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Default Deus Ex: Human Revolution - Comments on Invisible War

August 13th, 2011, 02:41
An Eidos Montreal Tumblr post from "Frank" (game designer Frank Lapikas?) addresses the team's view of Invisible War as they set out to develop Human Revolution:
My personal opinion of it did not change, no.
Have I played it? Yes. Through the end.
I’m glad to finally have this question.
We’ve tiptoed quite a lot around the issue of Invisible War, but we’ve never fully answered people who wanted to know how much of it we actually used as inspiration.
I shall do this here and now.
My aim is not to start a flame war. But if we’re to peel back the curtain on how this game was designed, I want to be truthful.
And the truth about Invisible War is that I personally did not get as much enjoyment out of it as I did the original Deus Ex.
Looking at Invisible War was a cautionary tale. The game showed us how some apparently simple design decisions such as universal ammo could alter the essence of what Deus Ex is.
When you look at IW, all the staples are there: the future, augs, weapons, a conspiracy, dialogs, stealth, side quests, etc. Yet it doesn’t feel quiteright.
It made us realize that it would be very easy for us to screw up Human Revolution. We had a fine line to thread after all.
So in essence we used IW and compared it to DX1 in order to operate a “course correction”; which means we reverted most decisions in IW in favor of what DX1 had done.
From my knowledge (and sometimes defective memory), there is nothing in Human Revolution that comes from invisible War alone.
Doesn’t mean Invisible War was a bad game.
But it’s not the game we were trying to live up to.
More information.
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