174s Autodesk Talks to Eidos-Montreal About Creating the Universe of Deus Ex images and subtitles

The augmented era began with such promise Until the incidents turn the world upsidedown: 50 million dead; hundreds of thousands more maimed and injured.Deus Ex: Mankind Divided for us it's not a one shot deal.It’s a franchise now.We have a very strong team working on that so, we learned a lot from the first gameand now we apply that to the second one so expectations are very high for this oneDeus Ex Human Revolution was a one-shot deal in the sense that this game was plannedto give the image of what the studio is able to deliver, in term of quality, experienceand everything It’s a complex title.We call this a kind of anticipation game you know.It's in the near future.For this game for example, we took specific objectsand we said: how can we change them a little bit so that we feel that it's not today?But it's not just kind of crazy brain, imagining something that will never happen.It's Mary, the narrative director, and Jean-Francois, the game director, who had all this universein their mind.If there's a character in an environment, where tryingto dress this environment to support the backstory of characters, to support what his life islike.Deus Ex Mankind Divided is a narrative driven game.we're trying to do this with more than just using generic assets, we're really doing anenvironment that would be credible 10 years in the future.It's in the details.I mean, a detail, like a short email that you're going to readduring the game that a lot of people maybe are going to miss.For them it’s important.we have to make sure that people connect with the game, that they truly believe they arethere; making sure that people will understand that there is a progression inthe story Everything is connected.If we decide to change something in the beginning, it mayhave an impact at the end.When you start the game and you play with this in thisdirection and you make this choice and choice and choice, at the end you should reach thisand if you go in this direction this is all the consequencesall the possibilities and stuff like this everything is about choices and consequencesin this franchise it's a big puzzle.But for people playing I think the immersion will be just amazingsometime I would prefer to have something less detailed, so if we have a problem therewe remove this part and that's it.With this game it's not possible.We can’t just say: okay I'm going to cut this because we're late.We have to take our time with that type of game.But at the end, if everything works, it's an amazing product.

Autodesk Talks to Eidos-Montreal About Creating the Universe of Deus Ex

In 2011, Eidos-Montreal released their take of the Deus Ex games franchise with their first hit title, Deus Ex: Human Revolution. With the release of its successor, Deus Ex: Mankind Divided, the team discusses expanding on the universe of Deus Ex.
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< start="49.54" dur="3.031">We call this a kind of anticipation game you know.>

< start="52.571" dur="1">It's in the near future.>

< start="53.571" dur="2.889">For this game for example, we took specific objects>

< start="56.46" dur="5.26">and we said: how can we change them a little bit so that we feel that it's not today?>

< start="61.72" dur="6.09">But it's not just kind of crazy brain, imagining something that will never happen.>

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< start="74.28" dur="1.28">in their mind.>

< start="75.56" dur="1.699">If there's a character in an environment, where trying>

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< start="83.579" dur="1">like.>

< start="84.579" dur="4.201">Deus Ex Mankind Divided is a narrative driven game.>

< start="88.78" dur="7.689">we're trying to do this with more than just using generic assets, we're really doing an>

< start="96.469" dur="4.32">environment that would be credible 10 years in the future.>

< start="100.789" dur="1.21">It's in the details.>

< start="101.999" dur="3.65">I mean, a detail, like a short email that you're going to read>

< start="105.649" dur="3.191">during the game that a lot of people maybe are going to miss.>

< start="108.84" dur="1.639">For them it’s important.>

< start="110.479" dur="4.64">we have to make sure that people connect with the game, that they truly believe they are>

< start="115.119" dur="3.791">there; making sure that people will understand that there is a progression in>

< start="118.91" dur="2.19">the story Everything is connected.>

< start="121.1" dur="2.519">If we decide to change something in the beginning, it may>

< start="123.619" dur="1.86">have an impact at the end.>

< start="125.479" dur="2.2">When you start the game and you play with this in this>

< start="127.679" dur="5.211">direction and you make this choice and choice and choice, at the end you should reach this>

< start="132.89" dur="3.03">and if you go in this direction this is all the consequences>

< start="135.92" dur="4.45">all the possibilities and stuff like this everything is about choices and consequences>

< start="140.37" dur="4.119">in this franchise it's a big puzzle.>

< start="144.489" dur="5.631">But for people playing I think the immersion will be just amazing>

< start="150.12" dur="4.66">sometime I would prefer to have something less detailed, so if we have a problem there>

< start="154.78" dur="2.05">we remove this part and that's it.>

< start="156.83" dur="1.19">With this game it's not possible.>

< start="158.02" dur="2.54">We can’t just say: okay I'm going to cut this because we're late.>

< start="160.56" dur="2.53">We have to take our time with that type of game.>

< start="163.09" dur="4.69">But at the end, if everything works, it's an amazing product.>