Highest Rated Comments


Poticha1695 karma

We are game developers, so we are not involved in this type of activity. However, everyone felt that we had to listen to the feedback and input from the community, and that we needed to act accordingly.

Poticha1390 karma

We once had a playtester who played by handling his controller backwards. He actually learned to play like this back on SNES. He finished Mankind Divided playing like this!

As for funniest bug... wacky ragdolls were always entertaining. We also laughed a lot when dialogues were still being written and/or voices haven't been recorded, and we had to use text-to-speech voices in the game.

Poticha850 karma

Hey everyone! Not sure if you've seen our edit to the OP - we're at Gamescom and things are pretty hectic, we had to run out for a few hours. It's midnight and we're back for a bit!

  1. In regards to DX12 specificities, we are planning on getting into the details as we get closer to offering it in-game. Nixxes and AMD are working together closely on this, and are using their experience on previous titles to push even further on DXMD. In terms of the delay, the team simply need more time to make sure they deliver the best experience, and put it the extra work and optimization.

  2. Eidos-Montréal and Square Enix have been working with Nixxes for a long time now, and this long-running collaboration is one of the most important aspects. The team at Eidos-Montreal also has the PC version at heart and didn't want it to be an afterthought - we're working closely with Nixxes and using our experience on the PC version for Human Revolution to make sure we deliver what players expect in terms of graphic options, controls, HUD customization and so on. As in any project, we encounter different issues that we have to overcome, and a good working relationship and open dialogue are key.

  3. A lot of reviews from around the world came in today and we want to take the time to look at everything closely - there's a lot to digest! We're also very interested in knowing what you guys all think about the game. Appreciation of the story is down to a lot of factors and quite personal, especially since we want players to express themselves through Jensen and the choices they make throughout the game. And the time you'll invest in side-quests is also something to factor in! We do have narrative DLCs planned, on which we plan giving more details at a later time.

Poticha792 karma

Compared to other teams or studios in the industry working on AAA games, the Deus Ex team is a relatively small one. We were completely focused on creating and completing Mankind Divided, to the standard of quality we wanted to achieve. As such, we didn't work on modding support, but we're keeping an eye on possibilities.

Poticha662 karma

One of the most challenging aspects of making a Deus Ex game is choice and consequence. Our experience from Human Revolution allowed us to think about it a lot more and integrating it all through the game rather than at certain key moments. This is what we strived to do for small and big choices alike.

The level design is another aspect of the game from which we've learned a lot. In Mankind Divided, we tried to create levels which feel more organic and seamless, where the architecture 'makes sense' but also serves our gameplay setups at the same time. We wanted to embrace a 360 level design philosophy.