Cyberpunk's not dead
We talk transhumanism and development tribulations with the Deus Ex team leaders at Eidos Montreal.
Deus Ex: Human Revolution looks back to the series' roots, both in terms of its developoment philosophy and, more literally, by setting it a quarter of a century before the events of the first game begin. We grab producer David Anfossi, game director Jean-Francois Dugas and art director Jonathan Jacques-Belletete for a chat about Eidos Montreal's ambitious prequel to the genre-blending post-millennial-paranoia masterpiece.
"What's the biggest single challenge you've faced during development so far?"
David Anfossi: It was the time I saw these two guys trying to build their desk when we got our temporary offices. We chose to have those desks you build yourself so you can connect them to form some sort of common working space. Two hours after the desks were assembled, they realised they had some of the parts upside down.
Jean-Francois Dugas: Yeah, we wondered why the desks weren't comfortable.
DA: I was looking at them going: "Four years! I only have four years to make the game with these guys!" But seriously, the hardest work we did during the first two years was to complete a vertical slice, when you take a small sliver of the game and push it to the level of quality that would be representative of the final version. That was kind of a marathon, to be honest.
JFD: It worked in the end because we were motivated. Too often in the course of making a slice, people give up on elements that don't come together on the first go. But we kept trying different approaches to achieve what we wanted, rather than scrapping the initial vision. We just needed to find ways to get there. We were also very well supported by the management.
Jonathan Jacques-Belletete: Yeah, we managed to achieve things we certainly could not have done at Ubisoft.
DA: We're very transparent in what we say and do in our studio. We wanted to get back to a workplace where you'd like coming into work every day.
JFD: I don't expect this game to be perfect, but you will feel a soul in it.
"Presumably there'll be sequels to this prequel. Does that mean that at some point you're going to end up remaking the first game?"
JFD: It's natural to come to the idea of a remake, but our game takes place in 2027 - that's like 25 years before the first game. So it leaves us enough room to build a new series.
JBB: If you look at the history depicted in in the franchise, you realise there are many great moments that have yet to be exploited. Reading Deus Ex's in-game writing, you find a huge amount of background. When you get into the 2030s, you could make many games exploiting all the events happening in that period. You have the secession of states, a huge earthquake, a massive financial crash, Mexico regaining control over the southern states of the US. There's so much material to exploit. This doesn't mean we are going to use these elements, but I just want to point out that there's no problem building a new series inside the franchise without touching those two existing games.
"You chose to revisit the fiction's past, with its rudimentary tech. Did you feel the series had already taken future tech as far as it could go?"
JFD: The choice was motivated by everal things. But we noticed that the 2020s saw an explosion of human enhancement through mechanical or nanotech means, and we found it interesting to draw a contrast between people who could afford nanotech enhancements - that are invisible - compared to mechanical ones, that were very visible. The theme of transhumanism was very appealing indeed.
JBB: The tech was already too advanced in the first Deus Ex. Of course, people would obviously go for an enhancement that wouldn't affect their appearance as human beings. But as a gaming experience, we thought a human with mechanical parts would have a more powerful aesthetic impact. So an early period was a better choice; as art director, this gave me a lot more possibilities.
JFD: Making the enhancement visual with mechanical means allows us to keep the game's core theme of human enhancements very present throughout the experience. It also gives a sense of tragedy as people are losing their humanity. We've integrated the things you see in current wars with generations of veterans coming home with prosthetic limbs. These aren't enhancements as such, but visually our game echoes these images.
"Why do you think cyberpunk settings have fallen out of favour in gaming?"
DA: It's not only videogames - there's not so much interest in the theme in movies or anything else anymore.
JBB: William Gibson has released his third book, but even in his writing you don't find as much cyverpunk as you used to. You could say that Metal Gear Solid is one of the few cyberpunk games to be made lately - and even that's a real stretch. I think many things that were prophesied in thecyberpunk fiction of the '80s have materialised today. OK, so we might not be close to Blade Runner - there are no flying cars - but in the way that the new replaces the old and the cosmopolitan society are here today. The web and the network of Ghost in The Shell are here. At the end of the '80s, Mamoru Oshii predicted the prime importance of the network in our society and it is so. Robotic tech may not be as advanced as it is in a lot of cyberpunk, but in other respects, its themes are looking old today. That's why we went for the Renaissance touch to give the game a new style, we could reproduce Blade Runner easily with today's HD platforms, but it would feel like deja vu by now.
Here's that interview, as promised! Enjoy