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Deus Ex: MD - Interview @ RPS

by Myrthos, 2015-09-30 22:22:02

Rock, Paper, Shotgun has interviewed gameplay director Patrick Fortier about ownership over Deus Ex, expanding the language of its level design and politics.

RPS: It looks perhaps like you’re expanding the language of Human Revolution, in terms of movement and abilities. How does that impact level design; are you doing things to expand beyond the dichotomy of ‘vent route’ and ‘ceiling beam route’?

Fortier: We are trying to expand it, mostly in the way things are laid out. In Human Revolution you tended to have things that were a little bit piecemeal. You’d have a room with a challenge in there, and that would be closed off with a corridor, and then another room and then another corridor. We’re trying to look at it and create these more circular areas where not only is it this 360 degree base you can infiltrate from the top, the basement, or by making your own hole in the wall, but also architecturally make it a bit more recognisable so it’s easier to project yourself. Who is living there and what are they actually doing there. It’s not just a compound with a series of rooms. That brings its own set of challenges from the gameplay perspective, but there’s been effort put into that.

But are there vents? Yes, there are vents.

RPS: Are the missions more integrated with the hubs, or is it still a case that you get on a VTOL and fly to enclosed locations?

Fortier: There’s still some of that, but there’s a lot of locations like the police station in Detroit [in Human Revolution]. That was its own self-contained little thing within the hub. We really like that approach, so there is a lot of that.

Thanks Eye.

Information about

Deus Ex: MD

SP/MP: Single + MP
Setting: Sci-Fi
Genre: Shooter-RPG
Platform: PC
Release: Released


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