First Deus Ex 3 Details Emerge: Prequel Confirmed, Original Creators Approve

By Chris Faylor, Oct 06, 2008 6:57am PDT

As teased, the first details on Eidos Montreal's long-awaited Deus Ex 3 have been revealed, shedding new light on the shooter-RPG that's due in late 2009.

Set as a prequel to Ion Storm's original two entries, the title has the blessing of both Deus Ex and Deus Ex 2 designers Warren Spector and Harvey Smith. In addition, Deus Ex series writer Sheldon Pacotti has been brought on as a consultant.

As the new information appeared in the pages of PC Zone magazine, a PC version is given. Xbox 360 and PlayStation 3 editions are expected, especially given its use of the Tomb Raider engine, though the developer has yet to confirm those platforms.

More details, courtesy Shacker matthaeus and CVG, follow below:

  • It's a prequel set in 2027.

  • "The art direction is a beautiful meld of the renaissance and cyberpunk (tying into the game's Leonardo Da Vinci motif)."

  • "A 'powerful, layered' plot is promised for the third game."

  • "You're cast as average joe Adam Jensen, who works as a private security officer at a technology lab specialising in biomechanical augmentations."

  • "One day the path of his life is unexpectedly altered as a team of black ops commandos break into his company's HQ...a mass slaughter ensues and the conspiracy begins."

  • "Stealth will now rely on a cover system rather than shadows, and damage will be dealt with by a very Call of Duty-style auto-heal."

  • "Augmentations have been bumped up and sound fantastic. 20 have been promised for the final game, ranging from 'bungee jump' tentacles that shoot from your back and anchor to a wall when you jump off a building, and the ability to punch through walls to grab enemies in neighbouring rooms."

  • "Eidos Montreal says it's more than aware of fan reaction to controversial second game, Invisible War, and promises mistakes, such as limiting ammo types to just one, won't be repeated."

  • "You'll still garner experience points as you progress through the game. You'll then either choose to plug them into your self through your augmentations or your weaponry."
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    32 Threads | 113 Comments

    • Deus Ex is my all time favorite game. I loved the conspiracy storyline and the large cast of characters. The world was rich and each area was so unique. The storyline and plot seeped into every part of the game.

      I love the game, however it has its “flaws”. Some are hard to dispute while others are pretty controversial.

      The number one “flaw” it had, in my opinion, was its bar of entry. It wanted the player to learn a lot of things in a short amount of time and it required that the player put faith in the game. When you started out you immediately felt like you were in a typical FPS and needed to go do a basic mission. The plot was just not that interesting or clear when you started. When you spawned in you were immediately forced to make a decision without knowing what it meant to the game (your initial load out). You then proceeded toward the combat, where the initial frustrations began quickly. Because every facet of your character was augmentable, your initial character was hard to control and use. Aiming was not good and you had a hard time if you wanted to go in guns blazing (which was one of the options they gave you). The game did not tell you that you would be hampered starting off and that you needed to grow your character in order to be successful in basic combat. This all resulted in many people not even getting past the first level. They had no hope that the game would get better from a plot or a gameplay perspective.

      Once you got past the first mission and you went to headquarters, the world was opened up. Augmentations were explained. The world became a rich environment with plenty of interactivity. You realized that there were many weapons and many upgrades to them. Many characters were introduced and your character became a part of the overall plot (though you still only knew a sliver of information). The people that made it to the city had world really opened to them with single maps having both combat and non-combat gameplay. However even with all of this eventually getting explained, most people never saw this because they played the demo and got bored/frustrated/confused.

      In order to fix the issues and make a sequel I believe they do need to look at modern FPS games. Sure, they do not need to copy everything, but they also can’t just take the past and regurgitate it. They need a bigger audience then they did back when Dues Ex was released (although the first Deus Ex likely could have used more sales too). In order to make a big budget game today you have to reach a big audience. How you do that is a debatable question, however you really have to look at the market and ask yourself how many “new” things you can introduce to a player and not frustrate or overwhelm them. The other side of the coin is eliminating bugs or balance issues by simplifying design in some key areas. Games are much more complex under the hood then games of old, so if you have complex stats and data driven systems mixed in, the likelihood of it breaking or not feeling just right insanely more likely. None of this means your game needs to be simplistic. However it does mean that some changes are likely needed.

      It is a 100% certainty that no matter what they do, they will not please all Deus Ex fans. Even if they simply had the first game with updated graphics, there would be fans that would either hate the updated art or complain that the game did nothing new. So then you are left with the question of “Why do people like the first game?” For many it was the plot. Well you can’t do that plot again, so what new plot can you do? Again, this is an area where you can’t please everyone. Complicating the task of developing a new plot further is the fact that the first game covered just about every conspiracy theory out there. I am certainly not saying a good plot can’t be developed, but many fans will simply not be please no matter what they do.

      This gets me to my point about the mentioned features, none of them are too scary. Everyone who is a fan of the original is way too sensitive to any change equaling a bad thing. While many imagine doom accompanying regenerating health, I can easily imagine a scenario where it fits in well with the gameplay. The same is true with a cover system.

      Bottom line: Updating the game will not make Deus Ex 3 bad, making a bad game will make it so. However there is just no pleasing the hard core fans. No matter what they do there will be many fans that will be unable to judge it fairly.

    • For my part, I don't have a huge problem with the health generation system in DX3 because as soon as I got the health regen biomod in DX1 I used it constantly. If I was near death I could hide around a corner and have full life within moments. Health regen just takes hide and heal element out of the game.

      Don't get me wrong, I believe that the game would be better with the old system, but I can live with what they've done.

      My biggest beef is that they're not bringing back the tradiitonal skill points system from DX1. Eidos started a facebook page and asked everyone what they wanted for Deus Ex 3. The top two things people asked for was to return to the immersive environments with interesting characters of DX1, and bring back the old skill point system!