![]() ![]() We're fully embracing it, and that's part of how we plan for the production and budget of the game."Ĭoncessions sometimes must be made, however. For us, it's really rewarding when people find out how the different little story elements come through in the game. “I think people will share their experience and keep discovering new things. "We’re now in the era of Twitch and Let's Play videos,” he said. ![]() Proulx pointed out that the surge in popularity of online streaming has made fear of players missing out less of a pressing issue for developers.īy clicking 'enter', you agree to GameSpot's There are so many little options for players to have agency in the game world.” I think that's what makes this game so different from others. I think it's part of the DNA of the franchise, and that's something that the dev team has to accept. “I'm always thinking, well, we're putting all that effort there, but a lot of players won't see it. "That's usually my initial reaction as producer,” Proulx said. It never occurred to me that the results could’ve played out very differently if the sandstorm hadn’t hit when it did. I asked Proulx if the team feared their efforts to differentiate mission outcomes would be missed entirely by players. But I was surprised to find out the sandstorm could’ve not happened at all, had I moved faster. It was a key variable highlighted during the pre-mission phase, and it was ultimately beneficial, since it hindered my enemies' escape through the skies. I'd initially thought the weather event to be unavoidable. Upon reaching my destination, a short cutscene revealed the onset of the sandstorm he was talking about. I’d taken my time sneaking my way through the facility, carefully knocking the enemies I encountered unconscious in order to remain undetected. "Did you avoid the sandstorm?" producer Olivier Proulx from developer Eidos Montreal later asked. I completed my mission with resounding success, saving the life of a fellow agent while preserving his cover. I endeavored to be the perfect ghost, and the game allowed me to make that choice. During my recent hands-on experience with Deus Ex: Mankind Divided, I chose to play things by the stealth book: non-lethal takedowns, staying silent and out of sight, and hacking my way past electronic gates. ![]()
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