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Editorial Deleted Scenes of Deus Ex at Eurogamer

Discussion in 'News & Content Feedback' started by Crooked Bee, Jan 4, 2013.

  1. Crooked Bee (no longer) a wide-wandering bee Patron

    Crooked Bee
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    Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    Tags: Deus Ex; Harvey Smith; Majestic Revelations; Sheldon Pacotti

    Eurogamer offers a retrospective article about the first version of Deus Ex's plot, back when the game was still known as Majestic Revelations, with contributions from Sheldon Pacotti and Harvey Smith. Have a snippet:

    Story wasn't the only reason for editing Deus Ex away from its original vision, however - fiscal and technological realities played a role too. Sheldon mentions a mid-game level in the White House level as a particularly complex task for the level designers to realise and the decision was ultimately made to focus that effort elsewhere. In a post-mortem lecture filmed in 2008, Warren Spector lays decisions like this at the feet of designer Harvey Smith.

    "On a daily basis I was building the rooms," explains a humble Smith. "So, I knew how big a room could be before the renderer would choke and how many guys we could have on screen. I had an intimacy with the tools."

    Armed with this technological understanding, Smith approached Spector and argued for what he considers the two most critical changes to the original vision. The first was a new skill system with fewer abilities but more demonstrable effects - so the guns didn't do more damage but instead got easier to use as you advanced. The second was a trimmed down version of the story that abandoned the Mexican invasion and space stations in order to become more technologically feasible and narratively intimate.

    "If you think of a game from outside you very often add way too much to it and way too many characters," explained Smith, retrospectively. "That's fine if you're making a sim game, but very often a story is about just a handful of characters. And I think that was part of the problem; I had this sense that [Majestic Revelations' plot] was too crazy, too much."

    Smith's new version of the plot sought to reuse completed assets wherever possible, but abandoned sections that weren't already in development. Much of Majestic Revelations would have been set in war-torn Texas or bizarrely around Denver airport, but these ideas were never even prototyped, discarded to allow focus elsewhere. An underwater city in a flooded Hollywood valley became a secret MJ12 research base. The Helios space station where the game would have ended (with nuclear explosions in space, no less) was repurposed for Area 51, meaning the team didn't have to struggle with coding zero-gravity combat. ​

    Spotted at Gamebanshee
     
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  2. DraQ Prestigious Gentleman Arcane

    DraQ
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    [​IMG] About this large?

    Seems a bit bigger than White House.
    With Eiffel's Tower put on top of it.
     
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  3. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    Well, the new version of the plot is definitely less derpy than what they had originally envisioned.
     
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  4. DraQ Prestigious Gentleman Arcane

    DraQ
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    Jesus Christ Denton.
    :hearnoevil:
     
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  5. evdk comrade troglodyte :M Patron

    evdk
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    Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign
    Once again proving that Spector is a dumbass that became famous by taking credit for other people's work.
     
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  6. Hellraiser Arcane

    Hellraiser
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    Considering how the zero-gravity combat looked in Crysis I can't blame them for scraping that.
     
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  7. Jaesun Fabulous Moderator

    Jaesun
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    IIRC The White House and the Moon Base(?) were the 2 areas cut.
     
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  8. Kz3r0 Arcane Sad Loser

    Kz3r0
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    Truly, a game before its time.
    Hardly a bizarre choice, actually very well chosen I must say:
    [​IMG]
    [​IMG]

    http://illuminatifordummies.blogspot.it/2009/04/denver-airport.html
     
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  9. Jaesun Fabulous Moderator

    Jaesun
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    Yeah that art alone in the Denver Airport could be a premise for an entire new Deus Ex. It is fucking so bizarre. :lol:
     
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  10. JarlFrank I like Thief THIS much Patron

    JarlFrank
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    A surreal DX-like game would actually be really awesome.
     
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  11. DraQ Prestigious Gentleman Arcane

    DraQ
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    :salute:
     
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  12. Roguey Codex Staff Sawyerite

    Roguey
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    And what about the people?

    Even shipped Deus Ex would have its framerate choke and sputter in particularly large rooms at its release.
     
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  13. DraQ Prestigious Gentleman Arcane

    DraQ
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    From what I've seen DX devs had no clue how to effectively work with Unreal Tech 1.

    There is so much spurious shit in there (like effects that don't even look that good, but try to use every capability engine provides at once) that it isn't even funny.

    Plus, I don't know how many people the wanted to cram in there, but I don't see any practical numvber bogging the engine down unless player lit them all up with WP GEP round.
     
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  14. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    Meh, unimpressed.
     
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  15. Vaarna_Aarne Notorious Internet Vandal Patron

    Vaarna_Aarne
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    MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
    Interesting, to say the least.

    Guess it's another good example of collaboration being an important thing, and art-through-adversity being very real.
     
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  16. villain of the story Arcane

    villain of the story
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    Finally, Spector exposed as a hack. If it weren't for Smith, hardly anyone would be giving a flying fuck about DX today. Kind of like the deal with original SW trilogy.
     
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  17. villain of the story Arcane

    villain of the story
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    Yeah, the polycount would totally match.

    :roll:
     
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  18. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    Wasn't Harvey Smith in charge of DX2?
    Wasn't that a huge piece of crap?
     
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  19. The Brazilian Slaughter Arcane

    The Brazilian Slaughter
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    MAJESTIC REVELATIONS, a befitting name for a game beyond its times.

    Ins't the Mexican invasion still a part of the story but just pushed back into the timeline to show how pathetic the USA of that time was?
     
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  20. SCO Arcane In My Safe Space

    SCO
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    yes both the newspapers, emails, and 'news' write about it.

    I think it's a bit more nuanced than just 'mexican invasion' though, as is obvious from the original tinfoil-hat game.
    Not quite sure if it isn't the other way around and i think the war is 'over' and UNTACO is just 'picking up the pieces' so to say.
    There are bits of the game that mention a previous 'rebellion' and it looks like a stalemate, that the US won out but didn't smash (possibly by signing away the zone to a UN peacekeeping zone and washing their hands), maybe the US invaded parts of mexico and parts of mexico took texas when they rebelled in turn, taking back their clay.

    Those murals above sure are ... special. Are those coffins? They sure do look like a deranged dramaqueen made them, maybe inspired by real events, but looks tacky as hell.
     
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  21. Humanity has risen! Arcane Patron Repressed Homosexual

    Humanity has risen!
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    Yes, supposedly Spector has no talent at all and just takes credit for everyone else who works for him.
     
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  22. Licaon_Kter Augur

    Licaon_Kter
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    He said large in terms of DX clutter and DX interactions, not volume. Yeah looks impressive yet you can't do anything ( that JC Denton is prepared for ) here except blast 2 monsters or s0mething.
     
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  23. tindrli Arcane

    tindrli
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    i heard that they removed most of those murals ...
     
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  24. Cabazone Educated

    Cabazone
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    To assemble and coordinate efficiently a team of talented people is in itself a talent, a very important one.

    Yes, it is interesting to see how the streamlining oriented volition of H. Smith might has been a beneficial factor on deus ex 1, and a negative one on all his other games after that (minus, maybe, dishonored). "talent" can be a very contextualized thing.
     
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  25. MetalCraze Arcane

    MetalCraze
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    Yes Smith is so talented he rolled out nothing but shitty DX: IW, Blacklight Area 51 and Dishonored since then.
     
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