Intrepid Homoludens
10-07-2003, 05:43 PM
http://mindscraps.com/s/contrib/owen/PBsmile2.gif Meanwhile, hundreds of miles south of Valve's Washington offices, in the humble Texas abode of Ion Storm Austin....
"We are in the final stages of development and testing. Tuning and balancing the game to make it as fun as possible, we are basically wrapping up the loose ends and putting a fine coat of polish on the game. Invisible War will be available in early December on both Xbox and PC."
http://gamespy.com/gdc2003/dxinvisiblewarmulti/11s.jpg http://www.gamespy.com/previews/september03/dxinvisiblewarmulti/02s.jpg (http://www.gamespy.com/asp/image.asp?platform=PC&genre=RPG&image=/previews/september03/dxinvisiblewarmulti/02.jpg)
computerandvideogames.com | 7 October 2003
DEUS EX 2: EXCLUSIVE INTERVIEW (http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=97205)
"While the world has been going understandably bananas for Half-Life 2, another title that's set to redefine the first-person shooting genre isn't too far off now. Deus Ex: Invisible War is the sequel to 2000's RPG-cum-FPS hybrid, and fans of the original's urban dystopia (but with really cool cyberpunk types) will no doubt be flipping out over this one; but those of you who are new to the title should be pretty excited too...
'The player, a bio-modified agent known as Alex D, is roused from his sleep and rushed to a rooftop helipad to be transported away.
The player soon learns that the city of Chicago, Alex D's former home, has been completely destroyed by a nano-tech terrorist attack.
The only fragments of Alex's former world are now confined to the training facility in Seattle: Billie Adams (a fellow trainee from Chicago), two other students from the Seattle program and the expectation that the mysterious rites and trials of his training will lead to a lucrative job as a corporate mercenary and spy.
The player soon learns that Alex D's biomods are a prized technology coveted by several powerful corporations and prominent worldwide factions. A globe hopping adventure ensues that takes the player to Cairo, Antarctica and Trier, Germany in pursuit of the ultimate truth that may save humanity or doom it...
The role-playing aspect is still a strong point of the game. We feel that this game's story improves on what we established with Deus Ex. One of the biggest differences is that you can now decide which path to follow. In Deus Ex, the player started with UNATCO and then was forced to side with the NSF.
The player never had the option of staying with UNATCO. In Invisible War, you can choose which faction to side with, and your game will reflect that. You will have different goals, different allies, and different interactions based on who you side with.
This not only means that you have more impact on what happens in the game, but also means that when you replay the game later you can truly have a different story and a brand new experience.
You'll even notice subtle differences between playing as a male or a female. And, on the gameplay side, we've come up with some great new biomods that will allow all new levels of character creation and player expression.
...it's just the overall freedom of choice. We're doing a lot of playthroughs to test the game, and at the beginning of each one we each pick a totally new character type to play. One guy will be a stealthy corporate sniper, another guy will be a brute force melee tank, someone else will play the game without ever picking up a weapon, and so on.
The combinations of weapons, biomods, and faction alliances makes every playthrough a fresh and new experience. I can't think of a single other game that gives you that choice. In addition, as you play, you just feel like you're driving the action.
You are making the decisions that shape the game, you are deciding which quests to take, you are providing your own moral compass in difficult situations.
We aren't the game where you either have no choice at all or where the choice is so simplistic that it's comedic (i.e. saving the fluffy kitten is the obvious choice of how to be "good" and shooting the nice old lady crossing the street is the obvious way to be "evil").
When you play Invisible War, you make your own choices, you tell your own story, and you have to deal with the logical consequences of your actions.' "
"We are in the final stages of development and testing. Tuning and balancing the game to make it as fun as possible, we are basically wrapping up the loose ends and putting a fine coat of polish on the game. Invisible War will be available in early December on both Xbox and PC."
http://gamespy.com/gdc2003/dxinvisiblewarmulti/11s.jpg http://www.gamespy.com/previews/september03/dxinvisiblewarmulti/02s.jpg (http://www.gamespy.com/asp/image.asp?platform=PC&genre=RPG&image=/previews/september03/dxinvisiblewarmulti/02.jpg)
computerandvideogames.com | 7 October 2003
DEUS EX 2: EXCLUSIVE INTERVIEW (http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=97205)
"While the world has been going understandably bananas for Half-Life 2, another title that's set to redefine the first-person shooting genre isn't too far off now. Deus Ex: Invisible War is the sequel to 2000's RPG-cum-FPS hybrid, and fans of the original's urban dystopia (but with really cool cyberpunk types) will no doubt be flipping out over this one; but those of you who are new to the title should be pretty excited too...
'The player, a bio-modified agent known as Alex D, is roused from his sleep and rushed to a rooftop helipad to be transported away.
The player soon learns that the city of Chicago, Alex D's former home, has been completely destroyed by a nano-tech terrorist attack.
The only fragments of Alex's former world are now confined to the training facility in Seattle: Billie Adams (a fellow trainee from Chicago), two other students from the Seattle program and the expectation that the mysterious rites and trials of his training will lead to a lucrative job as a corporate mercenary and spy.
The player soon learns that Alex D's biomods are a prized technology coveted by several powerful corporations and prominent worldwide factions. A globe hopping adventure ensues that takes the player to Cairo, Antarctica and Trier, Germany in pursuit of the ultimate truth that may save humanity or doom it...
The role-playing aspect is still a strong point of the game. We feel that this game's story improves on what we established with Deus Ex. One of the biggest differences is that you can now decide which path to follow. In Deus Ex, the player started with UNATCO and then was forced to side with the NSF.
The player never had the option of staying with UNATCO. In Invisible War, you can choose which faction to side with, and your game will reflect that. You will have different goals, different allies, and different interactions based on who you side with.
This not only means that you have more impact on what happens in the game, but also means that when you replay the game later you can truly have a different story and a brand new experience.
You'll even notice subtle differences between playing as a male or a female. And, on the gameplay side, we've come up with some great new biomods that will allow all new levels of character creation and player expression.
...it's just the overall freedom of choice. We're doing a lot of playthroughs to test the game, and at the beginning of each one we each pick a totally new character type to play. One guy will be a stealthy corporate sniper, another guy will be a brute force melee tank, someone else will play the game without ever picking up a weapon, and so on.
The combinations of weapons, biomods, and faction alliances makes every playthrough a fresh and new experience. I can't think of a single other game that gives you that choice. In addition, as you play, you just feel like you're driving the action.
You are making the decisions that shape the game, you are deciding which quests to take, you are providing your own moral compass in difficult situations.
We aren't the game where you either have no choice at all or where the choice is so simplistic that it's comedic (i.e. saving the fluffy kitten is the obvious choice of how to be "good" and shooting the nice old lady crossing the street is the obvious way to be "evil").
When you play Invisible War, you make your own choices, you tell your own story, and you have to deal with the logical consequences of your actions.' "