Deus Ex 3: A Revolution For Humans

7th May 2010 - What happens when you take Mass Effect and make it have a baby with the new Splinter Cell? You get Deus Ex: Human Revolution, a FPS with just a touch of renaissance ala Bioshock. Sadly, it is telling that I had to drop those 3 big names just to describe what it is, because Deus Ex has been around since any of those games ever existed and is still better than most. Due out some time later in the year, with more information coming at E3 2010, just like it’s predecessors here’s hoping for a revolutionary sleeper hit. The following, is everything we know so far…


- Unlike Invisible War, the game will use different ammo types for different weapons: Instead of unified ammunition. Weapons can also be upgraded to better suit the player.


- Deus Ex: Human Revolution will use a regenerating health model: This change was made because the developers didn't want players to get into a situation where they were unable to progress due to low health, and would be forced to scrounge for med packs.


- Deus Ex: Human Revolution is primarily a first person game, but will feature a contextual third person viewpoint when using the cover system or certain augmentations.


- The game takes place during the year 2027, 25 years before Deus Ex. Nanotechnological augmentations have yet to be developed and biomechanical augmentations are the current state of the art. The main character, Adam Jensen, is a private security officer with a company that specializes in these augmentations. He witnesses a chilling attack on his company, and "the conspiracy begins." Adam Jensen will be voiced by Elias Toufexis.


- Five metropolises are included and Detroit, Shanghai and Montreal have been confirmed. In addition, the protagonist will have his own apartment where he may store his secrets and collected information. The events in the game will lead to the formation of UNATCO from the original game.


- Adam's hometown is Detroit, USA, and it is also the home to one of the world’s largest and most powerful biotechnology firms. It is one of many locations across the globe that Adam's search will lead him to during the game.


- The story starts about 25 years before the start of the first game. Although Deus Ex: Human Revolution will end and segue nicely into the start of the first game, and you may meet some familiar characters along the way, the story is self-contained so players new to the franchise won't have any problem getting into the game and understanding it.


- Deus Ex: Human Revolution is a single-player game only. Being the first project out of the new Eidos Montréal studio, and staying true to the Deus Ex legacy, the development team wanted to focus purely on the single-player experience to ensure we delivered on that front.


- The two primary gameplay styles are combat and stealth. You can basically play the entire game by going "frontal" or by going "sneaky" and/or back and forth as you please. For us, it's really about letting players express themselves the way they want. You can decide to play the game without killing anyone (minus some critical encounters), for example.

- The two supporting gameplay styles are hacking and social interactions. You can expand your possibilities through these means in order to open up new paths, find new solutions to problems, acquire useful goodies or information, etc.


On March 11, 2010, a Square Enix-produced CGI Teaser Trailer was shown at the 2010 Game Developers Conference. The official name was changed from "Deus Ex 3" to "Deus Ex: Human Revolution". The trailer ends with "More to come at E3 2010".

- Deus Ex: Human Revolution uses the first Deus Ex game, which perfectly married the first-person shooter and role-playing game, as its reference point, so you can expect an experience similar to it. The goal is to deliver the perfect mix of both genres, giving players the option of choosing to play the game depending on their preferred play style. The game is built around a multi-path, multi-solution approach so you often have more than one way to pass an obstacle, and within that you have tones of options for character and weapon customization.


- Staying true to the original and making a real Deus Ex game is vital to this project. Although we are a new team working on the game, we have the benefit of time and perspective to look back at the first two games and really identify the core aspects of a Deus Ex game, as well as what went right and wrong. Of course, Deus Ex 1 and 2 varied a bit in what those core aspects were -- ultimately, we decided to emulate the first game more; as mentioned, we no longer have unified ammunition and we are returning to an inventory system reminiscent of the first game. We also wanted to ensure that our levels are larger and more open than in Invisible War (i.e. Hong Kong in Deus Ex 1).


- In terms of being a Deus Ex game, we keep the core gameplay essence alive: that being a hybrid of action-RPG in which the core gameplay mechanics revolve around combat, stealth, hacking, and social aspects. The gameplay is largely designed around giving the player choices which have consequences


- One of the major aspects of Deus Ex: Human Revolution's story revolves around the social conflict between augmented and non-augmented people. In our story, there are people opposed to augmenting the body since they see it as unnatural and don't think scientists should "play God". On the other side, some people think it is the natural evolution of the human race and there's no reason we shouldn't be trying things like this if it can enhance the quality of life or extend it. It's all about control of the marketplace, of valuable technologies, of society, of human evolution…of truth and lies.


When will the gamers out there finally see more about the game itself? - This June at E3 2010.

Does Edios have a special message you want to give all the fans? - Thank you for your patience. We are incredibly proud to work on Deus Ex: Human Revolution and we are really proud of the game we are creating. We are working really working hard to meet the fan's expectations.


Article By Ian Crane