"That was the vision we had, and we fulfilled it. He says that he understands players' disappointment with the way the choice was presented, but he says he's completely happy with the actual ending videos. We simplified the ending to make sure that we could do it, that we could ship it." We wanted the players to get involved in doing something more that would make the choice mean more in their minds, but again it was just a constraint of production at some point. In the original design we did not want it to just be you facing four buttons and you just press one, end of story. "The first aspect has to do with the buttons. "There are two aspects to the ending," Dugas told Rock Paper Shotgun. In a new interview, project lead Jean-Francois Dugas talks about the team's decisions on those elements, and admits that production constraints forced their hand in some ways. Namely, the way the multiple endings were triggered, and the boss fights. Deus Ex: Human Revolution received plenty of critical praise, but a few common criticisms dogged the game.
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