deus ex: human revolution

Trailers: Deus Ex: Human Revolution is seedy as all-get-out

This much has been confirmed by Joystiq. What has yet to be confirmed is whether or not I’m ever going to get the Deus Ex set to Daft Punk trailer that I’ve been waiting for. Come on: the future, cyborgs…the future. Where are my techno beats?

Author: Cody

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Friday, July 15th, 2011 Trailers 1 Comment

Trailers: 12 minutes of Deus Ex: Human Revolution

So I’ve spent a lot of time trying to figure out just what’s putting off about Human Revolution, a game that I should be fawning over in theory. I know that story-focused games don’t demo well and that progression elements don’t always make their presence known in promotional material, but there’s something more to this feeling. And I think I’ve got it.

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Author: Cody

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Thursday, July 7th, 2011 Trailers 1 Comment

Trailers: Making the world of Deus Ex

Nothing adds depth to a world like e-mails! Now please let my instincts be wrong so this game won’t be a disappointment.

Author: Cody

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Thursday, June 30th, 2011 Trailers 1 Comment

Trailers: Deus Ex: Human Revolution’s E3 trailer…before E3!

Now, I like neck-snappin’ CGI trailers as much as the next guy, but I’m starting to get a little concerned at Eidos Montreal’s lack of gameplay demonstrations. True, there have been some, but these pre-rendered cut-scene samplings seem to be taking precedence. That’d be fine if the gameplay segments we have seen ever matched the intensity of these videos.

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Author: Cody

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Wednesday, June 1st, 2011 Trailers 1 Comment

Trailers: Deus Ex demoed

Hey, so if you read our PAX East Day 2 Liveblog, and I know you most certainly did, then you know about how we saw a demo of Deus Ex: Human Revolution that illustrated the various options available to the player at any time. This video here shows a small portion of the level we watched and conveys the same concepts of player choice.

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Author: Cody

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Sunday, March 20th, 2011 Trailers 4 Comments

Our Adventures: PAX East Day 2 liveblog


Keep checking back for updates.

Just because you have an idea doesn’t make you a game designer panel: Starting a few minutes late here, so I missed the who’s who.
-Answering some twitter questions: “Can I be a game designer even if I don’t have an idea?” Yes. Can you be a creative director without an idea? No. Creative director is Miyamoto–the guy who comes up with the idea. Game designer is the nuts and bolts guy who makes levels, etc. But it’s important to note that everybody can come up with ideas. It takes more than that.
-Next question: The guy wants to become a game designer to create this one game he has an idea for. The panel says that “nobody cares about your idea.” It’s “mental masturbation.” It’s hard to convince other people that your idea is more important than theirs. Build it yourself, even if it’s only a conceptual board game. If you can’t explain your idea to someone else to the point where they can then go explain that idea to someone else just as well, then you won’t get very far.
-”Vertical slice” concept – demo a level that shows the core concepts of your game.
-Any idea you have needs to be fueled by your passion, but actually have a chance of making money as well.
-Next question: “Is programming the most necessary skill stat for a game designer?” You don’t need to have that scientific basis to be a designer, but you do need to know enough to string a system together logically. You need a tool to prototype with, but it doesn’t necessarily be have to be programming knowledge. It certainly helps, though. -C++ is the most useful language because it works everywhere. Actionscript 3, Python, Pigame.org, Unity,are all useful programs for beginning level coders. But if you’re not a coder, you might be better served focusing on your trade and finding a friend to code for you.
-”I don’t know anybody who was hired as a game designer.” You can work your way to the top, even if you start in the mail room, but nobody will hire you as a game designer right away. “Yeah, but don’t be a dick.” “No, I totally disagree with you. Be a dick…” “Okay, so be a diplomatic dick.”
-”Go out there and be completely gutsy.” You can’t just get a job out of college. You need to network.
-Next question deals with how useful design school is. You can learn great writing or level design skills at school, but school’s generally don’t teach the intangibles necessary for a game designer. The games you’ve made are more important than your education in getting hired.
-Academic institutions are a great resource for indie developers. Indie development is bigger now than ever before. “Especially if you don’t like eating.”
-If you’re going to start your own studio, you need to decide that your game will not fail no matter what. “If you haven’t made that decision, you are fucked.”
-Didn’t hear the next question because some smelly mooks next to me are talking over the presenters…classy.
-They’re discussing how important math is to game design. They give Limbo as an example of a game that probably didn’t require a lot of math in designing mechanics. Communication is the most important skill a designer can have. You need to be able to communicate effectively with all different departments of a studio.
-”What techniques do you use for brainstorming?” – “Putting people in a room where they can’t do anything else.” Coming up with initial ideas isn’t that hard, but coming up with ideas when you’re stuck is hard. “Take a few days off and do anything else.” “My last great idea, which happened a while ago, happened in the shower.”
-Question about getting your idea off the ground. Boardgamegeek.com Game jams. These are things where people just get together and make games.
-”How did each of you get your start in game design?” – “I was on a clusterfuck project that went to hell in a handbasket.” A bunch of people left and everything was going wrong, so he had to take up additional responsibilities. “Do you think failure is integral to game design?” “Oh yeah, oh yeah” (in Kool-aid man voice). Just get back on the horse. “You don’t want to get back on the same horse.” “Yeah, find a new horse.” Another guy made a board game with friends in college, which eventually led to a QA position and onward from there.
-How do you know your game’s going to be successful? Get it into as many hands as you can and listen to their feedback. If you have something really really bad or good, you’ll know. The scary part is when you’re in the middle, because that’s when you or your friends won’t be honest in their feedback. You need to understand the difference between the potential of your game and the current state of your game. Polish doesn’t necessarily fulfill potential if the mechanic is just mediocre. If you believe you have something really good but other people aren’t seeing it, find out why they aren’t seeing it.
-”Is there a time to ignore criticism?” “Almost never.” Obviously the number of people giving negative feedback influences whether or not you should act on the criticism, but you should never pick and choose what you listen to. “One of the biggest insults you can give to somebody at Zygna is ‘You seem really attached to that idea.’”
-Next question deals with someone who’s worked at a company for a couple years as a QA guy and he wants to know how he can get noticed as a designer. Don’t just say you have ideas, build solutions and demo them. Make yourself helpful to the designers. QA is almost the best way to get into design because you’re constantly looking at problems and giving solutions to games. Don’t just find a problem and give one solution, though. If you can give multiple solutions to your designers then you’ll have a design job within a year.
-”What’s the biggest dead baby you’ve ever had?” – I should clarify, that a dead baby in this context is an idea that had to be killed off. “When you make a game try to do one thing really well before you try to do many things really poorly.”
-”What if I have tons of ideas but no technical skill?” – If you have no skills you suck. Get programming or art or QA skills. If you don’t have any skills, then find friends who do and then make a game with them. You’ll learn skills in the process.
-What sort of things in an entry-level designer set off red-flags? If you have no communication skills, if you’re close-minded, or if you make eye contact (scratch that last one) then you won’t make it.
-”How does a marketer make it into game design?” – Marketing is creating something that everybody wants, so the skills lend themselves to game design well. At Zygna, almost all design decisions are influenced by market trends. So a marketing background is very useful, but it doesn’t tell you how to fix the problems in your game.
-If you’ve got all the skills but you don’t have a job, what do you do next? Make a game, preferably a somewhat original one. There’s nothing wrong with making it small. “I look good naked.” You don’t need any context for that.
-”At what point is getting into code a good idea?” After the vertical slice. Get your core mechanic down before you deal with code.
-Parting comments – “Do one thing and do it right.” Don’t overwhelm yourself with a million features. Gives Braid as an example.
“If you’re interested in making games, make games.” Do it all the time.
“Start doing what you’re doing and don’t stop.” He promises an island off of Bermuda if you do this.

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Author: Cody

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Saturday, March 12th, 2011 Our Adventures No Comments

Reactions: Deus Ex revolutionizes humans Aug. 23rd

It might be later than expected, but one of the year’s most anticipated games, Deus Ex: Human Revolution finally has a release date: August 23rd. In addition to the regular edition, Eidos Montreal will also be providing an “Augmented Edition” for a cool $70. Extra goodies include “premium packaging for the game, a 40-page art book, a DVD with behind-the-scenes features, and a motion graphic novel included on a bonus disc.” It’s rumored that in order to compete with Modern Warfare 2‘s night vision goggles, they were going to offer augmentative surgery for premium customers’ eyes, but Legal had some issues with that.

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Author: Cody

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Wednesday, March 9th, 2011 Reactions No Comments

Trailers: Deus Ex delights with trailer and interview

Firstly, if a pre-recorded voice ever tells you of an “environmental malfunction,” you should probably get out of there immediately. It’s never going to end good, and if it just so happens to go especially bad for you, it could end with a cybernetic freak bashing you into a glass wall.

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Author: Cody

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Thursday, February 3rd, 2011 Trailers 2 Comments

Feature: Gaming in 2011

It might not be the sexiest (or most original) feature you’ve read lately, but I think 2011′s line-up of games is so damn nice that it’s worth looking at twice. Also this gives me an opportunity to share some of the ways that 2011 will be affecting me personally as a gamer. Namely, I’ve decided that after spending nearly $600 on video games last year only to realize that most of them weren’t even that good, it’s time to try out GameFly. I figure the $15 a month will let me play more games at a lower cost. If I come across a game that I’m particularly infatuated with, I can pony up for it then. Heck, I could buy six full-priced games in addition to the GameFly subscription and still come out ahead of last year’s expenses. In fact, that’s sort of what this list is all about; trying decipher which six games look good enough to buy as of right now.

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Author: Cody

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Saturday, January 29th, 2011 Features 10 Comments

Trailers: Sampling of Deus Ex gameplay

It certainly looks like there will be a lot of different ways to kill people in Deus Ex: Human Revolution. Let’s just hope the dialogue options are as diverse and this could be something really special.

Author: Cody

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Friday, November 19th, 2010 Trailers 1 Comment