GAME JOBS
Contents
Deus Ex: The Human Question
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Deus Ex: The Human Question
by Christian Nutt [Design, Production, Interview]
2 comments Share on Twitter Share on Facebook RSS
 
 
September 3, 2010 Article Start Previous Page 4 of 4
 

I wanted to talk to you about the fact that you're collaborating with Square Enix Visual Works in Tokyo, which is pretty fascinating.

SD: Very much so. This is a great story. Square Enix bought us in April 2009. And in that period of the year, we were starting to plan our CGI trailers for Deus Ex. Initially, my thought was, "Well, we obviously know that the people at Square Enix are doing great CGI, but they must be booked until 2030." [laughs] And I didn't even entertain the idea of having them working.



But we went through a process, and at a certain point, we came out with a pitch, a nice pitch for the trailer. We were at the junction point where we needed to find a partner to produce the CGI, and that's one morning I remembered very vividly in the month of June. I said, "I think I need to call Phil [Rogers], my CEO, to throw him the idea. Is it worth it to ask Tokyo if they have people availability?"

So he says, "It doesn't cost anything to ask." So, he calls [Square Enix president and CEO Yoichi] Wada-san. So, it's the phone chain. Finally, Wada-san and several of his directors of Visual Works flew to Montreal, 16 hours of flight, for a one-day meeting. [laughs] So, that was very crucial.

I will always remember that day, and we did our pitch for the trailer. In the process of decision-making, it went quite rapidly, and they said, "Yes, this is too much of a good opportunity to start collaboration. We'll make space in our schedule at Visual Works. This will be the first real concrete collaborative deliverable." And it worked out so nicely. So, I'm very, very glad that our studio was implicated.

How was the process of working across that distance? And as far as I'm aware, the only other game Visual Works contributed to that wasn't internally developed by Square Enix was Star Ocean: The Last Hope. So, it's a new process for them, too.

SD: Yes. Very good point. So yes, when everybody says, "Yes, we want do this," how do we manage this now? [laughs] So, yes, I think the complications were always put on top of the list of things we needed to understand, that there are no stupid questions.

Language is obviously something that we need to handle, but we had good support from the people at Square Enix Los Angeles. So, when the emails have to go through and be translated, we were able to do this quite efficiently. It was not without challenge, I must say. A lot of sweat, a lot of blood, a lot of labor of love again...

We had a couple of meetings face-to-face, and that really accelerates the problem-solving, the misinterpretations. Obviously, they could not be in Montreal every week, but every time now and then, we called the meetings, and that truly helped. So, it wasn't without difficulty, but everybody believed in the potential, and that makes a whole difference.

The newest trailer is very visually arresting, which is what we expect from Square Enix. Is the aesthetic all derived from Montreal? Or is it a collaborative approach?

SD: Good question again. When I mentioned that the concept pitch was accepted, this came, and they're on the credits of the trailer. It's a small -- not small anymore -- but a small Vancouver-based group called Goldtooth. And they pitched us.

The concept pitch that we retained was from them, and we kept them after their pitch to be the intermediate between Montreal and Tokyo because our dev team didn't have sufficient staff to fully support the trailer.

So, they understood our vision, our values of the game, and they were able to transmit this. And they were working very closely with Square Enix. But when major decisions were to be taken, all three of us needed to be around a table or around a conference call to make the call. So, yes, they had a very good pitch that we followed through.

Final Fantasy XIII has got amazing CG, but the real-time visuals really live up to the standard, right? And there's a high-level of consistency between them. I'm assuming that that's an approach that you would like to emulate.

SD: Well anything compared to Final Fantasy when you're talking about cutscenes, it's quite the highest level you can obtain. It's certainly going to be one of our objectives. We're presently exactly working on this topic, the in-game cinematics. So, we'll see the results, I guess.

 
Article Start Previous Page 4 of 4
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Prash Nelson-Smythe
profile image
Interesting interview.



I am confused about the trailer for this game because, well... it is not a game trailer. It's a movie trailer. As far as I can tell there isn't a shred of gameplay in it or in these other trailers:

http://www.youtube.com/watch?v=IJKtabqpctU

http://www.youtube.com/watch?v=zpdiXyza3n0



There is a "gameplay" trailer here...

http://www.youtube.com/watch?v=HhNQR0spE_s

...but even this is 95% film trailer with tiny 2-4 second snippets of gameplay.



So these trailers seem to show what actually looks like an exciting heavily Blade Runner inspired animated sci-fi film. I might even pay to watch this film. But they tell me exactly nothing about the game itself.



For comparison's sake here is a trailer for the original Deus Ex:

http://www.youtube.com/watch?v=ZpEoLH0cUSw



This seems to be much more about advertising the *game* and the gameplay. Deus Ex may be praised for its story but that means diddly sqat without its gameplay (while the gameplay still means a lot without the story. I can't even remember the story). It doesn't necessarily mean anything, but to me it is very concerning that 95% of the focus of the gameplay trailer is on cutscenes. Maybe I am being naive, or maybe I'm just more immune to bullshit hype than I once was.



Also, I seem to remember that the original game only had cut scenes at the beginning and end of missions, but not during them, but the trailers here make it appear like the game will be interspersed with long cutscenes at every turn in Square Enix / MGS style.



Another concern is that the very high production values for the cutscenes might be quite jarring when placed alongside normal gameplay, which is bound to look very different due to technical restrictions, especially if the extent of gameplay freedom from the original game is offered. So these observations don't necessarily imply the game will be any certain way, but it looks worrying from here...

Z Z
profile image
This is my very early pick for GOTY 2011. I think they'll pull it off the production values are too high and there was the semi-mistake of Deus Ex 2 that at least should have made them aware of what not to change about the series.


none
 
Comment:
 




UBM Tech