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NEWS

Deus Ex designer: "We knew the boss fights weren't polished"

The first thing on the list of things Eidos Montreal wanted to change for the Director's Cut.

We caught up with lead game designer Emile Pedneault from Eidos Montreal to discuss Deus Ex: Human Revolution and the upcoming Director's Cut. What's new, what's different, and why did they want to go back and make it?

In a refreshingly candid answer, Pedneault, admitted that they knew the boss fights were weak ahead of the release of Deus Ex: Human Revolution.

"The thing with the boss fight. We knew before releasing Human Revolution it was not as polished as it could have been, but sometimes in game developing, you know, you have a time limit and restriction like that. We were at a point where we said "it's not bad, let's go with it", and obviously the reaction was, well, worse than we thought."

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"Combat players didn't focus as much on that as stealth player or hacking player and none of your augmentations help you in the boss fight. It's not that it was overlooked, it was something that sadly we couldn't make as much as we would have liked it to be in Human Revolution. But having this opportunity to go back in the Director's Cut I'm really confident we've made some amazing boss fights."

Pedneault went on to explain the Director's Cut commentary track, as well as the benefit of adding second screen support.

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