side. Everything they're saying during "PC week" is like the minimum standard requires for PC games. They haven't even talked about the input control yet and whether we're going to have terrible mouse acceleration like the Bioshock/Deadspace ports have had. Today's feature was Eyefinity and 3D support, which is meaningless to 99% of players.
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On May 06 2011 05:50 Jibba wrote:Show nested quote +On May 06 2011 04:24 NotJack wrote:On May 05 2011 23:36 Jibba wrote:On May 05 2011 23:18 trainRiderJ wrote: You can tell how simple the level design is based on a picture of a room? You REALLY haven't played Deus Ex have you? No, I can tell because of the gameplay video and because it's a console port. + Show Spoiler +UI/PC Game Design Q&A: DEUS EX: HUMAN REVOLUTION (PC) As answered by: Julien Bouvrais (JB)‐ Director of Technology, Eidos‐Montreal Jean‐Francois Dugas (JFD)‐ Game Director, Deus Ex: Human Revolution Jurjen Katsman (JK)‐ Founder and President, Nixxes
‐ What was your biggest challenge about developing Deus Ex: Human Revolution for the PC?
JB: Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000. The PC version of the game needed to be a game in itself and not just of port of the console version.
JFD: The original Deus Ex was a PC game at its core and we wanted to make sure Deus Ex: Human Revolution felt that way as well, even though it's a cross‐platform game. Therefore, we took the time to go back to the original game, look at the interface, the inventory mechanic, etc. Though Deus Ex: Human Revolution is a different game, we wanted to recapture some of the look and feel of the original in regards to these aspects. Our challenge was to make sure that we would get the time and the resources needed to develop these distinctive features adapted for the PC version, which we ultimately did.
‐ How close has the partnership been between the Eidos‐Montreal development team and Nixxes in developing the PC version?
JB: While it is true that Nixxes is not working geographically in the same location as the rest of the team, they are truly a part of the Eidos‐Montreal development team. They are working in the same development branch as we are and we talk to each other on a daily basis. Nixxes works hand‐in‐hand with the same design team that takes care of the other versions. Eidos Interactive and Nixxes had a long history of collaboration even before the Eidos‐Montreal studio existed. We needed an expert in the PC field to partner with and we knew Nixxes was that developer.
JFD: We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance. Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work and we simply didn’t have the resources to assign dev team members to work on one platform. Nixxes really has been a terrific partner and I feel very lucky to have been able to enlist their talent and expertise.
‐ What do you want fans to know about the PC version?
JK: We really want them to know that Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no “press start” screen, full mouse support‐‐ everything we feel a PC game should have. Further, with the graphics, there are multiple options for anti‐aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.
JFD: I want the fans to know that when they play the PC version that it won’t feel like a console game with a keyboard and mouse... they’ll be playing a true PC game in terms of the feel of the controls and gameplay.
‐ What is your favourite feature of the PC version?
JK: It is difficult to pick a favourite feature. There is a lot of cool stuff in the game. But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday. Let’s just say that they fully immerse players in the Deus Ex: Human Revolution experience visually.
‐ Is there anything exclusive to the PC version? If so, please explain.
JK: Well, the main game is the same on all platforms‐‐ the same story, the same endings. But, we do have additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in‐game. For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D‐‐ various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.
‐ Can you explain a bit about the control scheme of the PC version?
JB: The game can be played either with a controller or with a mouse and keyboard. The control scheme can be customized to the player’s liking. A lot of rework has been done for the mouse and keyboard control. Every piece of the game UI has been adapted for this. When you are playing a game on PC, you expect the pieces of UI (button, controls, etc) to react with the mouse as opposed to tapping up and down on a controller and then selecting your choice with the accept button. This was a real challenge in the case of Deus Ex: Human Revolution because we use a lot of in‐game UI. The hacking interface is a prime example of this. The team basically had to rethink the control scheme of the hacking mini‐game, so that it made sense on PC.
JFD: We support controllers, of course, but we tried to stay as close as possible to the control scheme of the original Deus Ex in terms of the mouse and keyboard. Of course, it can't be totally the same since we have features like the cover system that require their own scheme. So, the numeral keys are allocated to the items/weapons and the F keys are allocated to the active augmentations, for example. One very cool thing in regards to the control scheme that fans will enjoy is that they can use the keypad on the keyboard to enter numbers like in the original Deus Ex. How is stuff like this supposed to instill confidence in anything they're doing? If that's "very cool", I guess disabling mouse acceleration will be the "best feature ever"? Even that IGN video. Why is there a video for that? I know Treyarch sort of set the bar low for what's considered a feature with dedicated servers, but now being able to bind keys in an FPS is a feature? It's like they're selling a car because it has four wheels. Your comment based on the picture was shallow and ridiculous. The comment wasn't in response to the game as a whole, it was to your shortsightedness. You didn't even respond to what I said. The screenshot looks like a scene out of any other modern FPS game, except it has worse graphics. That's exactly what I said in my responding post. Why would people get excited over that? You're basically conceding every part of being a semi-difficult, open-ended PC game. It's incredible how little effort they've put into talking about the PC side. Everything they're saying during "PC week" is like the minimum standard requires for PC games. They haven't even talked about the input control yet and whether we're going to have terrible mouse acceleration like the Bioshock/Deadspace ports have had. Today's feature was Eyefinity and 3D support, which is meaningless to 99% of players.
They got excited by looking at the purpose of that screenshot. It was to show the ui that is only for PC. The purpose was not to show some anti-aliasing or whatever a few people care about. That's called being shortsighted. Excited is even an unfair word to use, they were just pointing out that there's a PC UI, and then you said there was nothing good in that screenshot whatsoever. You can type out five essays in the future, but it doesn't change that your one immediate post was bad.
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