Friday 7 June 2013

Deus Ex: The Fall Isn't a Mobile Cash-In

Square Enix producer James Wright speaks the words no PC gaming purist or core console gamer wants to hear as he prepares to show me Deus Ex: The Fall: “We’ve gone out of our way to make the game as accessible and easy to pick up as we can…as streamlined as possible.” Before we can sharpen our pitchforks and light our torches, though, we learn Wright’s not referring to the game itself, but its controls. You see, The Fall’s a mobile spin-off coming exclusively to iOS devices, and the fact many a mobile experience has been sullied by touchscreen shenanigans isn’t lost on its makers.

By implementing a number of highly customizable input options (virtual sticks, tap-and-move mechanics, an intuitive cover system), as well as replacing jumping with a vault maneuver, the developers are hoping to free fans of any frustrations that could potentially pull them from what Wright claims is a “true Deus Ex experience.” While I soak in The Fall’s impressive visual presentation, which scarily replicates Deus Ex: Human Revolution’s black-and-gold-hued cyber-renaissance setting, Wright elaborates on his team’s aim to deliver a console-quality title. “In terms of what we’ve set out to create, this is the next game in the Deus Ex series. We chose the mobile platform, but it’s a full game. You’ve got choice-driven gameplay, freedom to explore the world, and the option to take an action or stealth approach to missions.”

"We chose the mobile platform, but it’s a full game."

On top of promising the inclusion of other series’ staples, such as hacking, player-driven social interactions, protagonist-pimping augmentations, and bone-splintering takedowns, Wright ensures the story will unravel the sort of conspiracy-riddled yarn fans have come to expect from the narratively rich franchise. With assistance from Human Revolution’s scribes, including lead writer Mary DeMarle, Square Enix’s mobile studio spent eight months penning a script that would not only mesh with existing canon, but also match the series’ established standard of quality storytelling.

Looks pretty damn impressive, right?

Running parallel to Adam Jensen‘s journey, The Fall unfolds in 2027 and serves as a sequel to 2011’s Deus Ex: Icarus Effect novel. While plot details are as scarce as Praxis points, we know The Fall follows the path of Ben Saxon, a mercenary who’s been betrayed by the Tyrants. A former member of the British SAS, The Belltower Associates, and even the paramilitary goons who wronged him, Ben’s also quite capable of pulling baddies through brick walls before snapping their necks like peanut brittle.

While I didn’t indulge in that specific act during my brief hands-on demonstration, we did unleash hot slugs aplenty from behind a few of The Fall’s 29 upgradeable hand-cannons. Aside from encountering a few bugs, such as enemies getting caught in architecture and Ben occasionally sprinting uncontrollably, the mechanics rarely pulled us from the fast-paced exchanges. With the flaws ironed out and some time spent customizing the controls to our preference, I’m optimistic the clip-emptying action will feel as fluid as it possibly can behind one’s fingertips.

Augmentations, of course, are a big part of any Deus Ex game.

Hacking, which works as it does in Human Revolution, and interacting with keypads offers an especially immersive experience, as both tactile actions translate perfectly to touch-based platforms; attempting to crack a security code before a blaring alarm brings well-armed back-up is especially nerve-wracking when your fate lies in your frantically dancing digits. And while I didn’t have the opportunity to personalize my merc with Praxis points, the layout of the character customization screen and finger-friendly HUD elements suggest a similarly satisfying touch-based experience.

Wright remained silent on many of the game’s specifics, but opened up like a Sarif Industries informant when it came to discussing its length. The Fall, which finds Saxon cracking conspiracies and skulls across Costa Rica, Moscow, and Panama, will be released in portable-friendly chapters, each lasting five or so hours. Play time can be extended even further thanks to a new game-plus mode and the ability to progress through the story silently, violently, or somewhere in between. Focused on tutorial-style teachings, my demo was mostly a linear, run-and-gun affair, but Wright ensured fans can also count on the sort of exploration-encouraging open-endedness that helped define previous games in the franchise.

The Fall will be released in portable-friendly chapters, each lasting five or so hours.

Had it been announced a year ago, some probably would’ve dismissed Deus Ex: The Fall as Angry Birds with augmentations. With promising Halo and XCOM portable entries in the pipeline, however, and Star Wars: Knights of the Old Republic currently keeping gamers glued to their iPads, Wright’s claims— coupled with my early peek—have us cautiously considering an investment in a new Icarus Landing System.

Matt Cabral is a freelance writer for IGN who hails from the Northeastern Seaboard. You can follow him on Twitter.


Source : ign[dot]com

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