Wednesday, July 27, 2016

Deus Ex: Mankind Divided's Producer on the Problems With Boss Fights

We got some hands-on time with Deus Ex: Mankind Divided recently, and also had the chance to sit down with its producer, Eidos' Olivier Proulx. During our chat, Proulx talked about building its game world, the problem with boss fights in Human Revolution, choice and consequence, and more.

Read on for the full transcript.

IGN: Looking back on Human Revolution, what did you do well enough to elaborate on in Mankind Divided, and what did you want to get rid of entirely? 

Olivier Proulx: Starting with what was very successful in Human Revolution: the choice and consequence aspect, the impact you have on the game world, and the city hub. So we've built a bigger city hub in Mankind Divided, one with more immersion, more side-missions, more layers to explore. We've improved the cool stealth mechanics, because we feel a good Deus Ex game must provide good stealth gameplay. So all of these things were improved on in many ways. But then we looked at the things we weren't happy with: primarily the boss fight situation. We didn't want to have another part of the game where you're forced to kill someone. We don't have that in the game anymore. All the challenges are more consistent with your play style.

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