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

Is it even better than Alan Wake's video overlay commentary?

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Yeah, I'm going to pick this up for Wii U when it drops in price. The gamepad and commentary make it seem worthwhile.
 
- Picus Network was named after the god of Roman mythology sharing the same name. Picus was chosen as the god is that of manure, and the "God of Bullshit" is a perfect title for an Illumanti news network manipulating information.

- Eliza was named after the ELIZA AI program. She is first met in room 404, and later met in room 802.11.

- The Sarif/Adam confrontation on the return to Montreal was one of the few conversations recorded with both actors in the booth together.

- Team again enforces the original design had live/die choices for both, noting Fedorova would bleed out on the ground and it would be up to you how you dealt with her.

- Originally around 25 side quests were planned, but as development progressed many of these were cut or phased into the main quest due to time/resources.

- Humanity First was housed in Utah. You'd travel to a therapy clinic there, one based around helping people recover from augmentation issues/addiction, and discover the facility was a cover for Humanity First's HQ.

- AI in the E3 Hengsha demo was completely faked. Due to bugs the AI had to be disabled, beyond generic patrol routes, forcing the team demonstrating the game to choreograph their movements and make it look like they were sneaking. Had they run out in front of the AI it wouldn't have responded.
 
Wanted to drop by and confirm the commentary "nodes" are hard to find, and it's always annoying when you unintentionally interrupt yourself. To illustrate, I went back through the entire first mission after finishing it. I found 5 or 6 commentaries I had missed during my slow, methodical play through. It's very easy to miss them; a visual cue would have been great.

The commentary itself is great, on the level of and sometimes better than what Valve does for L4D, TF2, Portal 2 et al. If you're one to rank behind-the-scenes commentaries :D

The commentary is making my replay worth it. Very interesting.
 
- Stephen Shellen, who voices David Sarif, came across as charismatic 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.

This is something I noticed when I first played the game after watching all the pre-release trailers. If you look back at those trailers Sarif is portrayed as much more serious and a bit cold, more like an Illusive Man. But, in the final game he is much more charismatic and friendly and sounds more like a used car salesman. It's good to know I was right.
 
- Stripping Jensen of his augs in The Missing Link was the team making a statement that Deus Ex is not all about action, but stealth too.
- Originally the ship exploration would be coupled with monitors, lasers, and other elements oddly timed to move patrols out of your way to hint at someone helping you escape. Almost all of this was cut as it didn't properly support open gameplay, and thus didn't feel like a Deus Ex game.
- The writing team wanted to channel more of the orignal Deus Ex with The Missing Link, so there are many situations where lines of dialogue and little details will change not just based on prior choices, but your play style. For example, the tail end of exiting the ship will depend on how you play. Silent, sneaky players will find guards relaxed, while loud, bloody players will find the guards have prepared themselves with mines and such. Same with the guard dialogue when lowering the ship cargo bay, where they'll note if Jensen is known to have escaped and the status of the boat.
- Writers wrote back stories for each room on the ship and handed that information off to the artists so they could do their best to make each room seem logical and realistically used.
- Namir exo-skeleton concept was one of the earliest ideas the team had, his disguise influenced by the Human Body exposition.
- Writing team weren't happy with Megan's info dump in the white room, as they felt it was too much too quickly and needed to be broken up with gameplay. Rest of the team agreed, but were unable to stretch it as there was no time left for additional gameplay.
- White room was created mostly from the Human Revolution art philosophy of just making things that are suprising and unusual, to break the pacing and provide something memorable.
- Art director Jonathan Jacques-Belletête's two favourite games (at least, at the time of recording) are The Legend of Zelda: A Link to the Past, followed by Resident Evil 4.
- The Panchaea "crazies" were supposed to be less zombie-like, and more like people regressing to a state of absolute fear, wherein they turn to primal fight-or-flight responses to the stimulus around them. Due to a lack of reference material, routinely calling them "crazies" during development, and running out of time to fully flesh out a secondary AI system just for the Panchaea level, this vision was not properly met.
- Panchaea conversations with Sarif and Taggart were supposed to be more in-depth, and you weren't supposed to simply unlock an ending option by speaking to them, but instead complete objectives for each character to form their ending. These ideas were cut due to time.
- Team is aware some people really didn't like the live action endings, but were still happy with what they achieved. They didn't want the game to end strictly within the canon, but reflect on how the story, as fictional as it is, does deal with themes and concepts that are very important to us in the real world, examples littered throughout history. They didn't want to spell out the future of mankind in the game world based on your choice, but give you time to reflect and consider, as a person, on what your choice might actually mean.

And that's that!
 
Well missed this thread, but I agree the commentary is fantastic so far. Gives great insight into the behind the scenes designs and limitations. Only problem is I wish they had marked the locations some how and showed which ones you have listened to. As some are pretty long.

Also I learned that the engine they used sucked a pile of ass. So i hope they pick a better one for the sequel. Because so far it seems every time time they talk about something awesome they wanted to do they then say more or less because the engine sucked we couldn't do that.
 
Well missed this thread, but I agree the commentary is fantastic so far. Gives great insight into the behind the scenes designs and limitations. Only problem is I wish they had marked the locations some how and showed which ones you have listened to. As some are pretty long.

Also I learned that the engine they used sucked a pile of ass. So i hope they pick a better one for the sequel. Because so far it seems every time time they talk about something awesome they wanted to do they then say more or less because the engine sucked we couldn't do that.

I'm playing the commentary now. I love "our engine is bad" comments. Honesty like that makes it worth listening to. I wish I had the ability to stop commentaries or see them with icon markers. I'm already hitting commentaries I heard before and I'm stuck listening to them.
 
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