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THE BUZZ: Francois Lapikas, gameplay director on Deus Ex: Human Revolution, has apologized for the infamously hard boss fights that were included in the game.

Speaking in a post-mortem on the game at GDC, he admitted that the team should have spent more time and effort on these encounters.

“[The boss fights] were a big part of the game, and we should have put more effort into them. I’m truly sorry about that. Next time we’re gonna think about it more,” he said.

The fights were designed as a “thing to break up the pacing more than a way to test the player’s skill.” He admitted that “play tests did flag the boss fights as a problem” but claimed “they didn’t flag the severity of it.”

EGM’s TAKE: Well guess the team has to chalk this one up as a life lesson. When testing flags an issue, do something about it, don’t worry about how severe the issue is. It may end up being nothing, or it may end up overshadowing all the hard work the team put into the game. Now when people mention Deus Ex: Human Revolution you immediately think of those fights.

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About Matthew Bennett

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Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89

Deus Ex Gameplay Director Apologizes for Boss Fights

Francois Lapikas, gameplay director on Deus Ex: Human Revolution, has apologized for the infamously hard boss fights that were included in the game.

By Matthew Bennett | 03/8/2012 10:19 AM PT

News

THE BUZZ: Francois Lapikas, gameplay director on Deus Ex: Human Revolution, has apologized for the infamously hard boss fights that were included in the game.

Speaking in a post-mortem on the game at GDC, he admitted that the team should have spent more time and effort on these encounters.

“[The boss fights] were a big part of the game, and we should have put more effort into them. I’m truly sorry about that. Next time we’re gonna think about it more,” he said.

The fights were designed as a “thing to break up the pacing more than a way to test the player’s skill.” He admitted that “play tests did flag the boss fights as a problem” but claimed “they didn’t flag the severity of it.”

EGM’s TAKE: Well guess the team has to chalk this one up as a life lesson. When testing flags an issue, do something about it, don’t worry about how severe the issue is. It may end up being nothing, or it may end up overshadowing all the hard work the team put into the game. Now when people mention Deus Ex: Human Revolution you immediately think of those fights.

0   POINTS
0   POINTS



About Matthew Bennett

view all posts

Matt is one of the longest-serving members of the EGMNOW team. An ability to go many hours without sleep and a quick wit make him ideal for his role as associate editor at EGMNOW.com. He often thinks back to the days when the very idea of this career seemed like nothing but an impossible dream. Find him on Twitter @mattyjb89