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Posted by Kotaku Mar 18 2014 23:30 GMT
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It's been over two years since we got our first look at this promising Deus Ex short film, but it's nearly done and ready for public viewing. And it looks incredible.Read more...

Posted by Rock, Paper, Shotgun Feb 13 2014 17:00 GMT
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Warren Spector is a busy man. He’s directing the University of Texas at Austin’s game design academy, he’s teaching part-time, he’s traveling and giving talks – the list goes on. But while the Deus Ex and, er, Epic Mickey creator is surrounded by games and relentlessly stalked by his legacy, he’s not actually making anything right now. He didn’t exactly go out on a high note last time, either. Between the new gig(s) and enough accolades to craft cyberpunk augments and a Mickey hat made of pure gold, he could easily call it a career right now. But that, he told me on D.I.C.E.’s red carpet, simply isn’t in the cards. Go below for my brief chat with Spector and special guest star The Internet’s (and also Vlambeer’s) Rami Ismail.

… [visit site to read more]


Posted by Rock, Paper, Shotgun Nov 20 2013 19:00 GMT
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In this second part of my conversation with Warren Spector, we discuss the good and bad of Disney, Spector’s new role as an Academy director, the benefits and drawbacks of growing up as a gamer, and the parallels between Hollywood in the late forties and the games industry now. Also, why indie development is the place to be.

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Posted by Rock, Paper, Shotgun Nov 18 2013 19:00 GMT
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There are a lot of words being written about the new consoles this week but when I spoke to Warren Spector a few days ago, he was clear about where his future lies: “I think all the interesting stuff is happening on PC now… Assuming I make more games, which I intend to do, PC and Mac are going to be my targets.”

It’s good to hear. We spoke at the Bradford Animation Festival and covered a wide range of topics, from his theories of design and pioneering role in PC gaming to thoughts on the current state of the industry. In this first part of our conversation, there’s insight into how Spector see his own legacy and the work of his former colleagues, and how frustrations with Thief’s difficulty inspired the player empowerment of Deus Ex.

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Posted by Kotaku Oct 30 2013 21:43 GMT
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Eidos Montreal, the studio behind Deus Ex: Human Revolution and Thief, has just cancelled a third game they had planned, multiple sources have informed Kotaku.Read more...

Posted by IGN Aug 21 2013 09:52 GMT
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See what went into making the Director's Cut of Ubisoft's 2011 thriller.

Posted by Kotaku Aug 06 2013 01:00 GMT
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I always did find the corporate intrigue at the heart of the Deus Ex games a bit difficult to follow. So even though I didn't ask for this, I liked this video from Lore, which sums up the setup for Human Revolution in just over a minute.Read more...

Posted by Joystiq Jul 12 2013 04:00 GMT
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Those playing Deus Ex: The Fall, which launched for iOS for $6.99, on jailbroken iDevices have found none of their guns work - not even the tranquilizer gun.

The limitation was first outed on Reddit, with many reviews in the App store describing the game's surprise "feature." The prompt above occurs right after the movement tutorial in the game, at the outset of the shooting tutorial. We've reached out to Square Enix for comment.

Jailbreaking refers to the act of unlocking functionality within iOS devices not originally intended for the end user. While not illegal, it does void the warranty of the device in question.

Posted by Kotaku Jun 27 2013 12:30 GMT
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Let's just put this guy's body in this chair like he's chilling out, and pretend nothing happened here... With The Director's Cut and The Fall on the horizon, Deus Ex: Human Revolution is still around and kicking. Messing with enemy bodies will always be fun. Always.

Posted by Rock, Paper, Shotgun May 31 2013 14:00 GMT
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Why wait until the increasingly plausible cyberfuture for life-extending augments, nano enhancements, and modifications? Our PC games are getting them right now, as they have been pretty much since the inception of our humble hobby. Case in point: Deus Ex. It still sees the occasional hugely ambitious mod now and then, and it’s more than a decade old. Deus Ex: Nihilum, especially, fits the bill quite nicely, lining its worn but hardly ragged trench coat with more than ten hours of content, 2200 lines of new dialogue, an entire, completely new soundtrack, and tons of nooks and crannies to explore and hack. It’s a labor of love that’s been several years in the making, and you can finally download it now.

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Posted by Kotaku May 30 2013 10:20 GMT
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Modder Fastgamerr brings us Deus Ex: Nihilum, a total conversion mod for the first Deus Ex, Ion Storm's landmark FPS/RPG from 2000. Oh, look. Deus Ex just popped up on my desktop. Fancy that. The mod, as DSOGaming points out, has been in development for almost ten years. It features a 7-13 hour single-player campaign taking place in brand new locations, with fully voiced characters and two hours' worth of new music. Nihilum stars Mad Ingram, UNATCO's first nano-augmented agent in the mod's alternate universe, who starts out investigating terrorist activity in Hong Kong. Fastgamerr tried to make the mod feel like an expansion pack to the original game, following "the original's spirit in elements like story, gameplay and dialogue." He calls the plot a "shadow parallel" to Deux Ex's story. And, well, it certainly looks like he knows what he's doing. Only a few days after its launch, Nihilum rose to the first place on ModDB's Top 100 list of mods. I'm looking forward to contributing to that download count myself. Deus Ex: Nihilum [ModDB] Deus Ex: Nihilum gets released; a TC mod for Deus Ex [DSOGaming] Questions? Comments? Contact the author of this post at andras-AT-kotaku-DOT-com.

Posted by Kotaku Apr 23 2013 16:30 GMT
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After twenty-one years, The Legend of Zelda: A Link to the Past is getting a direct sequel. That's quite the gap, twenty-one years. But it's far from being the only big gap. Game development takes a long time, and during that time, a great number of things can go wrong. Licensing issues get in the way, publishers disappear and people quit. Sometimes, a franchise simply loses its momentum, and has to wait for someone to pick it up. Link to the Past 2 is but one of many examples of slow-to-arrive sequels. Let's have a look at a few others. Twenty-Five Years Wasteland (1988) → Wasteland 2 (2013) Why? Brian Fargo, who had previously worked on the popular 1988 RPG, unsuccessfully attempted to pitch a sequel to publishers several times. In 2003, Fargo's company InXile acquired the rights to the franchise and, after a sole announcement of their intent to develop a sequel in 2007, Wasteland 2 was ultimately crowdfunded through Kickstarter in 2012. It is slated to come out in 2013. What else took this long? The Serbian Empire's rule lasted twenty-five years. Twenty-One Years Kid Icarus: Of Myths and Monsters (1991) → Kid Icarus: Uprising (2012) Why? After the release of a single sequel to the 1987 platformer Kid Icarus in 1991, the franchise went quiet. Its main character, Pit, appeared elsewhere—most notably in the 2008 crossover fighting game Super Smash Bros. Brawl—but there was no word of a new game until the announcement of Uprising, which came out in 2012. What else took this long? The creation of Brahms' Symphony No. 1 took twenty-one years from start to finish. Fifteen Years Duke Nukem 3D (1996) → Duke Nukem Forever (2011) Why? The follow-up to the 1996 first-person shooter had a difficult journey. In fifteen years, Duke Nukem Forever switched game engines several times, its development studio 3D Realms got in legal trouble with then-publisher Take-Two because of the delays, and its original development team was laid off due to downsizing. In the end, Gearbox Software swooped in to help finish Forever, buying the franchise rights from 3D Realms and working with the last few remaining developers to release the game in 2011. What else took this long? A whole lot of things. Twelve Years Diablo II (2000) → Diablo III (2012) Why? Hack and slash RPG Diablo III had already been under development for six years when it was announced in 2006, with a lot internal debate about the game's direction slowing down actual development. The closure of Blizzard North, the team responsible for the first two games, also contributed to the delays. Later, DIII underwent several art style revisions before it ended up with its final look, finally getting released in 2012. What else took this long? Roosevelt's presidency lasted twelve years. Ten Years Fallout 2 (1998) → Fallout 3 (2008) Why? Interplay Studios, the original publisher of post-apocalyptic RPGs Fallout 1 and 2, went bankrupt and closed the studio working on the sequel, Black Isle. The rights for the sequel were sold to Bethesda Softworks, who only began developing the game once they've finished all work related to another project of theirs, The Elder Scrolls IV: Oblivion. In the end, Bethesda decided to develop Fallout 3 from scratch, abandoning Black Isle's work completely, creating a hybrid first-person shooter/RPG instead. What else took this long? All seven Harry Potter books were released in the span of ten years. Eight Years Deus Ex: Invisible War (2003) → Deus Ex: Human Revolution (2011) Why? In 2005, Deus Ex designers Warren Spector and Harvey Smith left Ion Storm, the studio behind the first two entries to the shooter/RPG franchise. Ion Storm was then shuttered, and Eidos Montreal eventually took over development of the sequel. After a 2007 announcement, Human Revolution was released in 2011. What else took this long? Jean-Claude Van Damme's career in martial arts ended after eight years.

Posted by Kotaku Feb 07 2013 05:30 GMT
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#crytek Waaaay back in time, long before even the first Far Cry was released, Crytek were working on a game called Engalus. Envisaged as a first-person game with an emphasis on story and role-playing, it actually made a small public appearance in 2000 as a tech demo for Nvidia before disappearing from sight, never to be seen again. More »

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Posted by Kotaku Feb 01 2013 05:00 GMT
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#metalgear Metal Gear, Hitman, Splinter Cell, Deus Ex...so many great stealth games to pay homage to, but what do you do if you want to pay homage to all of them in a single video/ More »

Posted by Kotaku Jan 15 2013 03:00 GMT
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#deusex Brian has compared the dangerous smog in Beijing to Silent Hill. Fair based on the pics available yesterday, sure, but new images show things look far worse, especially when the sun starts to go down. More »

Posted by Rock, Paper, Shotgun Dec 20 2012 15:00 GMT
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Sheldon J. Pacotti, writer of Deus Ex, provided us with a very surprising, and very odd, indie game last year. Cell: emergence bemused me. It asked you to Fantastic Voyage your way through voxelly insides to fight off infection, and I couldn’t do it. But now the man is back with something quite different.

Described as “a free library of visual programming ‘blocks’ for first-time game developers,” Game Blocks is the result of something Pacotti built for an interactive writing course he teaches at the University of Texas. The idea being to encourage others to create non-linear storytelling in games. It’s a visually simple tool, based on BYOB, that lets you construct scenes without being stuck in a linear path, as well as include simple physics, and even platforming. Confused? There’s a free lecture below to explain!

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Posted by IGN Dec 03 2012 13:00 GMT
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Take out your enemies wearing Adam Jenson's disguise from Deus Ex in IO Interactive's upcoming title, Hitman: Absolution.

Posted by Kotaku Nov 29 2012 20:30 GMT
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#deusex I generally have a save game going in the original Deus Ex at all times, picking it up a couple of times a month to peck away at the story and relive old times. I hadn't yet downloaded the "New Vision" mod that was partially released last August, mostly because I figured if I was going to do a visual upgrade, I'd wait for the whole thing to be complete. More »

Posted by Rock, Paper, Shotgun Nov 29 2012 16:00 GMT
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Remember Deus Ex’s long-awaited New Vision mod? Of course you do. We brought you word of its incomplete release last year, and obviously, you’ve calibrated your cyber-brain’s nanomachines to remember every last detail of every last revision of every last RPS post. I mean, what else would you use flawless memory superpowers for? At any rate, for those still running inferior flesh hardware, New Vision repaves the original Deus Ex with crisp modern textures. All of them. It’s a labor of love that’s been in the works for the past five years, but it’s finally completely and totally finished.

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Posted by Giant Bomb Oct 08 2012 04:00 GMT
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Unlike other games of its type, Dishonored gives you countless options in the middle of combat.

Countless creators have chased the phantoms of Deus Ex since its release in 2000, and most fail. That includes Deus Ex and Dishonored co-designer Harvey Smith, who himself stumbled with Deus Ex: Invisible War. Smith still doggedly pursues this very specific type of experience, long after Warren Spector paired up with a mouse. Dishonored is not the groundbreaking achievement Deus Ex was, but that would be asking too much. It is, however, a meaningful and successful reinvention of the core ideas behind Deus Ex with a singular focus on making this dense style of game more accessible.

You need a reason for the killing, and Dishonored wastes little time giving a reason to be vengeful. Corvo Attano’s primary task in life is protecting the Empress of Dunwall, a trade city (imagine a steampunk City 17) wrecked by an awful plague transferred by an ever-growing population of rats. Corvo was sent abroad to seek help from the nearby lands, only to return with word that Dunwall will soon be locked away to rot. It is dire times for Dunwall, and the city is ripe for revolution. Magical assassins appear, kill the Empress, and kidnap her daughter and successor to the throne, Emily. You’re framed for the murder, and are sent to prison. Corvo is eventually freed by a group called The Loyalists, Dunwall insiders who know the truth. If he helps take down the tyrannical leader now ruling Dunwall, they will clear his name. And so establishes the general structure of Dishonored. The Loyalists are holed up at a tiny pub in Dunwall, which acts as a moment to catch your breath between missions, learn about the next target, purchase upgrades, and interact with the various characters.

Though presented in the first-person, this style of game has never really been about shooting. It’s always been about expansive player agency by way of interacting with a complex series of layered AI systems, and manipulating that with your toolset. This approach makes for an experience where every player comes away with a different story, and crystalized the idea of emergent gameplay before that became a buzz word. The lack of mechanical proficiency has been a problem, though, a stumbling block for anyone who wasn’t around for the Deus Ex zeitgeist, and can’t understand tolerating a game where one of the player’s primary abilities just isn’t very fun. Dishonored address this, from top to bottom. Everything about the combat feels good, from basic shooting to swordfights. An easy-to-use counterattack system makes it effortless to take on five or six enemies at once, and feel in complete control. Besides making Dishonored a more competent, accessible game, it simultaneously solves another design issue found in both this and more stealth-focused games like Metal Gear Solid. Getting caught no longer means you’re immediately reaching for the quick load button, and can instead choose to tackle the enemies with your array of combat options, or quickly skitter away with a little dose of magic.

There is no hub world, but you will sometimes revisit old locations.

Corvo is one of the few chosen by a mysterious force known as The Outsider, a supernatural being who exists both in and outside of reality, and has the ability to imbue people with a special mark. This mark gives them access to a range of special powers, and these help Dishonored break from its Deus Ex lineage, and establish its own identity. It’s not just Deus Ex set in a different city. Though it shares DNA, the few but vital powers Arkane Studios has created are revelatory. Blink, the first power, is also the most important one. Blink allows the player to instantly transport to wherever the reticule is pointed at, and if pointed at the top of a structure, it’ll even automatically climb it for you. Suddenly, the reason the buildings are so damn tall in Dishonored make sense. Blink means gameplay is no longer just horizontal but vertical, which exponentially multiplies your options in any given scenario. And blink is just the start. Other powers allow you to take control of people and animals, another one stops time and can eventually be used to have someone kill themselves with their own bullet. How? Pause time when the shot is fired, possess them, and place them in front of where you just were. Combined with a proper combat system, Dishonored encourages rampant experimentation.

Here’s just one example. Three guards line a river, each of them patrolling in different directions. Flip on dark vision to study their route, which creates vision cones for the enemies. You could take each of them out from a distance with your crossbow. You could possess the first one, have him commit suicide by jumping off a bridge, and sneak around the other two. You could stop time and just run right through them, and they won’t have enough time to react. You could summon a swarm of rats, which distracts them to another side of the map. You could rewire the nearby security system to attack everyone but you. You could possess a nearby fish, and swim underneath the river. The possibilities aren’t endless, but there are enough to make you feel right dizzy, and each is personally rewarding in different ways. You’ll want to invest in the base version of each power, unlocked by collecting runes in each level, just for variety’s sake. You can’t get everything your first time through the game, and you won’t want to. Eventually, you’ll settle into a rhythm, and find what works for you. I never invested runes into an ability that turned enemies to ash when killed because I was always avoiding killing anyone.

It’s important players are able to tell their own gameplay story in Dishonored, since the story the game is trying to tell isn’t great. Every beat is predictable, twists and all, and the few noteworthy mysteries, like the Outsider, are never satisfyingly explained. In retrospect, Deus Ex’s story was pretty silly, too, but it worked at the time. Standards have changed. Much of what you will learn about the broader world comes from books scattered about, but not every book is unique. The passages begin repeating pretty quickly, which meant I usually stopped trying to find them at all. There are similar storytelling missteps throughout Dishonored. Graffiti repeats ad nauseum, as does idle dialogue. The line “think you’ll get your own squad after what happened last night?” comes up again and again, and does a terrific job of breaking any sense of immersion. For a world otherwise superbly realized, these moments prompted me to tune out. Some characters show promise, but besides Pendleton, whose brothers are part of one of the better missions, none are woven into story enough to be memorable. And I can’t tell if it’s a good thing I didn’t realize Susan Sarandon voiced one of the characters or not. While the voice acting isn’t bad, the celebrities didn't seem necessary. I suppose the story disappointment wouldn’t sting so much if it didn’t come hand-in-hand with the climax playing out poorly as gameplay, too. For a game full of memorable missions, the final outing, where skills honed over the previous 10-to-15 hours should be pushed to the max, is mostly boring. Dishonored also commits the frustrating storytelling sin of ending out of nowhere and without enough resolution.

Some of the most memorable moments don't involve combat.

Fortunately, what comes before is so, so good. Each mission has a pretty similar setup, with players being dropped off outside of a new location by boat, and asked to eliminate one or more targets. How you choose to do that is completely up to you. Stabbing them in the back is an old standby, but there far more creative ways to take care of your enemies in Dishonored. Why not possess them and toss them off a balcony? Maybe think about turning on a nearby steamer and burning them alive? If you’re patient, too, there is always an option that won’t require killing them. It usually requires coming across a document in the world or overhearing a specific line of dialogue, but it comes with a worthwhile payoff. The Pendleton brothers, for example, can be kidnapped, stripped of their tongues, and sent to work in their own underground mines, unable to tell anyone how they’ve been wronged. Deliciously evil, right? I won’t spoil the others; discovery is half the fun. And do yourself a favor and don’t watch any of the mission walkthrough videos that are floating around the Internet. Some of them spoil terrific moments best experienced yourself. But, yes, the mission set in a masked party is as good as it looks and sounds, and the sheer variety of ways to complete it will prompt you to load it over and over again. Interesting mission setups, constantly changing locations, and always diverse moment-to-moment interactions with the game’s enemies is Dishonored’s killer combination.

It’s a good thing, too, since Dishonored is an excellent game, and one worthy of your attention. Dishonored’s greatest contribution to the genre games like Deus Ex helped establish will be best appreciated by those who’ve been with it from the start, but Arkane has made a game rooted in manipulating artificial intelligence that plays just as well to the guy or gal who wants to shoot stuff. That’s impressive.


Posted by Kotaku Oct 05 2012 14:40 GMT
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#dishonored There are no boss battles in Dishonored, no massive, drawn-out fights where the doors suddenly close and you have to take down a really tough enemy to get to the next level. There are some difficult encounters—like the Tallboys, pictured above—but there are no bosses. More »

Posted by Kotaku Sep 14 2012 20:00 GMT
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#dishonored You're crouched in the dark. You can hear two guards talking; they're just around the corner. If they spot you, you're as good as dead. Best to remain in the shadows, unseen. More »

Posted by Rock, Paper, Shotgun Jan 26 2012 13:37 GMT
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I understand that retail excitement and stealth aren’t all that compatible, so I’ll allow GOG.com the opportunity to loudly gloat over nabbing Square Enix’s (nee: Eidos) stealthy pair of classics. Both Hitman: Codename 47 and Deus Ex are waiting for your money in exchange for discreet but deadly dalliances.(more…)


Posted by Kotaku Sep 28 2011 09:15 GMT
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#deusex Deus Ex: Human Revolution is a prequel to the original game that took years to develop, cost millions of dollars and drastically re-imagined the look of the universe. That was cool with many people, but if you prefer the original, you should check out this fan-made project. More »

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Posted by Kotaku Sep 15 2011 00:30 GMT
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#deusex Deus Ex: Human Revolution promotes stealth and tactical combat the majority of the time. The boss fights, though, pit you against super-tough foes in a small arena. So what's a player to do? This video demonstrates one of the more...succinct tactics available to make quick work of boss Namir. More »

Posted by Kotaku Aug 18 2011 00:00 GMT
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#deusex Our retrospective letter series continues with part two. The first letter can be found here, and an index of all letters can be found here. More »

Posted by IGN Aug 08 2011 21:40 GMT
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There's a popular internet saying that whenever anyone mentions Deus Ex, someone reinstalls. Well, if you happen to reinstall following that mention, you might want to check out mod DB user DaveW's New Vision mod that bumps up 75 percent of the game's textures to higher resolutions...