Splinter Cell: Human Evolution (Crysis Edition)
Mada ima jedna stvar koja mi se jako dopada a to je odsustvo HUD-a sa ekrana.
slicno sam hteo reci, naime mislim da igra ima vise Metal Gear 'izraz'nego SC, mada to nije mnogo ni bitno...svidza mi se, svidza...Hehe... od svega pomalo.Vidi se uticaj Japanske skole, onaj mech isto kao da je izasao iz Ghost in Shell-a.
DeusEx fans! At 8amPDT the very 1st gameplay trailer will be live on your fav gaming sites! Promise it lives up to the hype![]()
Eurogamer: A lot of people looked at your reveal trailer and thought Blade Runner. Was that an influence?
Jean-François Dugas: It was an influence. It was not the only one.
Of course, this cult movie that defined the cyber-punk archetypes, we definitely looked at it. Everything that has to do with cluttering and fog and smoke – it builds a strong archetype of the Blade Runner movie.
We didn't try to reproduce them as is, but we took a page from their book.
We looked at other influences, like Ghost in the Shell, some Japanese anime, even some not so good movies.
It's a pretty big game. On the critical path it's roughly 20 hours. If you explore beyond the critical path to find all the secrets and all the side quests and the secondary objectives, it's going to clock roughly at 30 hours.
Jean-François Dugas:What I can say is we're trying to keep it on a human level. We're trying to explore why people do what they do, and, what are their motivations?
We're trying to explore those kinds of things as much as we can. Sometimes you will have to make choices that might have some sort of impact on the human level for someone else, and on subjects that matter, that you can relate to.
We're trying to make you care as opposed to trying to guess if you say yes or no, if you're going to have a bigger gun or a smaller gun.
Jean-François Dugas: At first, internally, when we were brainstorming and going around with ideas of player choices, sometimes we had heated debates.
'If we don't give a big reward to the player for this then this choice is meaningless.' We were debating that. I was like, no, it's not meaningless.
If we talk about something on a human level that something as a player, as a human being, you can relate to, you probably had that experience in the past or you know someone, you understand the emotional aspect of the choice.
The only thing for me that's important is I want us to be able to adapt the enemies a bit with the hit points to be on PC more challenging.
With the mouse you're way more precise than with the controller. It's not the same experience, exactly. I want to make sure the PC version is tailored to the fact you play with a mouse, and it doesn't feel like it's dumbed down.
Eurogamer: Have you spoken to Warren Spector about the game?
Jean-François Dugas: Unfortunately not. But I can tell you we spoke with other members of the original team.
For the development of the story, Sheldon Pacotti, who was the lead writer on the first two games, helped us as a consultant. He came to Montreal and we showed him the game. He gave us feedback on the story and we worked together.
It was great to have the input of some of the original members. The reaction has been enthusiastic. It's been cool.
When you know that some of the original members are coming to see your game and you present, it's nerve-racking!
We take it seriously. We want to revive Deus Ex. We want to make it a worthy addition to the franchise.
... i ima vise zutila nego sve Codemasters igre.![]()
Follow along with the video below to see how to install our site as a web app on your home screen.
Napomena: this_feature_currently_requires_accessing_site_using_safari