COVER: The transhuman factor
Eidos Montreals Deus Ex: Human Revolution, featuring a technologically enhanced protagonist versus stubbornly all-natural enemies, is philosophically profound and thrilling to play
by ERIK LEIJON
August 18, 2011
POWER TO PROSTHESES: Deus Ex: Human Revolution
The year 2027 may seem an eternity away, but as Eidos Montreal found out in the four years it took them to complete their first game, Deus Ex: Human Revolution, even the most outlandish predictions about the not-too-distant future are already in the process of coming true.
If the hypothetical world presented in Human Revolution is to be believed, in 16 years mankind will find itself at a transhumanist crossroads: well have begun to embrace cybernetic prosthetics called augmentations, spawning a generation of healthy people willing to amputate their perfectly good body parts in order to improve themselves with mechanical appendages. A disturbing prophecy that could never happen, right?
We thought it was far-fetched at first, says game director Jean-François Dugas. But early on, when we were brain-stormingtrying to define the world of 2027we wrote a storyline about an Olympic athlete that wouldnt be allowed to compete because he was augmented and had an unfair advantage. Then a year after we conceptualized it, the Olympic committee was debating whether to let Oscar Pistorious run.
The very real Pistorious, also known as the fastest man on no legs, is a South African runner who competes against able-bodied athletes thanks to a pair of flexible prosthetics. Granted, Pistorious didnt willfully lose his real legs, but Dugas can cite cases such as an Austrian man, known only as Milo, who did elect to have his attached-yet-non-functional hand removed in favour of an artificial one. What shocked me the most in the last four years was, at first I was worried we were pushing it too much, but its already happening for medical purposes, Dugas says. So how far away are people from doing it in the name of science or art?
CHOOSE YOUR OWN AUGMENTATION
Mankinds march towards the singularity is the backdrop for PC, XBox 360 and PlayStation 3 first-person role-playing game Deus Ex: Human Revolution, a prequel to 2000s seminal Deus Ex. In terms of storyline, Human Revolution predates the original cult classic by 25 years and downgrades the highly advanced nanotechnological augmentations to more barbaric mechanical ones. No one from Eidos Montreal was involved in the making of the original, although the studio sensibly retained the series landmark strategic first-person gameplay and cyberpunk theme. Specifically, the Eidos Montreal team calls their man-merging-with-machine motif the cyberpunk renaissance, where proponents of augmentations, including shadowy biotechnology corporation Sarif Industries, adopt an extravagant and colourful visual style reminiscent of Leonardo da Vinci and his trailblazing peers. Exhibiting a more militant demeanor are the movements detractors, many of whom belong to radical organization Purity First, a group that uses disturbing imagery to depict augmented humans as helpless addicts hooked on the drugs that prevent their bodies from rejecting their new limbs.
Human Revolutions world features a staggering amount of detaildown to near-nanoscopic scaleswhere everything from the contents of a room to the ruffled sleeves on a characters shirt hides a deeper meaning designed to subtly immerse gamers into this chilling alternate reality. This technique of visual storytelling is designed to allow players to explore and make up their own mind on augmentation without feeling like theyre being pushed in a certain direction.
The point of the game is not to make a statement or be moralistic, says Dugas. This game is about being able to explore a world, to show where humanity might be going and what it might mean, and to allow players to make their own decisions as a result.
RESURRECTING CYBERPUNK: (L to R) Jean-François Dugas, Mary DeMarle, Jonathan-Jacques Belletête
Photo by ANTOINE THISDALE/EIDOS MONTREAL
BLUE-COLLAR HERO
Straddling that line more perilously than anyone is protagonist Adam Jensen. If the game is about players understanding the effect of transhumanism on society, Jensen feels like the one character in Human Revolution who hasnt made up his mind either.
Hes a true blue-collar hero, says lead writer Mary DeMarle. Adam represents the guy whos trying to do the best job he can, get paid and live his life in peace.
Jensen, a security consultant, begins the game as a regular human, but a would-be fatal accident at Sarif headquarters forces him to accept augmented body parts in order to survive. After his difficult recovery, Jensen is thrust back into the job, and players are free to tinker with his body as much as they want, giving him everything from super strength to new eyes, new lungs or even a more stable shooting arm. These new augmentations come in handy for his line of work, as hes often infiltrating bases behind enemy lines where hes severely outnumbered and unable to succeed simply by running and shooting. The game is broken down into four main gameplay pillars, so players have to consider combat, stealth, hacking and social/ dialogue techniques when trying to achieve their goals. Augmentations neatly fit into each pillar, so its possible to give Jensen a highly specialized skill set or upgrade him into a more well-rounded character.
We wanted to offer Jensen as a blank slate, says art director Jonathan-Jacques Belletête. Hes really a vessel for all the games main ideas, and its up to players to decide how much of a gray area he represents. One thing players wont be able to do is create an all-purpose superman, says Dugas, as theres only enough in-game currency (called Praxis points) to acquire 70 per cent of Jensens potential augmentations.
PAINTING THE TOWN FUTURISTIC
Much of Deus Ex: Human Revolutions storyline unfolds with Jensen exploring the games main hubs and interacting with characters around him, so to ensure players remain cognizant of their new surroundings, the team strove to make their vision of the future as realistic as possible. The games main hubswhich include real world cities like Detroit and Shanghaiare designed to marry current architecture with futuristic buildings dotting familiar landscapes.
We dont raze cities in real life, says Belletête. Its not the massive structures that change over time, but the smaller things like light fixtures or parking meters. In terms of new buildings, Belletête found inspiration in existing constructions, citing London-based architect Zaha Hadid as a good example of how cutting-edge designs already exist. Not ones to exclude their hometown, Montreal makes a brief appearance in the game, as Jensen visits a re-purposed Olympic Stadium that houses media conglomerate Picus Communications.
Montreal was originally going to be a full hub, admits Belletête, who says he has an impressive secret stash of discarded Montreal artwork. I envisioned what the Plateau might look like, because there was going to be a house Jensen would have to infiltrate there. In our early tech demos, the first city we put together was the Plateau, based on the brick duplexes and triplexes with spiral staircases. It was honestly really stunning to see it in a 3D environment because to people who arent from here it looked so unique, but if you live here it was quite touching. We even modelled it.
IN WITH A BANG
In speaking with the team, its remarkable to consider how much content was obsessed over and ultimately didnt make the final package gamers will be able to finally experience on Aug. 23. Its even harder to imagine working on something for over four years, which is what Eidos Montreals team (which totals over 300 people working on multiple projects) did. In that span, U.K.-based parent company Eidos underwent a massive restructuring and was eventually purchased by Japanese publisher Square Enix, known primarily as the creators of Final Fantasy. Yet as tumultuous as things appeared around the brand new studio, the project was never affected, and when it came time to delay the project in late 2010, it was a decision made by the team to make the game as complete as possible.
Eidos Montreal has a short history, but as the studios general manager Stephane DAstous says, its a dense one. What would be considered the most successful first game by a new studio? he confidently asks. I dont know the answer, but I will say were creating a very high mark.
Reflecting the attitude of the team, though, Belletête says the predominant feeling after four years of hard work is relief. Its really done, this game needs to get out. We gave it everything we had, and theres really nothing we could have added to the game. ■
DEUS EX: HUMAN REVOLUTION COMES OUT AUG. 23 FOR THE XBOX 360, PLAYSTATION 3 AND PC
Short URL:
http://www.montrealmirror.com/wp/?p=24496