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I can expect many posts, saying how great Deux Ex is, despite the fact that it's been out for about 2 years :D
You'll be stuck finding a PC game that won more awards during its year of release than Deus Ex. The game combined the level of immersion that a first-person perspective allows with the mechanical depth of an RPG system to create a gameworld with levels of interactivity seldom seen before or after its release. Ion Storm, the studio responsible for the game, is hard at work on a sequel for a variety of platforms, and this is common knowledge. So is the fact that the original game is coming to the PS2. We have spent a bit of time with it and have indeed found it to be a more-than-effective translation of the modern PC classic. Still, we can't help but wonder what the recent delays have been about. What exactly is being squeezed in during these last few weeks? And will there be anything pertaining to the series' long-awaited next installment hidden in its depths? It's with these questions in mind that we decided to talk to Ion Storm. Special thanks to Mike Orenich, Steve Powers, Matt Baer, Alex Duran, and Warren Spector for taking the time to talk to us!
GameSpot: The game is right around the corner from going gold. How do you feel it holds up against what's currently being released for the PS2? Anything out there that you feel is similar to it?
Mike Orenich: There aren't many games out there like Deus Ex. The similarities between those games and Deus Ex are minor in a lot of ways. What we have here is a game that has a rich story, innovative gameplay, and the ability to truly interact with objects and characters in the world. Unlike some other games, Deus Ex actually gives you multiple solutions to the problems in the game. Your behavior and actions will affect the way that your boss, partners, and strangers react to you. You can play through the entire game like any way you like--sneak through the world using nonlethal tactics or be the judge and the jury! There are three possible endings too, so you decide the fate of the world.
GS: We noticed you guys snuck a couple of extra months of dev time into the game's schedule. Care to tell us what exactly you've been working on?
Alex Duran: There are always code optimization issues. [grins] Outside of rendering (with which I wasn't involved), our biggest optimization issues were reducing memory size, speeding up load times, and reducing the size of saved games. On a smaller scale, we also ended up moving a fair amount of Deus Ex 1 PC code out of UnrealScript and into C++ in order to improve frame rate.
MO: We were working on the little things that add polish to the game--decreasing the load times, adding new sound effects, touching up the interface art, reworking portions of some maps, and adding a few cool features (security camera controls, naming your character, etc.).
go there to find out more.
hope it turns out better then perfect dark, is it one big game like red faction or loads of missions like perfect dark and timesplitters
I bought it and took it back about three days later