Deus Ex 3

embraceuk1

Original Member Since 2001
30 December 2001
Indiana USA (Scottish)
Nottingham Forest
Q&A: Stephane D'Astous, Eidos MontrealDiscussing Eidos' new studio and plans for the third Deus Ex title

Monday Eidos officially opened its new Montreal studio, welcoming Canadian business and industry trade press to tour the facility. Develop was on hand to talk to studio head Stephane D'Astous about the building of the new studio, its first project Deus Ex 3 and plans for the future…

Q. You said in the press conference that the plan for Eidos Montreal was for major IP, new technology, smaller teams and a 24 month production cycle. How is that going to be implemented and how was that approach decided?

A. Well, on February 15th this year Eidos announced Montreal was the place it wanted to build its next studio. Since then we have been growing, and we're on track for the business plan - the plan is for 350 new jobs over the next three years. We have three phases of that expansion - one per year. Right now we have one full dev team in place. The second dev team should start early next summer and the third team should start in early summer 2009.

Part of that involves sticking to a 24 month production cycle. This is very important because to be able to attract good talent we need a good cycle - 24 months is really the normal games production cycle, but because of the commercial pressure that developers and publishers have many try to desperately crank up games within 12 or 15 months. We don't want to go that way - and we want people to know that - because we don't think it's a good decision in the long term, and it hurts the quality of the game and reputation of the company.

Q. And as you announced today, the first game is a new installment in the Deus Ex series…

A. Deus Ex 3 is an incredible title to be working on, and will also help us attract talent. Real gamers, serious gamers. It's a big mandate we have received - and we take it very seriously. We have done our homework and we have done a lot of research into it. Our proof of concept was approve last month on our first try - I think we've impressed our colleagues back in the UK. We were so pleased that he vision we have for the game was shared and accepted by them. Now the challenge is to realise our conception into concrete code.

Q. The Deus Ex series itself is quite highly regarded by both journalists and a number of developers, and given how the original creators have all gone on to work for Disney, EA and Midway how are you going to prove to the cynics that your new studio is worthy of the series, of the challenge?

A. All the developers working on Deus Ex 3 pretty much know the series inside and out - coming here, they were pretty aware of the opportunity and what they could do. We did our research to find out what worked well, what people enjoyed about it - especially the first game. The second was a success in the eyes of some, but had some ups and downs, so we've tried to identify what worked well in that game. Most importantly, we're extracting what worked well and can be applied now. In the five, six years since that series arrived technology has changed significantly and we have to be careful - we don't want to create more of the same. Instead we've identified the features that can be transposed well onto new technology that arrived several years later.

Q. On the technology front - I understand you're using Eidos in-house technology, specifically the Crystal Dynamics Tomb Raider [next-gen] engine, for the new game. Is that correct?

A. Yes, this is a very important factor for us. In former positions where i worked technology was always a grey zone, a question mark. I'm relieved that here at Eidos we have two great internal engines - one from IO Interactive and one from Crystal. We chose the Crystal engine because we plan to help develop this engine more and then share it back with the rest of the company, the other Eidos studios. Having that technology from the start gives us a great advantage and foundation for our coders - there are no doubts about the approach, and we have few uncertainties. We just want to all work together on improving the same technology as we develop our game.

Q. Will having that fixed technology base also help keep the team sizes down?

A. Definitely. We have sent out several of our staff to Crystal Dynamics to learn about the engine, and the relationship we now have with that studio - and also IO Interactive - is really special and will help us a great deal. I couldn't say that at my previous employers. But IO Interactive, Crystal Dynamics and Eidos Montreal see themselves as the major locomotives for Eidos to really generate and create great games. We're sharing - our teams are not in competition.

To me, IO Interactive have made a great game in Kane and Lynch - I think they've pushed the limits in terms of content, and a new IP like that is always risky - and Crystal Dynamics has done a great, great job with Lara Croft. So we're in the middle of them now, trying to learn and make our own great title.

Q. I guess, when it comes to doubts over Eidos Montreal handling Deus Ex, it's worth bearing in mind how Crystal Dynamics reversed the fortunes of the Tomb Raider brand…

A. Indeed. And there are other titles that Eidos own which have great value to them but they haven't been given much attention recently. Montreal is being seen as a great spot to give new life to these franchises. Our first challenge is a major one in Deus Ex - but if the company doesn't do anything with these franchises people will eventually forget they existed.
So Eidos is in a situation where it cannot permit that to happen. We also cannot let ourselves take four years to develop a game, unlike some other Montreal projects - so that plays back into us building a game in a time frame that is reasonable to everyone.

Q. Staffing the studios in Montreal is a hot issue, with some saying that the region steals talent from abroad, or that it has to take from the studios nearby. So how is Eidos Montreal approaching it's growth plan?

A. About 80 per cent of the staff is from Montreal or elsewhere in Quebec. The rest come from further out, though. Our lead animator is from Scotland, we have programmers from Romania, our narrative game designer is from the States, and we've got some other international talent set to move over here soon too.

Q. Will Eidos Montreal always be working on revamping existing IP?
The first project, as we know, is Deus Ex and that's an existing IP. The next game we start next year is also a current property that Eidos owns.

A. But the third will be an original product. So we have a good three step process that not only helps grow the studio but lead towards original IP. I'm really happy with the plan. We're ahead of schedule too.

Q. What about the new QA team at this studio - how does that work?

A. We have to distinct groups here at Eidos Montreal, and one of those is the QA team. They will be QA for all of Eidos' games around the world. This team - currently at 25 people - are testing games by other internal Eidos studios and its third-party partners too. Any game on any console that Eidos puts out will be tested by the team here at Montreal.

Q. You helped Babel grow its Montreal base and now are helping Eidos, so you seem to be a key person to ask on getting that right; what's the secret to setting up a games company in this city and succeeding?

A. You need to find the right core staff - that's everything, and that's why it's taken us time since the announcement in February to show what we're doing. And you have to share the same vision and passion with those people. That team must also have some trailblazers because people want security - and standing out can guarantee that. In Montreal the gaming industry is growing, and there is good talent, with the critical mass growing. Obviously there are other cities in the world which can be good for a studio to set up in, but for me Montreal gathers a number of factors together; we have great schools, a great middleware scene - Autodesk and Softimage are based here - and a good scene for animation and visual arts. The way to succeed is find the right point that takes advantage of all of those things.
 
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Why do the questions keep mentioning a series? There was no Deus Ex series, there was a PC only game made years ago which was an outstanding game, with multiple paths, great game design, great action, multiple gameplay elements. I believe there was a multiformat PC/console game with the same name +2 on the end but that clearly had nothing to do with the first game as it was utter shite.
 
It's become a franchise, we are in the era of Franchise titles, Madden, FIFA, Metal Gear, PGR, HALO, Ratchett and Clank, Splinter Cell, Rainbow, Ghost Recon, so many developers have created franchises and the original development team may have moved on, or be switched from some dev co's to another, but overall they build an IP and think that keeping a name alive will make fans of a past game in the series buy it. Deus Ex was ported to PS2 too, not sure if it made it onto XB. Also Deus Ex 2 created a spin off game called Project Snowblind.

Have to say, I have absolutely no interest in this game whatsoever.
 
First one is one of my all time fav FPS's
Second one was alright and was still beter than than the likes of Halo and Doom 3 the run and gun types.
 
PC Zone To Expose Deus Ex 3 Conspiracy?
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Things have been a bit quiet on the Deus Ex 3 front, but the news that the original game was to be made available for free from Gametap seemed to suggest that something was coming down the pipe.

If this blurry, phonecam-quality picture is the real thing, UK games mag PC Zone will be lilfting the lid on the game in its 200th issue, out later this month.

The photo popped up on the Gaming Age (NeoGAF) forums and it certainly looks like the right typeface. The issue is on sale on October 9th, so there is plenty of time for the whole story to leak out before you actually have to buy the thing.
 
Deus Ex 3: First details

The first details on Eidos Montreal's Deus Ex 3 have been revealed, in the pages of PC Zone's landmark 200th issue.

It's out in the shops on Thursday, but PC Zone subscribers are reporting that copies of PCZ number 200 have hit doormats this morning. The cover game? Deus Ex 3 - the long-awaited return of the world's favourite nano-augmented RPG-shooter.

In essence, it looks and sounds fantastic. The art direction is a beautiful meld of the renaissance and cyberpunk (tying into the game's Leonardo Da Vinci motif) and is going for a lot more stylised look than the sort of game that comes from the Unreal Engine cookie-cutter.

It sounds like Eidos Montreal isn't leaving anything to chance; a "powerful, layered" plot is promised for the third game - which has been confirmed as a prequel set in 2027- and the dev has even drafted in the consultative talents of original writer Sheldon Pacotti, while also gaining the blessing of both Harvey Smith and Warren Spector on the project.

You're cast as average joe Adam Jensen, who works as a private security officer at a technology lab specialising in biomechanical augmentations, a forerunner to the sort of nanotechnology shown in the original Deus Ex. One day the path of his life is unexpectedly altered as a team of black ops commandos break into his company's HQ, and using a security plan from Jensen's own hand, a mass slaughter ensues and the conspiracy begins.

"Deus Ex 3's vision of the future sees holographic screens flicker atop ferries moving back and forth in front of the Shanghai skyline, now split into two layers with the rich on the top and the poor in perpetual twilight below," says PCZ.

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.

This said, they are doing their utmost to please newcomers as well as existing fans. Perhaps controversially this time around combat won't be influenced by stats, but will rely purely on your personal marksmanship skills. Instead stats will influence "a vast array of fully upgradeable and customisable weapons", and you'll be able to tailor your arsenal to your play style with mag upgrades, scopes and other add-ons.

What's more, 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. There's probably going to be some debate over those two.

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.

Deus Ex 3 certainly sounds very, very promising - if a little controversial for die-hard PC fans. And just wait until you see the shots...

For more info and the first screenshots see the full ten-page preview in the 200th issue of PC Zone, out October 9 (and in subscribers' hands now). Happy 200th issue, by the way.
 
Perhaps controversially this time around combat won't be influenced by stats, but will rely purely on your personal marksmanship skills. Instead stats will influence "a vast array of fully upgradeable and customisable weapons", and you'll be able to tailor your arsenal to your play style with mag upgrades, scopes and other add-ons.

What's more, 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. There's probably going to be some debate over those two.

Hmm sounds like they didn't learn the lessons of the "sequel" *spit*
 
New details about Deus Ex 3 have been revealed in a preview article written on the Czech website Hratelne.cz. According to translations found on the Eidos forums, the game will feature protagonist Adam Jensen and is set in a world where cybernetics companies hold more sway than world governments. Those who can afford them purchase cybernetic implants to gain an edge in society, which breeds unrest among the poorer, non-augmented populace.

One new feature mentioned is squad AI for groups of enemies. Such squads will have an identifiable leader guiding them and will adjust to player actions, such as changing weapons. Take out the leader and a squad's tactical abilities are reduced. Boss battles will evidently also be affected by players' previous actions, though no specifics are given as to how that works. The article also notes that the dialogue system depends on a player's ability to read facial expressions and body language, the proper judgment of which will help to reveal the best response.

The game will visit five major locations, including Shanghai, Detroit and Montreal, all winding towards the formation of UNATCO, the organization served by the original Deus Ex's protagonist, JC Denton (Deus Ex 3 is a prequel, remember?). Hit the source links for more details. Hopefully, we'll start to see additional details hitting the web soon.
 
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