Deus Ex 2
Ferrago interviews ION Storm's Harvey Smith on this much anticipated sequel.
The environments next: will the settings be inspired by the original - and as diverse or are you aiming for something totally different.
We're repeating some locations, but mostly we'll be sending the player to completely new areas. Very diverse...globe-spanning, in fact.
Can you tell us about any specific locales at the moment; I remember the originally being praised for it's detailed and realistic environments mapped on real areas such as New York.
As before, we're attempting to create a highly believable world. The game spaces will be richly populated with interactive objects. The player will be able to explore a plausible, interesting world at his own pace. We're building in many extraneous, side pockets of interaction.
Are you planning to refine the gameplay elements of plot, action and role-playing any further than the original - any new twists?
We hope to do an even better job of allowing the player to follow his own path. Some of the old organizations are returning, plus we've added some new ones.
The voice technology and dialogue of the original was particularly impressive, what can you give away about this in the sequel?
We're handling dialogue and conversation in basically the same way. Lead writer Sheldon Pacotti is back, plus we've got a new writer, Sarah Paetsch. This time, all characters will have facial expressions.
