![]() Throughout the process I’m constantly bringing it back to the team, checking if it’s OK, and checking in with Patrick on gameplay. We share a lot of ideas, and then I start developing the story. We ask what the player fantasy is this time around. We all kind of just share the ideas and start talking about the goal. Since Mankind Divided is a sequel, we look at what we got right last time, and what we want to improve. How does it work? Given that you are responsible for gameplay and story, do you start on separate tracks and come together? Or do you start together?ĭeMarle: In the conception phase, the way it starts is that we’re all together in a room and we start analyzing what we want to do. Mary DeMarle: I want to kill him every day. So, how do the two of you work together? Do you get along? To get to the bottom of how the studio behind it balances these seemingly incompatible elements, we spoke with Mary DeMarle, the executive narrative director and Patrick Fortier, the gameplay director at Eidos Montreal. While that sounds pretty heavy and potentially not much fun, it wraps its social commentary in a cyberpunk-themed, futuristic role-playing game that also has lots of robots, gunfights and explosions. Deus Ex: Mankind Divided is the latest in a series of games that routinely tackles quite complex social issues by exploring the impact of technology on the human condition.
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