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Secrets Revealed? Not quite, but you can catch a glimpse into the covert world of Deus Ex: Invisible War

By Michael Lafferty

 

“We want the player to create the experience, as he or she plays”

 

Who to trust? Perhaps the question is better asked whom not to trust? Well, at least the answer will be easier. So many sides are pulling strings, but the one thing they didn’t count on was an agent who tends to go his or her own way.

 

Eidos and Ion Storm have teamed up for Deus Ex: Invisible War, the sequel to the June 2000 mega-hit title, Deus Ex. The original title brought an immersive shooter game to players, with so many plot twists and turns that players were constantly kept off balance.

 

Invisible War follows that same thread with a deeply immersive plot in a shooter world. Players are tasked with uncovering the truth while dodging enemies from all sides.

 

The game will be released December 3 and will be available on both the Xbox and PC platforms

 

Harvey Smith, Project Director of Deus Ex: Invisible War, took time to talk with GameZone about the title.

 

 

Question: We are in an era where shooter titles are really starting to push for innovation and a sense of realism in the way the action is depicted. And yet, years ago, there was a title called Deus Ex that really started the trend. I distinctly remember the first time I brought up the sniper scope and took out an enemy with a headshot. That was an amazing and memorable moment. In many ways it set the standard for the innovation that was going to come. What will set Invisible War apart?

 

Harvey Smith: I don't think Deus Ex started anything. I think the game was merely one more example, in a long chain of titles that took steps toward putting the player in control. Deus Ex: Invisible War takes even more steps in that direction...the AI, the physics sim, the sound propagation model and the lighting all work to make a more analogue simulation. The game mechanics we've used this time for biomods (player-character powers), weapons, weapon modifications, creatures, bots and other interactive objects in the world are all more conducive to emergent gameplay.

 

Q: The game is utilizing bio-tech modifications. What are we likely to see? Because the game is somewhat futuristic, are we likely to see new weaponry?

 

Harvey: This time, all the weapons have interesting alt-fire modes. Example: The player can alt-fire a rocket and guide it in real time, piloting it around. Also, maybe of the weapon mods are interesting. Example: The 'glass destabilizer' causes glass to melt without making sounds or setting off alarms. This is super useful for sneaking.

 

Q: Can you give us a bit of the background for the title. There are several factions vying for control of the world - what does this mean to the intrigue factor?

 

Harvey: The intrigue factor is very high. We're using factions like the WTO and The Order, initially. Then, as the plot advances, there other groups involved. All through the game, the player can side with any of the factions this time.

 

 

Q: The original title had some nice plot twists and turns. Will Invisible War maintain that?

 

Harvey: Absolutely. I can't say much without spoiling some surprises. Old characters return at odd moments. Things are not what they seem. (Thus, "Invisible" War.)

 

Q: What, in your estimation, makes for a great shooter title, and how does Invisible War fit the bill?

 

Harvey: For Ion Storm, this is player-expression, or player-authored-experience. We don't want to send the player down one narrow hallway after another. We want the player to create the experience, as he or she plays.

 

Q: When putting together a title like this, what comes first - graphical concept or plot?

 

Harvey: For us, it's gameplay. Plot second. Graphics probably third.

 

Q: Will this be a title that is powered by the action or will stealth play a big factor in the game play?

 

Harvey: Mostly action and RPG interaction with characters. (Plus building your own character and advancing him through the game.) However, we are also a stealth game. The AI and many of the biomods and weapons allow the player to act sneaky.

 

 

Q: Will the game feature multiplayer action?

 

Harvey: Nope. Single-player, big story game.

 

Q: Invisible War is a journey forward in time, but there is nothing that says you cannot flip-flop time frames to keep the series going strong. Are there any plans for a third game?

 

Harvey: I cannot comment. But some people have expressed interest in the past, the present and the future of the Deus Ex universe.

 

Q: What elements of this game have provided the biggest challenge, and what do you think will be the most memorable aspects of the game?

 

Harvey: The emergent gameplay: You can really come up with creative solutions to gameplay situations that we, the developers, never thought about.

 

 

 

 

 

 

 

 

 



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