Genma:TheDestroyer
Arcane
From the Jan 11 issue;
so far.
So someone's relearned a valuable old school lesson.
But here's the most interesting bit
Ah, the typical-
Soo...opinions?
Not only must the team allow for players of different methodologies, it must allow players to move between these paths on the fly, and embrace the fact that many players will simply not see much of the content that the team's slaving to create.
so far.
"Most of us worked on games where players would see the entire experience," says Dugas. "In Montreal, at least, there's a lot of this way of thinking, that if we build it people need to see it. And with Deus Ex it's not about seeing everything-it's about having your own experience."
So someone's relearned a valuable old school lesson.
But here's the most interesting bit
The second scenario I checked out involved Jensen attempting to obtain a piece of technology from a body housed in a Detroit police morgue. Initially, my guide takes a stealthy approach, knowing out a guard, and then dragging his body to the morgue and using it to trick the security scanners to let him in. A second playthrough makes use of brute force, as Jensen blasts his way through the station to retrieve the item, dozens of bodies left in his wake.
Ah, the typical-
The next approach, though, was perhaps the most interesting: By bringing up some rather affecting memories to the cop at the front desk and navigating through some tricky branching dialogue trees, Jensen gained free access to the morgue, getting what he came for with nary a bullet fired. And all of this was but a tip of the iceberg: Puzzle afficionados can choose to break in through a puzzle game-like hacking interface, and explorers can use the underground sewer system to get inside. Should you want to switch up your tactics mid-stride, of course, you are free to do so.
Soo...opinions?