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Deus Ex: Human Revolution

Igrao sam prvi DE ali...

Posle iskustva sa OFP: Dragon Rising i SH5: Battle of Atlantic - TRAILER ? WTF was that ?!?
 
"All missions have multi-path solutions. It's not once in a while - it's all of them."

"It's not Fallout big, don't get me wrong, but there are a lot of streets, back alleys, rooftops, building interiors, sewers, conduits... There's a lot to explore. "

"The thing is while you're doing A you can come across something, and can hack it and shut it down. If you do that then right away one of your colleagues will call you and ask, "Jensen, what did you just do?" You say: "I don't know. There was this switch and I shut it off."
But as you progress and do the other objectives it becomes clear that what you've already switched off is actually the final objective for the map - only you did it at the start. So basically we support players that maybe go left when they're meant to go right, when it makes sense, as much as we can."

"You can go left or right, there are streets and buildings to explore. There are people to meet who have side-quests. You can find weapon dealers that are hidden here and there. You can expand your experience outside of the critical path of mission objectives. I actually think the maps that we have are a little bit bigger than the one's we're talking about in Deus Ex 1"

"We didn't go into Multitools because we wanted to make hacking more prevalent. So we decided that all the unlocking of things like that is done through hacking. As for proximity mines we have different templates where you can put different types of item together - you can attach one grenade to a mine template and stick it on walls and things like that. We have other things that are similar to what's been before too, like the meds and some of the nutrients"

"We have gas grenades, we have frag grenades... we have a few others"

"we're going more with a full cast of weapons. All of them have their unique abilities - so there's a range of lethal weapons and a range of non-lethal weapons. And it's not universal ammo: it's a specific ammo for each"

"There are two kinds of takedown - you can kill the guy, or stun the guy. If you hold onto your trigger, you'll kill him. If you tap the trigger once, you'll stun the guy. With the guns, we have over 15 of them in the game - and most support stealth in combat. And yes, we do have tranquilisers"

On the hacking mini-game:
"The goal here is that you have a network: you start at a node and you have to reach your target. There is a mainframe though - which can detect you through the network and will start to retrace you. I don't know if you know a game called Uplink [made by Introversion, the creators of Darwinia] but we're using a similar approach"

On conversations and verbal sparring:
"You need information, and you have to read the character in front of you to deliver the right response to continue, and win the round. You have three rounds, he will have three counter-attacks. You can succeed, fail or have a neutral response. If you restart the conversation, it will move on to a completely different one. You can't learn the path. It's complex to code, very complex!"

Nove slike:
http://www.eurogamer.net/gallery.php?game_id=8982&article_id=1127238&position=3#anchor

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Poslednja izmena:
Ovaj na drugoj slici mi lici na busha D:
 
Ovo je koncept art, nije game engine screenshot. ;)
 
Splinter Cell: Human Evolution (Crysis Edition) :D

Mada ima jedna stvar koja mi se jako dopada a to je odsustvo HUD-a sa ekrana.
 
Splinter Cell: Human Evolution (Crysis Edition) :D

Mada ima jedna stvar koja mi se jako dopada a to je odsustvo HUD-a sa ekrana.

Hehe... od svega pomalo.:D Nema HUD zato sto ga jos nisu ni izdizajnirali, a mozda ostane i ovako prazno ko zna. Vidi se uticaj Japanske skole, onaj mech isto kao da je izasao iz Ghost in Shell-a.
 
Taj rad, biće ovo zanimljivo:D
 
Bogami, ovo je prilicno ozbiljan rad... Nadam se samo i da ima finih i originalnih ugradjenih caka kakve je imao prvi deo. Ovo sa zidom obecava, za ostalo cemo videti... Sve u svemu, odlicno! :p
 
Ma skinuo sam ja ta dva videa, ali ne mogu da ih pustim! Stalno prijavljuje da nisu ok fajlovi... Ne znam u cemu je vic... ,)

[edit]

A vic je u leopardu, koji se izgleda nesto ne prima na ovaj MP4 konkretno... Malo cudno... Heh... :D
 
Poslednja izmena:
Izgleda savršeno. Dosta me podseća onaj grad ne stari Deus Ex :) TP nije problem, koristi se tamo gde i treba da se koristi. Čini mi se da je u jednom trenutki igrač bio tačno ispred vojnika, i da ga ovaj nije video (ili sam se ja zeznuo). Valjda toga neće biti. Ovo bi moglo mnooooogo da mi se svidi. :D
 
Meni se dopada sto je igra retro originalne igre kada je dizajn u pitanju. Mada malo previse ogoljeno izgleda na momente, narocito kada su teksture u pitanju (ili barem takav utisak ostavlja ovaj snimak koje je ruku na srce vise nego cabar)...
 
http://www.gametrailers.com/video/gc-10-deus-ex/702811


Ništa novo što nije viđeno u E3 demo-u. I naravno, "next-gen" brown/yellow/green paleta...


http://www.eurogamer.net/articles/2010-08-13-deus-ex-interview

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.
 
Poslednja izmena:
... i ima vise zutila nego sve Codemasters igre.:D
 
... i ima vise zutila nego sve Codemasters igre.:D

Da, al ima ga i čitav barok na čijem se osvetljenju igra bazira, pa šta?!

Mislim ovo je već n-ti put da pada ovakav komentar ovde, kao da je to neki minus ili ne znam ni ja šta...

svašta! ,)

Ovde se zapravo radi o jeziku simbola a to je nešto bez čega bi čitavo barokno slikarstvo bilo praktično nezamislivo! U ovom slučaju Deus Ex da tako kažem prati ovaj koncept ili bolje rečeno se služi njime, a evo i zašto! Žuto ili zlatno svetlo je simbol u ovom slučaju, koji treba da sugeriše ili definiše izvesnu duhovnu transformaciju. Zbog toga je u to sam sasvim siguran upravo ovakvo osvetljenje i konkretno barok uzeto kao polaz za ovu video igru! i da ne objašnjavam sad dalje šta i kako, koga ovo zanima ima wikipediju pa neka pročita malo više o tome...
 

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Poslednja izmena:
Da, ali jedno je gledati sliku naslikanu i tumaciti je na stotine nacina, a drugo kretati se u prostoru gde je sve zuto i oskudno bojama. Takav efekat uglavnom izaziva frustraciju igraca jer ne pravi nikakvu dusevnu transformaciju vec ispraznjuje i stvara maximalnu monotonost. Razmisli o tome, jedno 7 sati cepas igru u kome dominira jedna boja, zar to nije praznjenje, monostonost i odustajanje od igre na kraju? Svaka njima cast sto znaju sta je umetnost Baroka, ali ovde govorimo o prosecnom igracu koga to ne interesuje, a i da insteresuje bas me zanima kako na prosecan mozak i stanje duha utice 10-casovna jedno-bojna monotonija?
 
Ok je sva ta prica u vezi implentiranja baroknog duha u igru,ali mene je od svog tog zutila zabolela glava...Ne razumem zasto prosto ne bi bila mracna atmosfera kao u prvom delu?
 
http://www.gametrailers.com/video/gc-10-deus-ex/702811

prelepo!

zuto = sjajna atmosfera!

mada mozda previse izgleda kao Blade Runner - da sa pustim film mislim da su preslikali i one cena voca na tezgama :D

a i Vangelis samo sto ne zasvira... MALO su ga preterali ali to je DOBRO! ...mada dosta lici i na Crysis.

me like it very much and I will buy PrC again ;) sad bar imam dobar razlog :d
 
Poslednja izmena:
Jedino sto su lokacije u praznjikave...steta. Fali tu one nepodnosljive guzve i vise "mature" elemenata od banalnih silueta igracica i ribe koja lapdancuje - u dzemperu :S:
 
Svidja mi se ovaj gameplay trailer. Poshto me je drugi deo Deus Ex-a razocharao, jedva chekam da probam ovaj prequel.
 
Zeljno iscekuje sutrasnji trejler. :eyebrows:

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Vrh Dno