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Ion Storm has announce a while ago that they'll be working on Deus Ex 2. But it is still in early development and not all is known yet. We have collected all information that has been told and put it together into this page, so enjoy reading!
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Here is a list of all the staff members that will be working on Deus Ex 2:
Harvey Smith - Project Director
Bill Money - Associate Producer
Steve Powers - Senior Designer
Monte Martinez - Designer
Ricardo Bare - Designer
Chris Carollo - Lead Programmer
Alex Duran - Programmer
Matt Baer - Programmer
Whitney Ayres - Lead Artist
Den Johnson - Artist
Clay Hoffman - Artist
Jim Magill - Artist
Paul Effinger - Artist
Sheldon Pacotti - Writer
Alexander Brandon - Audio
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The title will be 'Deus Ex : The Invisible War'.
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4th quarter 2003.
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DeusEx2.com
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Straight from DeusEx2.com:
Approximately 20 years after the events depicted in Deus Ex, the world is only beginning to recover from a catastrophic worldwide despression.
In the chaotic period of recovery, several religious and political factions see an opportunity to re-shape a worldwide government to their agendas, understanding that the right moves now could determine the shape of human society for decades - even centuries - to come.
In this techno-nightmare, take part in the dark struggle to raise the world from its own ashes.
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Dynamic and innovative 1st person-action/adventure brings a level of reality unprecedented in a videogame.
Biotech enhancements allow players to see through walls, leap 40 feet into the air, regenerate critical body damage or render yourself radar invisible.
Globe-Hop to real world locations such as Seattle, London and Cairo.
Cunning Stealth gameplay, with darkness and sound affecting enemy awareness.
Variable gameplay offers multiple solutions to problems and support for varying stylistic approaches.
Non-lethal, non-violent resolution to conflict, allowing players to make ethical statements through their actions.
The player's progress through the game is supported by an unprecedented freedom of action by a dynamic, non-linear story with responsive plot branches.
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According to Ferrago.co.uk interview with Harvey Smith, it seems that Deus Ex 2 will be a single player game. We do not know yet if this will change or not, but for now, it seems that Deus Ex 2 will only be a single player game.
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Deus Ex 2 will be released on PC, PlayStation 2 and X-Box. Macintosh version might not be available due to the unreal engine features.
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Something thats on everyones mind. Since Deus Ex had 3 different ending, Deus Ex 2 will take place after the events of Deus Ex 1. Many characters from Deus Ex will be returning by 15 years older plus many new characters will be added into the game as well.
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Some characters will be returning from Deus Ex 1 and there will be a lot more new ones. Here is a list of some that will be returning:
Alex Denton
The main player character. Alex was at Area 51 at the time of Deus Ex 1, was around 5 years old. This character will be mutable, because the player will be able to select gender, skin and hair colour, plus the nanotech enhancements.
JC Denton
The man himself from Deus Ex 1. Looking for him in Deus Ex 2 will be an objective as he is MIA in the beginning of the game.
Tracer Tong
JC's friend will be expected to return in Deus Ex 2.
Nicolette DuClare
Nicolette DuClare will also return.
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Here is a list of all known creatures in Deus Ex 2:
Phase 2 Greasels
Karkians
Biomechanical Baboons
Ceolacanth
Cyberdog
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Here is a list of all known bots in Deus Ex 2:
Assault Bot
Aquatic Security Bot
Cleaner Bot
Repair Bot
Spider Bot
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Deus Ex 2 is to be believed to be the same as Deus Ex's RPG/Adventure/Action mixture. There will be more character-building choices, which means the player will be able to choose a male or female. New capabilities for the player's characters has been added as well and the interfaces is changed to make the player feel like he forgot that he was playing a game.
Weather, greater object density, more convincing AI behaviors and a deeper physics/object-interaction simulation are also in the Plan.
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Deus Ex 2 will be repeating some locations that were in Deus Ex, but they'll be sending the player to completly new areas around the world mostly. So no outer space related stuff. There will also be equatic levels as seen in the concept art. Deus Ex 2 will be based around the urban setting. Seattle seems to be the main location. It is set around 15 years after Deus Ex 1 took place.
Some new locations include Seattle, Germany, Cairo, and Antarctica.
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Eidos and Ion Storm have announced on June 20th 2001, that Deus Ex 2 will be developed using the upcoming Unreal Warfare Engine, being created by Epic Games. Some information on this engine has been release, although it doesnt direct exactly to Deus Ex 2, it shows how interesting and powerful the technology of this engine is. Here is a few points on some of the new technology. Please note that no one knows yet if the Deus Ex 2 development staff will add this into Deus Ex 2 but shows how powerful this awesome engine is:
Hardware brushes - allows us to create scenes of 150-200 times more polygons than what users saw in Unreal Tournament at excellent levels of performance using hardware T&L.
We can now import textured geometry from 3D Studio Max saved in the ASE format.
Distance fog support - Provides a greater sense of depth indoors and outdoors, and can be used to improve performance in huge outdoor areas.
The engine now supports texture sizes of 2048x2048.
Texture performance on Windows/Xbox has improved significantly and is now more efficient because we now let DX8 manage texture memory.
Improved AI pathing tools plus many more AI improvements including: ladder support, true crouching, improved AI sight & hearing, increased AI performance and improved navigation.
More Editor enhancements including: new texture alignment tools, 2D shaper enhancements, and a polygon mode that allows brushes to be created by defining a shape and then performing an extrusion on it. Ability to select areas of the terrain and then raise and lower them with your mouse.
Restructured game/actor class hierarchy to make it much easier to extend.
Ability to set brightness, contrast and gamma within the runtime.
Static meshes can be converted back into a brush.
Improved static mesh lighting - Static mesh vertices are raytraced at build time. Not quite lightmaps, but with careful use, static meshes can match world lighting. Hardware lighting is still used for dynamic lights.
Increased World Size. Doubled the maximum level dimension size to +/- 63356.0 for each of X, Y and Z.
16-bit resolution heightmap
Skeletal animation, including tools and even skeletons including 85 bones just in the face, specifically for facial animation.
Merged the improved autoaiming code from the PS2 version, with new features like a 180 degree turn button and turn to nearest enemy button for novice users
Increased lighting viewport size from 128x128 to 2048x2048
More information on this sweet technology @ Unreal Engine News site
Thats now all, other technology include Havok's real-time physics engine which will improve the physics and gameplay side of the game.
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The AI in Deus Ex 2 will be deeply improved. Features that are added including noticing dead bodies and search patterns (not automatically knowing where the player is, as opposed). There will also be an alert level system, similar to the one in Thief and 30,000 AI Barks/Dialogues.
Other features that have been planned include 'social contexts' (have different reactions in a crowded public area and in restricted areas), and a morale setting system, where for example, you kill 9 our of 10, the last guy will probably run away.
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