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3xl deus ex mankind divided
3xl deus ex mankind divided




3xl deus ex mankind divided

We’ve been doing this for nearly 20 years now and we’re getting better. The more you can make it feel alive and real, the better the experience is when you’re in there.įortier: I think as an industry we’re growing up, too. The power of the game is that you’re going into this world and you want to be immersed and see these things. We came up with like a hundred different brands for the game because that makes you feel like it’s a credible world. From the get-go with Deus Ex we said we want to be detail-oriented, we want the clutter, and we want the branding. Why is that more important now? That level of detail? Is it what we expect as gamers, or is it just the ambition level?ĭeMarle: There are multiple answers to that question. There’s a lot of detail and a lot of clutter. Also at the same time we’re spending a lot of time with the environments.

3xl deus ex mankind divided 3xl deus ex mankind divided

That takes a lot of time and a lot of fine-tuning. You could be writing a scene which is a two minute conversation when you play it, but the script is 20 pages long because we have to take into account all of the branches and all of the dialog that might have been heard, or not heard. What we really wanted to do is push the narrative beyond just the branching storylines, and that’s hard in and of itself. Just doing little things in that situation becomes hard.ĭeMarle: It’s a complicated game to make. You have good intentions and you think you’re going to be ready and we realized that maybe the tools weren’t quite there. Why has it taken five years to get around to doing a sequel and dividing mankind?įortier: A lot of it was that the team started working on some new technology, and sometimes things are a little harder than you wish they were. He and I have our desks right next to each other and we’re constantly talking, and Patrick’s is right next to ours as well, so we’re always turning around and collaborating. Our creative director Jean François Dugas is the brand cop on a lot of things as well. I’m the brand cop when it comes to the narrative. He knows he’s augmented, and that he’s a weapon, so we have to think about how we translate that into gameplay.Īre you working together daily? Are you sitting down every day and reviewing what’s been done? Are you, Mary, the brand cop for this? Do you look at go, “This is Deus Ex and this isn’t,” or is that a shared responsibility?ĭeMarle: It is a shared responsibility. He’s much more accepting of what he’s become. Gameplay-wise, in Mankind Divided Adam Jensen is a different character than he was in Human Revolution. Art can tell a story, like the way this room is set up and the way things are laid out on the table, that all tells a story. We look at what kind of story we’re telling. The narrative is at the heart of everything. Patrick Fortier: It’s a very collegiate approach between the narrative, the art direction, the level design, the game design, and then the creative director who is orchestrating all of that. The Beatles in India: 16 Things You Didn't Know Throughout the process I’m constantly bringing it back to the team, checking if it’s OK, and checking in with Patrick on gameplay. We share a lot of ideas, and then I start developing the story. We ask what the player fantasy is this time around. We all kind of just share the ideas and start talking about the goal. Since Mankind Divided is a sequel, we look at what we got right last time, and what we want to improve. How does it work? Given that you are responsible for gameplay and story, do you start on separate tracks and come together? Or do you start together?ĭeMarle: In the conception phase, the way it starts is that we’re all together in a room and we start analyzing what we want to do. Mary DeMarle: I want to kill him every day. So, how do the two of you work together? Do you get along? To get to the bottom of how the studio behind it balances these seemingly incompatible elements, we spoke with Mary DeMarle, the executive narrative director and Patrick Fortier, the gameplay director at Eidos Montreal. While that sounds pretty heavy and potentially not much fun, it wraps its social commentary in a cyberpunk-themed, futuristic role-playing game that also has lots of robots, gunfights and explosions.

3xl deus ex mankind divided series#

Deus Ex: Mankind Divided is the latest in a series of games that routinely tackles quite complex social issues by exploring the impact of technology on the human condition.






3xl deus ex mankind divided