WGE:MAG Issue #4

Page 4

04: WGE MAG

Deus Ex! Talk about a revolution

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eus Ex: Human Revolution proved to be one of the biggest hits of the past year. The critically acclaimed RPG has won a new army of fans following its release in August 2011, a legion of admirers to add to the huge following the game had collected from its first incarnation in 2000. Developed by Canadian studio, Eidos Montreal and published by Square Enix, the game is a prequel of the original Deus Ex title but the 11 year gap between release has took none of the shine off of the series. WGE:MAG sent resident reporter Antonio Ribeiro, director of LightDesk Productions and producer of AnimaSerra Festival to speak with Deus Ex’s Game Director, Jean-Francois Dugas. Antonio Ribeiro: Since the first Deus Ex game in 2000 how has the gaming industry changed and how has that affected the development of Deus Ex: Human Revolution?

Jean-Francois Dugas: I think we have more and more people playing games, there is more variety in terms of game genres. In the last few years, we saw increasing production values in games too. So, in a sense, we’re in a crowded market like never before and production values help games to standout. Deus Ex was developed in a time when these factors weren’t as prevalent, so we knew that we had to take that kind of stuff into account in order to make Deus Ex: Human Revolution unique.

“We wanted a fresh start on the franchise and make it unique and standalone. Therefore, you do not need to be an old Deus Ex fan to appreciate the game...” AR: Deus Ex: Human Revolution’s storyline is actually a prequel to the original. Is this because you felt the need to give the game a better basis and understanding? JFD: It’s a prequel for several reasons. First, we wanted a fresh start on the franchise and make it unique and standalone. Therefore, you do not need to be an old Deus Ex fan to appreciate the game – we have a new main character and supporting characters that you’ll encounter during the journey.


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