Deus Ex 2--Project Update Intro
DX2 is now well underway. We've been quiet for a while, but now we'd
like to provide you with a project status update and we'd like to
make a statement or two regarding the nature of the game and the development
team.
Project Status We've been working on parts of the DX2 design doc--an html
site on our local network--since the end of DX1. It links to a bunch
of diverse sections on aspects of the game ranging from unit ecology,
interface, fiction, concept art, et al. Meanwhile, every discipline
on the team is grinding away. We have some really interesting game
units planned...including plot-relevant characters, military troops
from the various factions from our high-tech future, an array of
bot classes and a selection of synthetically-engineered creatures.
We want to provide the player with some intriguing new gameplay
tools, as well as some that will be familiar to DX1 players. On
top of that, of course, we're trying to continue the story set up
by the extrapolated conspiracy-theory future of the first game.
Until recently, the materials we've produced (maps, artwork and
engine
features) were either still in developmental stages or they were
working
fairly well alone and had not yet been completely integrated. We've
been
running around in the maps, experimenting with different interface
configurations. Just today, we met an integration milestone, pulling
a bunch
of these elements together for the first time. Having finally crept
out of
the dark ages of early concept work, project setup, design planning
and team
building, we're nearing an end-of-year critical milestone in which
all of
our core tech is in place in (at least) a rudimentary stage. Next
year
should be all about implementing our plans for specific game areas
and
situations: building out missions, writing more dialogue, tuning
weapons and
tools, establishing enemy behaviors and such.
The Game Deus Ex is a hybrid RPG/Adventure/Action game that allows the
player to solve all problems in multiple ways. DX2 will adhere to
these same ideals, with some significant enhancements based on our
much stronger understanding of what made the first game work.
From an RPG character standpoint, we've planned more character-building
choices (the player-character can be optionally male or female),
we've
unified some of the game systems and added some interesting player-character
capabilities. We feel like we now have a much clearer idea about
which
aspects of DX1 were important to players, what worked well and what
didn't.
The game environment itself in DX2 is something that has us completely
excited. Our plans include a higher-fidelity world, with weather,
greater
object density, more capable (and clearer) unit behaviors and a
deeper
physics/object-interaction simulation.
Fictionally speaking, DX2 is set on Earth in a post-DX1 future.
We're
updating some of the familiar organizations and characters, while
adding
some completely new 'players' as well.
While DX2 will be the same type of game as the original Deus Ex
(an
immersive sim), this time around we have some significant technological
advantages. Our studio is working on both Thief 3 and DX2. While
those
projects are different in setting, vibe, gameplay focus and in other
ways,
they also have a lot in common. So we're attempting to co-author
as much
technology as possible. Both projects will (at least in part) share
technologies and resources related to AI, lighting, sound propagation,
editing tools, motion capture, physics and others. In all of these
areas,
both teams are also tweaking things for the different needs of each
game--that way Thief 3 and DX2 will ultimately each have a unique
feel.
DX2 will feature a much higher poly count for architecture and
models than
players saw in the first Deus Ex game. Plus, the models are fully
boned and
are being animated with a skeletal IK system, allowing for more
animations
and higher quality (motion captured) animations. The effects are
really
satisfying and reach into many areas of the game, improving it in
both
high-impact and subtle ways. For instance, we always wanted characters
to
have facial expressions, but could not afford it until now; we believe
this
feature alone will seriously improve the quality of the game's conversations
and character interactions.
Creating maps and missions for DX2 is similar in some ways to the
process we
used for Deus Ex, but it's different in some key ways. This time,
the
mission designers are roughing out areas and an art team is adding
high-poly
architectural detail. This way, we get the same DX-style game, but
with much
more convincing (and hopefully more immersive) environmental visuals.
With regard to the interface, we're working on ways to make the
game easier
to use, more elegant. As always, we want the player to forget that
he is
playing a game. We feel like we learned a lot of things while working
on
Deus Ex that will directly improve DX2.
The Development Team The last year has seen the studio grow to two teams. We've
been recruiting very carefully, looking for people who we feel can
contribute in a high-impact way and who share our design aesthetic.
Aside from working on Thief 3 and DX2, we've been providing ongoing
support for Deus Ex 1 and working on projects like Deus Ex: The
Conspiracy (our PS2 version of the game).
At some point in the near future, we hope to launch a website that
includes
bios of all team members, including all the new people. (Our art
director is
even creating caricatures of everyone.) Until then, rest assured
that DX2 is
staffed with the same core design and writing teams and the same
audio
engineer from Deus Ex. We've also added a bunch of high-end artists
from
other game companies, including friends with whom some of us have
previously
worked. The DX2 programming staff is a mix of engineers from Origin,
Looking
Glass and other studios. (Their previous games include installments
from the
Wing Commander series, Terra Nova, System Shock 2 and Thief 1 and
2.)
Everyone provides design input--an approach made possible because
we've
hired a bunch of people who specifically love games like Deus Ex.
Endnote and Screenshot Descriptions
Thanks for reading. We still have a ways to go, but we'll be releasing
more information and materials as we go. The Deus Ex community has
been really amazing--a very committed group that seems to resonate
with our design vibe. It's one of our primary concerns that fans
of the first game are happy with DX2. Special thanks go out to Planet
Deus Ex, TTLG, DeusExMachina, DeusExIncarnate, DXNation and all
the other great sites that have supported Deus Ex and Thief. Also,
high praise to all the people working on Deus Ex mods--we await
your work with great enthusiasm.
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Screenshot DX2_phase2greasel.jpg:
Concept art for the "Phase 2" greasel.
(The original version of the creature will be returning as well.)
The Phase
2 version represents an "advancement" by VersaLife, one
of the biotech
companies. [Compare to Phase
1 concept]
Screenshot DX2_karkian1.jpg:
Concept art for the original version of the
karkian. The higher poly count allowed for models and the skeletal
animation
bones should allow us to include some kinetic movement of the overlapping
plates on its back.
Screenshot DX2_AquaticSecBot.jpg:
Concept art for the underwater security
bot. We've planned for more water gameplay, including stealth and
light/darkness play in aquatic environments.