Author’s Note: This interview was published September 22, 2011 and originally appeared on Examiner.com. Clicking on this link will take you to its original location.
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Deus Ex: Human Revolution is the successful prequel to the classic PC franchise, Deus Ex, that impressed gamers and made an impact as a possible Game Of The Year contender. Frank Lapikas, Senior Game Designer at Eidos Montreal, was kind enough to take the time to answer some questions I had about Deus Ex: Human Revolution. I would like to thank Frank very much not only for answering my questions, but answering them so quickly! The interview follows below.
1. The writing in Human Revolution is great conspiracy-driven fiction. Where did you draw inspiration for the story — any books, films, etc. you can mention?
Frank Lapikas: As with any other creative endeavor, it’s difficult for us to pinpoint where ideas come from. We’ve read so many books, watched so many movies and played so many games, that it all coalesced into our minds.
The biggest source of inspiration was most probably the timeline for the original game. Once we hit upon the 2020 decade and the introduction of the first mechanical augmentations to the general public, it kinda took off. We had this idea of exploring social unrest, class-warfare and this notion of a deterministic evolution.
2. How did you balance the FPS and stealth elements of gameplay — enabling the player to switch from stealth to guns-blazing FPS nearly instantly?
FL: We didn’t balance it really. We just created rules for both systems that would allow them to exist side-by-side. Giving them a common game mechanic (the cover system) helped bridge the gap.
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