Deus Ex: Human Revolution's audio commentary is a new gold standard for video games

Those commentary tid bits are very interesting.
I always wanted to revisit DE:HR because I love the game. Not sure if I'll ever do it with the PS4 coming out.
 
Upon noticing the thread's creator, wasn't sure if the title was sarcastic. :p

Nice to know it's actually really good. I do rather want to pick this up.
 
Someone uploaded a sample of the commentary:
https://www.youtube.com/watch?v=q6dGTKxx4dk

Watched this first video, I'm definitely going to pick this up. DE:HR was one of my favorite games from this generation. Only game I beat multiple times and on hardest difficulty (besides Halo, COD, Gears and Mirror's Edge).

I love how they set up the commentary, it's like having them in the same room as you, guiding you through. I also love that they aren't afraid to mention the games shortcomings and the things they just couldn't do.
 
- Derelict Row was one of the earliest constructed parts of the game. Originally, due to the plot's structure, the Detroit hub served no purpose other than to visit Sarif HQ, the LIMB clinic, and the police station before being shipped off to the FEMA mission. The level designers insisted something be done to give players something to do in the hub, and so Derelict Row was constructed. First it was constructed as one of the earliest test beds for the AI and player skills in a less corridor-like area, one with lots of verticality, and was later integrated into the hub. As a story and quest structure then needed to be created to lead players through Derelict Row, the team considers this one of the best examples of "gameplay before story".

- Wayne Haas was the first major conversation integrated into the game, and one the team considers the best in terms of delivering on their plans. Early builds of the conversation aug were simpler, requiring players simply scan the environment around whoever they're conversing with to find a blackmail item, then using the aug to exploit them in conversation. This was scrapped and developed into the Alpha/Beta/Omega pheromone aug system. The empty bill bottle in Wayne's bin, still in the game, was his blackmail item.

- McCann's police office (named after lead level designer Francois McCann) has named pictures of missing girls on the wall. The missing girls narrative is a subtle undercurrent throughout the game, referenced in emails and other events, indicating women are disappearing. This is foreshadowing Panchaea, and The Missing Link, where these named girls are being taken and later referenced.

- The art team wanted Eliza Cassan is mimic the fashion behaviour of popular celebrities, in which their frequent appearances on TV often have them wearing new outfits. Tech/time budgets limited them to having only one physical 3D model for Cassan, so they made use of 2D art in posters and billboards to reflect her outfit variations.

- Classic black coffins, along with a train, fence, and signs indicating preparations for an 'end of world' scenario, were placed at the FEMA base to reference FEMA concentration camp conspiracies. This is again referenced later in the stage with the holding cells and interrogation rooms. All of these elements were deliberately built to look like they were unfinished and in the middle of construction, to give the impression the camp itself, and the government's plans, were not in full motion.

- Barrett boss fight was original envisioned to be multi-staged, Barrett starting on the top railing protected by grunts and taking pot shots at you with a sniper rifle, finally jumping down for a one-on-one battle (the arena that ends up in the game), the reward for his defeat being the sniper rifle (which is now acquired earlier). The fight was also supposed to support stealth and non-lethal, allowing you to tranq/stun everyone and/or complete it largely undetected. Finally, they intended for the fight itself to be influenced by how you played the FEMA camp. For example, equipment you'd collect in certain rooms would deny Barrett having that equipment in the fight. Almost all of these ideas ended up cut due to time/tech, but went on to influence The Missing Link.
 
Is the audio commentary on the non director's cut version? I'd like to hear this. The thread title makes it sound like this is a option for all versions. Don't tease me please. :(
 
I'm currently on my commentary playthrough after playing through the campaign twice. Such an awesome feature. I'd love to see this in more games that have this kind of depth. No use really for stuff like that in normal shooters like COD BF or Killzone unless people like to listen to talk about rendering techniques or rigging set pieces.
 
I might just have to pick this up for the commentary, I love this sort of stuff in games. You become so much more appreciative of the end product as well as just understanding the process way better.
 
Is the audio commentary on the non director's cut version? I'd like to hear this. The thread title makes it sound like this is a option for all versions. Don't tease me please. :(
It is not, no.

I bought this on PC and Wii U but haven't had a chance to play it yet. Just curious: are there commentary subtitles?

Also, you know what game had pretty solid commentary that is often forgotten? Chronicles of Riddick Developer's Cut on PC. Kinda introduced me to the whole idea.
 
I'm currently on my commentary playthrough after playing through the campaign twice. Such an awesome feature. I'd love to see this in more games that have this kind of depth. No use really for stuff like that in normal shooters like COD BF or Killzone unless people like to listen to talk about rendering techniques or rigging set pieces.

Didn't one of the killzone's have a commentary? Could of sworn it.
 
- Wayne Haas was the first major conversation integrated into the game, and one the team considers the best in terms of delivering on their plans. Early builds of the conversation aug were simpler, requiring players simply scan the environment around whoever they're conversing with to find a blackmail item, then using the aug to exploit them in conversation. This was scrapped and developed into the Alpha/Beta/Omega pheromone aug system. The empty bill bottle in Wayne's bin, still in the game, was his blackmail item.
His was the most powerful throughout the whole game. It was the first one and they hit hard. Plus it had a nice little ambient track to accompany it.

Wish they had more time, I really wanted to see Upper Hengsha.
 
Really interesting stuff. I have no desire to play through the game again, but I love getting a peek behind the scenes. It makes me appreciate the game so much more than beforehand.
 
- Wayne Haas was the first major conversation integrated into the game, and one the team considers the best in terms of delivering on their plans.
He's also the character with the best non-cutscene facial animations in the game. Any reason for this, and for why his music was done by a different composer (if I recall correctly)?

Just listened to the commentary where they talked about the cut Upper Hengsha hub.

HOLY CRAP it sounds like it was amazing. Apparently the art and design was about 80% done when they decided to cut it. But apparently they just didn't have nearly enough time to write it all and make sure everything was polished and balanced enough for the full game.

Still, it sounds like it would have been amazing. Very sad. Really hoping we get to visit Upper Hengsha in the next Deus Ex game. (Would make sense to include it, since they had so much of it already done before they had to cut it.)
I don't get why they don't finish it and do something with it at some point. Same with Montreal.
 
Is there a list of games with developer commentary?

Off the top of my head:

Rogue Leader
Rebel Strike
Half Life 2
Episode 1
Episode 2
Portal
Portal 2
Riddick
Deus Ex Human Revolution DC


*checks wikipedia* more than expected:
http://en.wikipedia.org/wiki/Audio_commentary#List_of_video_games_with_audio_commentary



2000
Star Wars: Episode I: Battle for Naboo, believed to be the earliest video game with audio commentary[ and the only known game cartridge with audio commentary.

2001
Star Wars Rogue Squadron II: Rogue Leader

2002
Sly Cooper and the Thievius Raccoonus

2004
The Chronicles of Riddick: Escape from Butcher Bay (PC version and as downloadable content for the Xbox 360 version)

2005
Half-Life 2: Lost Coast
Stubbs the Zombie

2006
Half-Life 2: Episode One

2007
Half-Life 2: Episode Two
Portal
Ratchet & Clank Future: Tools of Destruction
Team Fortress 2
Tomb Raider: Anniversary
flOw

2008
Left 4 Dead
Metal Gear Solid 4: Guns of the Patriots

2009
Left 4 Dead 2
Flower

2010
Alan Wake
Monkey Island 2: LeChuck's Revenge Special Edition (original game released in 1991)
Amnesia: The Dark Descent

2011
Portal 2

2012
Journey
 
He's also the character with the best non-cutscene facial animations in the game. Any reason for this, and for why his music was done by a different composer (if I recall correctly)?

They said it was the first one they did and used it as a proof of concept, and that was also their favourite, so I imagine there was just a lot more effort put into it. They also pointed out that Jensen even sounds weird during that segment, which Elias Toufexis offered to rerecord for free when he heard it years later at the end of development, but it was too late as it was all locked in.
 
Is there a list of games with developer commentary?

Off the top of my head:

Rogue Leader
Rebel Strike
Half Life 2
Episode 1
Episode 2
Portal
Portal 2
Riddick
Deus Ex Human Revolution DC


*checks wikipedia* more than expected:
http://en.wikipedia.org/wiki/Audio_commentary#List_of_video_games_with_audio_commentary



2000
Star Wars: Episode I: Battle for Naboo, believed to be the earliest video game with audio commentary[ and the only known game cartridge with audio commentary.

2001
Star Wars Rogue Squadron II: Rogue Leader

2002
Sly Cooper and the Thievius Raccoonus

2004
The Chronicles of Riddick: Escape from Butcher Bay (PC version and as downloadable content for the Xbox 360 version)

2005
Half-Life 2: Lost Coast
Stubbs the Zombie

2006
Half-Life 2: Episode One

2007
Half-Life 2: Episode Two
Portal
Ratchet & Clank Future: Tools of Destruction
Team Fortress 2
Tomb Raider: Anniversary
flOw

2008
Left 4 Dead
Metal Gear Solid 4: Guns of the Patriots

2009
Left 4 Dead 2
Flower

2010
Alan Wake
Monkey Island 2: LeChuck's Revenge Special Edition (original game released in 1991)
Amnesia: The Dark Descent

2011
Portal 2

2012
Journey
Completely forgot Factor 5 did those! They were absolutely great, brought back a flood of memories. Miss those guys.

Anyway, Journey has developer commentary? How do you access it? I had no idea!
 
Has anyone seen a good video comparing the original to the director's cut? I know they made some graphical improvements (similar to the missing link dlc). Loved this game, does the directors cut add enough value to warrant a second pickup?

Edit: Played the original on PS3 btw.
 
Has anyone seen a good video comparing the original to the director's cut? I know they made some graphical improvements (similar to the missing link dlc). Loved this game, does the directors cut add enough value to warrant a second pickup?

Edit: Played the original on PS3 btw.

Then it's the commentary + better shading and shadow + all the DLC's.

Edit: And I Forgot, some tweaks around game balance and change for all the Boss Battles (they are pretty much the same, but you are less screwed if you played Hacker Only)
 
Figured it out. The problem? The integrated graphics chip. While I use a GTX680, I left the HD4000 (or whatever it is) integrated chip enabled/installed despite not really using it. I simply disabled that in device manager and, viola, the game starts. How bizarre.

Can you choose which chipset to use with which application? My laptop lets me choose IGP or the dedicated chipset. I'd give that a go before disabling the integrated chipset in Device Manager.

Does it look like mods will be able to smooth over some of the implementation of the commentary on PC? I suppose someone will eventually extract the files and organise them at least.
I have the game on Wii U and can get it for £3.50 on PC as i own Human Link too but i rinsed the game in my first walkthrough at launch so it's about time i went back. See, everytime you mention a Deus Ex game someone will reinstall it :)
 
Awesome post OP and it truly breaks my heart that I'll never be actually able to experience it :(
Why?
Because the PS3 version shipped with actually worse audio than the original and seemingly none of those involved have announced a patch or merely addressed it.

Sold my copy back. Really sucks as I dug being able to play it with my Vita and the commentary is outstanding.
 
Awesome post OP and it truly breaks my heart that I'll never be actually able to experience it :(
Why?
Because the PS3 version shipped with actually worse audio than the original and seemingly none of those involved have announced a patch or merely addressed it.

Sold my copy back. Really sucks as I dug being able to play it with my Vita and the commentary is outstanding.

Are you talking about the glitch where the audio comes in muffled? I noticed it a lot whenever I had a weapon drawn and talked to NPCs.
 
Are you talking about the glitch where the audio comes in muffled? I noticed it a lot whenever I had a weapon drawn and talked to NPCs.

Yes. A great deal of the SFX now sound as if they've been compressed to a lower bitrate.
Noticed it right away and like I said, nobody has addressed it.... probably because they expected no one would actually buy this? I dunno.
 
- Stephen Shellen, who voices David Sarif, came across as charasmatic and friendly but not originally what they intended for the character. They kept him on as they liked his style, and it was early enough in development that they could construct his dialogue and persona to suit the actor.
Dude was a dick in the final game. The first words out of his mouth in the first scene of the game was calling someone an idiot. I also think you're a weak actor if the team has to change the script around you. Doesn't that defeat the purpose of "acting"?


- Faridah Malik was written as a Muslim American who'd mix Arabic language (like swears) with English, and intended to cast an actress who'd fit this criteria. They didn't, so they cut it.
I'm so glad they didn't do that. That would have made her your average bad stereotype character who has to shove their heritage down your throat. Just let it be known she's not white and maybe you get to learn what race she is through conversation (I don't think they ever did that though).
 
This is fascinating. Might revisit this game even though I didn't feel it warranted a second playthrough.
 
He's also the character with the best non-cutscene facial animations in the game. Any reason for this, and for why his music was done by a different composer (if I recall correctly)?

His facial animations are the only ones that were keyframed I think.
 
EA will give you battlefield 4 single player commentary for $15.
A hundred variations on "uh we ran out of time"




I'm so glad they didn't do that. That would have made her your average bad stereotype character who has to shove their heritage down your throat. Just let it be known she's not white and maybe you get to learn what race she is through conversation (I don't think they ever did that though).
Why would she have to shove her heritage down your throat? Well that she's at least part Arabic is already given by her name, no need for even a conversation to let you know that. It would have been interesting for her and Jensen to have a conversation about God and the afterlife and religion in general at some point, because as it is all the "good" pro-aug main characters are purely secular while the "bad" anti-aug antagonists are religious extremists. That may not be the intention, but like Letitia, that's how it comes across.
 
I was really surprised by the commentary. Some of it just might be artists only seeing the flaws in their work but I wasn't expecting them to be so frank about what they didn't or had to change. It's almost apologetic, but not for the sake of the audience.

I was hoping to listen to it while doing my hard mode/pure stealth run but unfortunately the commentary can get cut off by character dialogue when transitioning to new areas and there is no way to get back to where you left off.
 
Dude was a dick in the final game. The first words out of his mouth in the first scene of the game was calling someone an idiot. I also think you're a weak actor if the team has to change the script around you. Doesn't that defeat the purpose of "acting"?[/I]

Miscontruing this--they originally envisioned David Sarif as the "asshole" archetype but when screening for voice actors, they came across Stephen Shellen. His take on the character was more charismatic, but they realized he was a better fit and adjusted the script likewise.
 
- Early versions had Tong has a minor character, later fleshed out when a section that had you travel to Bangalore, India was cut.
- Team loved the Saftey Dance video.
- Codes for the some storage lockers in Hengsha can be found as underlined portions of number graphitti on the walls right next to them.
- Upper Hengshai was a playable hub with a university, park, and other areas. The location was supposed to represented the pinackle of human augmentation science culture, emphasised by being so brightly lit under the sun (like Icarus flying too close to the sun). Artistically the area was borderline finished, but had poor story and gameplay implications. The team cut it due to not having the time to expand dialogue/narrative for the area, as well as due to being one of the weaker hubs to play.
 
- Early versions had Tong has a minor character, later fleshed out when a section that had you travel to Bangalore, India was cut.
I am trying to imagine what their version of the Bangalore accent would be based upon their approach to other non-anglo english speakers.

It probably would have been lengendarily tasteless.
 
Upon noticing the thread's creator, wasn't sure if the title was sarcastic. :p

Nice to know it's actually really good. I do rather want to pick this up.

LOL.

I'm glad I wasn't the only one who wasn't sure if it was a sarcastic thread or not. Lol. Then I read the OP and was like, "Oh, he's serious."

I love audio commentary in games. Ratchet and Clank: Tools of Destruction had an audio commentary option after you beat the game that was really good and informative. I definitely wish more developers were able to implement that into games, but I'm sure time/budget are the real problems hindering it, so Collectors editions, or GOTY editions may be our only chance to get them, and then just for the most popular games.

I love reading about stuff like this, though. Behind the scenes of just about any industry can be really fascinating, interesting stuff.
 
What I like most from this Director's Cut is the fact that gives you a pretty good insight on how chaotic development can be even for big companies. We often complain about developers being lazy when they don't "deliver" but this audio commentary can really bring you back to earth: you'd be surprised how many 'ef ups and cuts happens during development because or lack of time or mismanagement.

We definitely need more of this. Props to Eidos Montreal :)
 
Upper Hengsha sounds like it would be incredible to walk through.
 
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