Muutama päivä sitten julkaistu demo on saanut osakseen paljon kritiikkiä pettyneiltä faneilta, joten rpgvault julkaisi haastattelun jossa muutoksia selitellään.
Muutamia otteita:
http://rpgvault.ign.com/articles/441/441905p1.html
"Now to deal with the changes. First, the skill system from the first game has been folded into the biomods system. It was not cut or done away with, but rather incorporated into biomods. For example, the Hack skill turned into the Neural Interface biomods. We did this basically to clarify the character progression system. Having skills and biomods is overly complicated and confusing; the classic example from Deus Ex is the question: "Should I upgrade my Swim skill or install the Aqualung augmentation?"
The second major change is the presence of black market biomods. These are basically underground, illegal biomods sold on the black market that have somewhat... darker capabilities. For example, you can install the Regeneration biomod to heal yourself or you can install the Health Leech drone, which breaks down the dead bodies of your enemies in a particularly gruesome fashion that gives you health. Each biomod slot has the choice of two regular biomods or a black market one; the latter can be purchased from the mysterious Omar organization.
A third change is that biomods canisters are generic; whenever you get one, you can install or upgrade any biomods of your choice. In Deus Ex, each canister only allowed you to install one of two augmentations. In Deus Ex: Invisible War, you can upgrade your character as you see fit."
"Jonric: While Deus Ex had open-ended missions in a linear sequence, Invisible War has listed "dynamic, non-linear story with responsive plot branches" as a feature. Are there major differences in this regard?
Sarah Paetsch: While Deus Ex was non-linear in the sense that the player was free to pursue a given mission's objectives in various sequences and solve problems in multiple ways, Invisible War retains this type of non-linearity and further expands the scope of player expression and freedom. There is a set mission sequence, but the player begins the game in a vast cityscape with virtually no affiliations. The player is free to pursue any of a number of objectives, some of which are mutually exclusive, forcing the individual to make a concrete statement about his or her allegiances.
There are numerous secondary goals that will give the player many opportunities to define and develop his own individual character and narrative. With over 30,000 lines of dialogue, the characters have plenty to say about the validity or morality of your actions and decisions."
Muutamia otteita:
http://rpgvault.ign.com/articles/441/441905p1.html
"Now to deal with the changes. First, the skill system from the first game has been folded into the biomods system. It was not cut or done away with, but rather incorporated into biomods. For example, the Hack skill turned into the Neural Interface biomods. We did this basically to clarify the character progression system. Having skills and biomods is overly complicated and confusing; the classic example from Deus Ex is the question: "Should I upgrade my Swim skill or install the Aqualung augmentation?"
The second major change is the presence of black market biomods. These are basically underground, illegal biomods sold on the black market that have somewhat... darker capabilities. For example, you can install the Regeneration biomod to heal yourself or you can install the Health Leech drone, which breaks down the dead bodies of your enemies in a particularly gruesome fashion that gives you health. Each biomod slot has the choice of two regular biomods or a black market one; the latter can be purchased from the mysterious Omar organization.
A third change is that biomods canisters are generic; whenever you get one, you can install or upgrade any biomods of your choice. In Deus Ex, each canister only allowed you to install one of two augmentations. In Deus Ex: Invisible War, you can upgrade your character as you see fit."
"Jonric: While Deus Ex had open-ended missions in a linear sequence, Invisible War has listed "dynamic, non-linear story with responsive plot branches" as a feature. Are there major differences in this regard?
Sarah Paetsch: While Deus Ex was non-linear in the sense that the player was free to pursue a given mission's objectives in various sequences and solve problems in multiple ways, Invisible War retains this type of non-linearity and further expands the scope of player expression and freedom. There is a set mission sequence, but the player begins the game in a vast cityscape with virtually no affiliations. The player is free to pursue any of a number of objectives, some of which are mutually exclusive, forcing the individual to make a concrete statement about his or her allegiances.
There are numerous secondary goals that will give the player many opportunities to define and develop his own individual character and narrative. With over 30,000 lines of dialogue, the characters have plenty to say about the validity or morality of your actions and decisions."
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