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Deus Ex 3

The document outlines the gameplay elements of the Deus Ex series, emphasizing the blend of various genres and the importance of player choice in character development and interactions with NPCs. It also details the development history of the series, starting from the original Deus Ex in 2000 to subsequent titles like Invisible War, Human Revolution, and Mankind Divided, highlighting key decisions and changes in the game's direction over the years. The narrative reflects the creators' desire to innovate beyond traditional gaming conventions and the evolution of the series through different developers and platforms.

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0% found this document useful (0 votes)
57 views2 pages

Deus Ex 3

The document outlines the gameplay elements of the Deus Ex series, emphasizing the blend of various genres and the importance of player choice in character development and interactions with NPCs. It also details the development history of the series, starting from the original Deus Ex in 2000 to subsequent titles like Invisible War, Human Revolution, and Mankind Divided, highlighting key decisions and changes in the game's direction over the years. The narrative reflects the creators' desire to innovate beyond traditional gaming conventions and the evolution of the series through different developers and platforms.

Uploaded by

senthil m
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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Gameplay

A unifying element across the series is the combination of gameplay styles from
several different genres, including action role-playing, first-person shooter and
stealth.[10][11][12] Role-playing elements are mostly linked to augmenting the
character in a specific way, spending skill points to create characters that can be
focused either on stealth or combat, or a balance of the two.[13] Player choice is
a key feature of the series, with the actions of the player character affecting
both the world around them and the way non-player characters (NPCs) react to the
character: depending on which faction they belong to, NPCs might praise and be
helpful, chastise, ignore, or even attack them.[10] This emphasis on player choice
is most evident in Invisible War, where players can choose the gender and skin
color of the main character before starting, and have the option of running quests
for and allying with four possible factions within the game.[14]
Development history
Release timeline2000 Deus Ex
2001–2002
2003 Deus Ex: Invisible War
2004–2010
2011 Deus Ex: Human Revolution
2012
2013 Deus Ex: The Fall
Deus Ex: Human Revolution - Director's Cut
2014–2015
2016 Deus Ex Go
Deus Ex: Mankind Divided
2017 Deus Ex: Breach
Further information: Development of Deus Ex

The original Deus Ex was conceived by Warren Spector in 1994 under the working
title Troubleshooter.[15] The main drive behind Deus Ex was Spector's growing
dislike for straight fantasy or science fiction video games, and the desire to
create something new and different.[16] In an interview, he stated that he wanted
to emulate the immersive playing styles of games like Ultima Underworld.
Eventually, after being rejected by both Origin Systems, the company with which he
was working at the time, and Looking Glass Studios, Spector's project was picked up
by Ion Storm. According to Spector, they asked him to "make the game of [his]
dreams".[17] The title Deus Ex was meant to both represent aspects of the plot in
the game and to poke fun at the design techniques that were prevalent in the
majority of games at the time.[18] The game's influences included Suikoden,[19]
Half-Life and GoldenEye 007.[20]

The second game in the series, Invisible War, was unveiled at E3 2002.[21] The
designers chose to allow the players to choose which gender their player character
would be, an idea conceived for the original game.[22][23] After the release of
Invisible War, Ion Storm started pre-production for a Deus Ex prequel twice, but
neither came to fruition.[24] This period saw both Harvey Smith, the main designer
for Deus Ex, and Spector leaving Ion Storm in 2004, with the former citing health
problems[25] and the latter saying he wished to pursue his own projects.[26] Later,
because of restructuring at Eidos Interactive, Ion Storm was closed down the
following year.[27] A multiplayer-focused third game titled Deus Ex: Clan Wars was
originally being made at Crystal Dynamics, but because of the commercial
underperformance of Invisible War, it was distanced from the Deus Ex series and
renamed Project Snowblind.[28]

Human Revolution was announced in 2007 under the working title Deus Ex 3.[29] The
game's creation was handled by Eidos-Montréal and the developer's parent company
Square Enix, whose Visual Works department created the CG movies for the game.[30]
The game became the first entry in the series to receive downloadable content in
the form of The Missing Link, an extra episode designed to fill a narrative gap in
the game.[31]

The Fall was announced in 2013, for iPhone and iPad. Set within Human Revolution's
timeframe, the game was created by the previous game's core team and a team from
mobile phone developer N-Fusion.[9]

Mankind Divided was announced in 2013 (untitled at the time) when Eidos-Montréal
announced that they were working on a new title in the series for PC and next-gen
platforms, and that it would be the first part of a larger, transmedia project
called Deus Ex: Universe.[32][33] It would be revealed in 2015 with its official
name accompanied by an announcement trailer.[34]

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