Darkie on 4/2/2000 at 08:12
Hmmmmm...an actual cyberpunk genre game? Wouldn't that be a sight to see, none of this just plain ol' sci-fi stuff
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http://www.ttlg.com/forums/ubb/smile.gif. We need gritty! We need The Street filled with trash, and equally foul-smelling scum littering the streets. A range of corrupt and control-freak mega-corporations. Full conversion borg mercenaries, sneaky Fixers, geeky-yet-still-cool-enough hacker/netrunners, and media stars along with revolutionaries reaching out to bring the truth to the billions of mindless fellows watching their TV sets with a blank stare. We need a blackened sky from over-pollution, constant rain, mind-expanding drugs. We need cybernetic implants that are as commonplace as buying a wristwatch.
Yep. We need Cyberpunk.
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http://www.ttlg.com/forums/ubb/wink.gifTotally unrelated I know, but I hardly ever post, and just needed to vent
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http://www.ttlg.com/forums/ubb/smile.gif. I'll go grab my copy of CP2020 - Morgan Blackhand's Street Weapons and browse through the plethora of weaponry now
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http://www.ttlg.com/forums/ubb/smile.gif.
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~Cris Cable
"Zeroes and Ones will take us there..."
Shades on 4/2/2000 at 14:51
Babe, street weapons are good an fine - but I just want one authentic Desert Eagle, and Im set for life....
mmmmm....Desert Eaglleee....
Goose on 4/2/2000 at 15:30
Cyberpunk you say, I remember now. Just don't remember the name of the game. No, wait now I have it. Bloodnet, could have been around 1994 or something. It was released by Microprose.
Bloodnet was an adventure/roleplaying game with a mix of cyberpunk and vampirism. I thought it was a very good story. You walked the streets and met a lot of foulsmelling scum. You had to jack into the net to find information etc. But you were also bitten by a vampire. Because of an implant you had you could still fight of the vampirism for a while. You got bloodlust and after a while you had to drink some blood. But you lost humanity that way. You had to solve the game before you became a vampire.
Anyone remember this. It's the only good cyberpunkgame I can think of.
Darkie on 4/2/2000 at 15:33
Ah Shades, my friend, you seem to have a good head on your shoulders. Yes, the Desert Eagle is a fine piece of weaponry. But were you thinking more along the lines of the .50 Cal, or the 357 version? I wouldn't mind a 357 with laser sighting....yummy
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Oh and yes, I remember Bloodnet. Oldschool game. I loved the character generation went though
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http://www.ttlg.com/forums/ubb/smile.gif. Although, not cyberpunk, since I don't think true cyberpunk can really contain vampirism, and magic. This is why I hate the Shadowrun RPG, it's a mixture of not-too-distant future with that game that contains the elves. Let's just call it ShadowD&D and we'll be happy
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http://www.ttlg.com/forums/ubb/smile.gif. The actual game rocked, Bloodnet I mean, but not really cyberpunky. Hell : A Cyberpunk Thriller was a nice adventure game too, brutally hard however. Hmmmm...the first Neuromancer game was alright from what I remember, I was just a little takker at the time. But no game has really been able to capture the entire Cyberpunk experience. And until that point, I hold my breath
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[This message has been edited by Darkie (edited February 04, 2000).]
Ringwraith on 4/2/2000 at 17:42
Shouldn't there be a separate thread for general cyberpunk talk?
MIS Monkey on 5/2/2000 at 05:45
Starting from Shades' post on 1/14/00 at 4:59pm. Some of this is supplimentary to my previous posts.
- Will weapons be spinning in the air?
No. Weapons are found objects like soda cans, potted plants, and chairs. Having them spinning around might be an effective convention for Quake-like play, but in DX, you have to find 'em, bend over and pick'em up, and make sure you got room in your coat for 'em.
-View-bob?
You can view Bob <a href="http://www.stormtroopers.com/deusex/team/bobwhite.shtml">HERE</a>
-Non-renderer technology?
I could be talking out of my ... but here's a list:AI (about all of it); 2D interface (which is extensive but intuitive); cinematic conversation modes; lip-synching; anything else that's not the render engine (and I think somebody started tinkering with some sections of that this week)
-AI and Area-specific damage
An NPC who gets shot will react in specific ways physically and intellectually. If you shoot him in the knee, he's going to stumble, hit him center-body-mass and he'll rock with the impact, headshot (if you're good enough) and he'll drop like a marionette with cut strings. In any case, if you don't kill him, he's not going to be happy with you. If he thinks he's got you out-gunned, he may come on full force, or he may fire from cover, and continue to seek cover based on your changing position. If he's wounded badly enough or feels overmatched, he'll likely break off the attack and seek reinforcements. They all have their own best interest at heart, just like you.
How unique is the game?
Uniqueness is a hard thing to characterize. No art is created in a vacuum. There are influences of Ancient Greece in Mondrian and influences of Mozart in Elvis. In that sense, DX is the next logical step in a school-of-thought evident in everything Warren has worked on or influenced. Inevitable parallels will be drawn with the Thief's and the System Shocks and the Underworlds. In another sense the game is very unique. There's a topical storyline in the tried-and-true spy-thriller format; a new level of verisimilitude; some one-of-a-kind interface technology; and the fact that it's the first game by the Austin office of ION Storm, as unique a collection of individuals as I've ever had the pleasure of working with.
-Does solving the mystery affect replayability
I REALLY can't say much about this, but while finishing the game once will satisfy closure for the mystery, I promise you that there's definately more than one E-ticket's worth of story and action in this game. ESPECIALLY if you're interested in trying different playing styles. Does that help any?
-Player speed affects NPC perceptions?
It's not just "how fast" but "in what way is JC fast or slow" that can shape the way he is perceived, or not perceived, by NPCs. (deliberately vague)
Ringwraith on 5/2/2000 at 06:22
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Does solving the mystery affect replayabilityMy views on this:
Some people aren't going to go through the game again no matter how good it is or how much replayability it has. (Not me)
Of course the different ways Deus Ex can be played give it replayability, unless you only like one style of play or don't want to see all the game has to offer. Psycho gunman is a whole different experience than sneaky hacker.
It's just like a novel or movie with a great plot. You want to experience it all over again, even though you know what will happen. In Deus Ex, I believe some minor plot events do change depending on the choices you make.
And remember, there won't be anything quite like for a while.
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XQ+ on 5/2/2000 at 22:40
I woulda thought Bob would be fatter...
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I am presently working on a site for Deus Ex: (
http://dxzone.blinkingdot.com/) Deus Ex Zone
Abdiel on 9/2/2000 at 06:31
Just how good is the lip-synching?
Could my many illiterate, deaf friends enjoy the game just as much as me?
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Abdiel
Lesser Forum God
TN Fan, DE Anticipator Extraordinaire
Ringwraith on 9/2/2000 at 06:49
I doubt it. They could probably read a character's lips, but there is text-only stuff in addition to dialogue.