Deus Ex Some Interesting Things I've Learned from the DX:HR Developer Commentary |
- Some Interesting Things I've Learned from the DX:HR Developer Commentary
- I'm just going to leave this here
- "What a shame"
- How the game really should've ended
Some Interesting Things I've Learned from the DX:HR Developer Commentary Posted: 12 Feb 2021 12:46 PM PST I figured I should share with you guys some of these interesting notes I took as I listened to it: All Picus News broadcasts were originally going to be 3D and animated, but would've taken too much time to create. The only animated one was in the opening cutscene. One of the developers was on a flight to Los Angeles, California, and his flight ticket was 0451, the code for the elevator at the beginning of the game. Originally after the alarms go off at the beginning, you were going to go back through the area that you walked with Megan Reed at. They changed their minds because it wouldn't be good game design. The corridor where the first hacking panel is located near the metal detector was based off a building in Montreal that some of the developers worked at. The office area in Sarif Industries HQ was going to be bigger, with a large cafeteria and an unfinished area under construction. The character Letitia was added extremely late in development. The abandoned gas station in Detroit was named "Oron". Named after a coastal city in Nigeria that is being gas exploited by Exxon. Originally there was going to be a high-class neighborhood in Detroit, where Jensen's apartment was going to be located. They couldn't make the high-class neighborhood, so they put it near Derelict Row instead. Adam Jensen loves to eat cereal. There are many prostitutes in the game, their NPC name is "working girl". But there is one girl in Detroit named Charlotte, a reference to an Iron Maiden song called "Charlotte the Harlot". The cutscene where Jensen uses the neural hub on his computer was originally going to be in-game, but didn't flow well so they made what there currently is. The Barrett boss fight went through several iterations. Originally we were going to go to Shanghai, but the developers decided they wanted it to be on an island nearby instead, so they went on Google Earth and found Hengsha Island so they chose it. The Hive exterior was moved to the right slightly to help players see it from a greater distance, to make it a better landmark so they don't get as lost. The huge pool room at the beginning of Tai Yong medical was going to be much bigger with a dozen floors, but ended up being way too big so it was cut. An entire city hub of Upper Hengsha was in the works, but was cut due to time constraints, even though it was actually almost finished. Originally you would start in Upper Hengsha when arriving in China, then go back and forth several times between the Upper and Lower cities. There was an elevator that would take you between both cities and they said the transition was stunning, and was working. After the cut, some things in the Upper City were moved to the Lower City, like Arie van Bruggen's apartment building. The Upper City hub had a playground for children, a Chinese Government building, Belltower HQ, a plaza overlooking most of Upper Hengsha and the Tai Yong Medical building with a beautiful sunset, and likely more stuff we'll sadly never see. Originally you were going to steal the TYM Access Card in Upper Hengsha, in the Chinese Government building mentioned. The Access Card was moved to the Lower City after the Upper Hengsha hub was cut. There was going to be a boss fight with Narhari Khan in Upper Hengsha, with some box guards. One of the developers mentioned that the fire hydrants in Upper Hengsha looked unique. A Montreal city hub was cut, but luckily they barely even started it anyway. There was a city hub in Bengaluru, India (A.K.A. Bangalore) but was cut. They didn't mention how much progress they made on it. Do any of you know? The riot in Detroit was going to be more intense and you would be able to walk through it. I believe this was reduced because of engine limitations. If you do a box clip and get out of bounds, you can walk through the "riot" but there's only a line of cops, a box guard, and about 5 punks, 2 of them run back and forth. When Sandoval goes into hiding, he originally was located in a huge compound in Utah, a rehabilitation center for augmented people. It was unfortunately cut. They later realised that there was an empty apartment in Detroit that was near the sewers, so they put him there instead and linked it up. If Malik dies, her body will be in the Harvester Hideout. Originally her corpse was going to be cut open and her innards were going to be visible, however it was too gruesome for the standards on the Japanese version. Her current corpse has a gunshot wound on her head. The gameplay area in the Missing Link is static, but the waves are made to look like the ship you start on is moving and tipping. Declan Faherty has the same voice actor as Wayne Haas. Nia Colvin has the same voice actor as Dr. Vera Marković. Erik Koss has the same voice actor as Arie van Bruggen. The cutscene where Jensen flies to Panchea on the Leo Shuttle was going to be in game, and you'd be able to glance around and observe Earth, but it was cut. There was going to be a jumping puzzle at the beginning of Panchea where you traverse the icebergs and reach the helipad. The parts where you speak with Sarif and Taggart were going to take a lot longer and have some backtracking. The design of the catwalk with the two turrets, right before the huge elevator that descends to the boss room was based off the architecture in the Death Star from Star Wars. The female test subjects within the Hyron Core have two different voice actors, one was the voice actor for the computers, and the other was the voice actor for Megan Reed. The sound effects throughout the Hyron Core boss fight was extremely difficult to program, but worked out quite well in the end. The endings had to be made much simpler due to time constraints. Jensen was originally going to be severely wounded and crawling within the ending room. I love this game to death, but it's amazing to think of how much bigger and better it could've been if the developers were able to create everything they set out to from the start. I wish more games had these developer commentaries. What do you guys think? What piece of cut content would you have liked to see the most? [link] [comments] | ||
I'm just going to leave this here Posted: 12 Feb 2021 05:45 PM PST
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Posted: 12 Feb 2021 12:56 AM PST
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How the game really should've ended Posted: 12 Feb 2021 12:15 PM PST
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