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With this in mind, the two versions needed to be as close as possible in gameplay feel. Goldtooth created initial concepts based on the game, then the animation proper was handled by Visual Works.


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Time limits also forced them to drop real-time cutscenes. This was part of a technology sharing policy that would further improve the engine for distribution in an enhanced form. Lapikas was responsible for multiple aspects of the game as lead designer, including the cover system, augmentations, conversations, hacking, combat and stealth AI, interactive objects, and general balancing. When creating the gameplay, the team settled on four pillar concepts: This was because the team wanted to create a connection between players and Adam despite the risk that it might break immersion.

For combat, multiple references were used.

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These included Rainbow Six: Vegas for the cover system and tactical combat; F. Escape from Butcher Bay for the general organic feel of stealth. They had similar precepts to combat, wanting to make this style's rules and rewards clear to players. They were designed to invoke tension, and require a survey of both the surroundings and the security system while at the same time providing rewards.

Social interactions followed similar patterns, becoming an extension to the general gameplay, with a similar risk-reward system. The team had originally wanted to create the game's boss battles in-house around the game's similar elements of player choice, with their initial design inspired by the boss fights in Metal Gear Solid. It eventually reached a point when the main development team could not complete them in time for the game's release. The team contemplated cutting them, but that would have negatively impacted the story and other areas of the game's design.

Having been given access to the game's engine, Grip Entertainment were given the task of creating the boss battles and incorporating them into the framework of Human Revolution. For this, they needed to incorporate their own technology into the system, working from Eidos' specifications while bringing their own development style to bear on the project. They also attempted to balance the boss fights' action-focused approach with the other elements within Human Revolution so it would be accessible to all players.

Deus Ex: Human Revolution - Wikipedia

The script of Human Revolution was written by Mary DeMarle, who was narrative director and main writer. As part of her research, DeMarle looked up multiple subjects, from speculated conspiracy theories to the current level of biotechnology: She also stated that Adam being forced to confront these issues in person was the narrative's central irony, something that had previously been explored using different narrative elements in Deus Ex. When creating the character of Adam Jensen, DeMarle wanted to give him a well-defined personality, and this necessitated balancing it with the narrative's player-driven nature.

Multiple layers of dialogue were created within these variances to create different atmospheres within the narrative. There was standard dialogue with minor characters, more complex dialogue with major characters in quests, and what DeMarle termed "conversation boss fights", dialogue tied to the gameplay where social skill could help the player reach an objective.

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The world of Human Revolution was designed to parallel the Greek myth of Icarus ; in the myth, Icarus was flying with artificial wings, but flew too close to the sun and destroyed his wings, causing his fatal fall. The world's new reliance on and experimentation with augmentation technology mirrored the myth, with the game's narrative taking place at a crucial tipping point, the outcome of which would be decided by the player.

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The general focus on technology and its effect on human society also tied into the game's visual themes. The Children of Men was used to capture the setting and resultant chaotic drama, Bioshock gave them a reference for the handling of mature themes, while the television series Rome showed how powerful people's ambitions shaped history. The sense of tension between augmented and normal humans was inspired by the similar tension between humans and mutants in the X-Men franchise.

For the conspiracy elements of the plot, the team used novels Deception Point , The Firm , and Frank Herbert 's Dune saga as inspiration. The desired quality of cutscenes and dialogue were directly inspired by the Grand Theft Auto and Mass Effect franchises. Other themes used earlier in Deus Ex , such as exploring a culture of fear ; the workings of a surveillance state ; and the exploitation created by economic inequality, were paralleled in Human Revolution.

The color scheme was dominated by black and gold: During development, the team coined the term "cyber-renaissance" to define their blending of Renaissance styling, cyberpunk elements, and the Icarus myth. While cyberpunk remained a core part of the game, the team were faced with the trouble that no-one really knew what cyberpunk was any more: While they could easily have replicated the atmosphere of films like Blade Runner , the team wanted to create something original within the genre. As focusing purely on Renaissance styling would have resulted in clothing styles deemed "too allegoric" to work in the game, they redesigned them so they included Renaissance and cyberpunk elements while resembling clothing people would wear in the present day and not appearing cliched.

Their main wishes were to incorporate sunglasses and a trench coat. One design which had him sleeveless throughout the game was scrapped as it made him "look like a douche". Instead, they created two looks: The team wanted to make the game as consistently realistic as possible, wishing to avoid the situation of realistic character models standing in front of low-resolution backgrounds. At the beginning of production, there were even plans to feature a hub location in India. When it became clear how much work it would be, the team cut out what could not be managed.

Upper Hengsha was built but never finished before being scrapped. The music of Human Revolution was composed by Michael McCann , who worked on the score from to McCann also handled production, performance, mixing and arranging. Additional arrangements were done by Francois Arbour and Eric Arvisais. Vocals were provided by Andrea Revel and Courtney Wing. Double Agent , stated that the latter could be scored more like a feature film due to its linear nature, while Human Revolution ' s non-linear approach to both gameplay and story made composition more challenging.

He was influenced by the visuals' Renaissance styling, convincing him to blend organic and traditional cyberpunk elements. Outside films, he was strongly influenced by electronic bands and musicians, such as Amon Tobin and the band Massive Attack. The musical structure was defined by him as "three-sided", mimicking the thematic use of triangles in the game. His three musical elements were acoustics vocals, strings representing the past; electronic music representing the future; and the present being a mixture of the two in both style and instrumentation.

Vocals also evoked slight religious overtones, which again connected to the use of the number three due to the number's multiple religious associations , in turn suggested and influenced by the Renaissance atmosphere. Another example of three-fold design was the ambient music, which needed to vary between quiet, tense and active depending on Adam's situation: This presented a challenge to McCann about the handling of themes and melodies, as short cues might grow repetitive over time.

Individual environments were also designed to contrast each other musically. An example given by McCann was different areas of the main city hubs: McCann did not design any specific character themes, instead keeping any recurring themes ambiguous.

Deus Ex: Human Revolution - Director's Cut

He gave both stylistic and technical reasons for this: The cues for hacking sequences were created fairly early in the process, and was one of a group of cues McCann created during a break from the project. He created special versions for the game's reveal trailer, including a six-minute version broken into five sections for the director's cut of the trailer. He worked on creating the theme for two months, starting out with piano, vocals and minimal synthesizer work before building the full layers onto it.

The final layer added were "synth arpeggios" that completed the piece's transformation into a full piece of cyberpunk-themed music.

The "Icarus" theme, and by extension the soundtrack, also tied into the game's overall themes and motifs. A soundtrack disc was included in the limited "Augmented Edition". Human Revolution Original Soundtrack , was released on November 15, It was released through Sumthing Else Music Works as a physical and digital release. The tracks included both cues from the game and arranged versions used in trailers. McCann chose the tracks to represent the game's story, drawing on the various styles of the music as a whole.

He initially wanted the soundtrack to be two discs, but realized that this would lead to repetition, so limited himself to a single disc. The remaining unreleased pieces were left out because of that potential repetition. At the time, Eidos did not comment on the story. It was published worldwide by Square Enix. The gameplay was identical across all platforms barring control schemes.

The reason behind this was due to DVD limitations which meant the languages on the game had to be split. The decision to outsource the PC port was made because the team wanted to make a quality port, but their team could not handle the three different versions. Nixxes were chosen as they had already been collaborating with the project, were a trusted port developer, and had a deep understanding of the game's engine. The two teams kept in constant contact, working from the same code base so the PC and console versions were as close as possible in terms of content and graphics.

To create the port, Nixxes developed a DirectX 11 renderer that the PC version would use, which enabled the inclusion of multiple graphical tweaks and extra touches such as adding tessellation and extra anti-aliasing options. The controls and HUD were customized to work with a computer keyboard.

The initial response to the announcement of the PC port's outsourcing was mixed, which made the teams more determined to deliver a high-quality port. Further technical assistance was provided by Advanced Micro Devices. First announced in September after the other versions were released, the porting was handled by Feral Interactive , who had made a name for themselves porting titles such as Bioshock and Max Payne to the platform. It released in August in major Western regions: The "Explosive Mission Pack" included a mission focusing on a central character from Deus Ex along with additional weapons and equipment.

The "Augmented Edition" included all content from the "Explosive Mission Pack" in addition to new equipment and in-game bonuses.