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Thursday, June 27, 2002
Deus Ex 2 Q&A
7:12 AM | Eddie Park | Comment on this story

Undoubtedly one of the more anticipated titles currently in development, Deus Ex 2: Invisible War has plenty of gamers waiting in the wings. In the search for more information, Gaming Horizon conducted a recent interview with Harvey Smith, Lead Designer for DX2. While most of the information has been covered in the past, some new details regarding the new innovations in DX2 did manage to surface.

Fans of the original Deus Ex no doubt recall the fairly rigid biomod system, which didn't allow for much leeway when deciding what mods to use. DX2 uses the same system, but has tweaked it for greater flexibility. Installed biomods can now be overwritten by other biomods if the player so chooses, though any upgrades to the overwritten mod are lost. In addition, a seperate group of black market biomods will be available, though each will have a negative trade-off of some sort if used.

The sound engine is also receiving some serious tweaking, and should aid as well as hinder players attempting to sneak around:

To cite one example of how these technologies have gameplay ramifications: In the new engine, a sound is bounced around realistically (instead of being a simple go-through-walls radius broadcast) and is muffled or echoed by the surface materials in the world. So if you make sound while robbing an office, it matters if there's carpet on the floor, if the office window is intact and if the door is closed. Without those things, the sounds will bounce more and guards in the hall beyond are more likely to be alerted.
The rest of the interview covers topics such as the seams between mission levels, the support for mods and level editors, and story progression. There are also a few screenshots available showing off the graphical prowess of DX2. Interested gamers can find the whole Q&A session at Gaming Horizon.

Gaming Horizon - Deus Ex 2 Q&A

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Mac Games News for Wednesday, June 26, 2002

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