Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.
Deus Ex’s appeal is often boiled down to ‘lots of options’, but obviously that doesn’t quite cover it. Right now I’m looking to redesign the ‘sneaking inside spaceships’ part of Heat Signature, so I need more than a vague line about what’s cool about Deus Ex – I need a practical understanding of specifically why it works, and why similar games don’t. So I’m replaying Deus Ex 1 and 3, to figure out what it is I want to steal. And I think it is options, but it’s not just number. They have to fill a certain set of requirements, and this is my attempt to nail down what those are.
I’ve been mostly playing Human Revolution so far, but I’ll also use some examples for DX1 since there’s so much overlap. Continued
There’s a new Deus Ex game coming, and there’s a trailer for it! It was all we could talk about last night on the podcast, until we’d covered it and moved on (about 32 minutes) to talk about other things. Listen to know my, and their, thoughts!
At 4pm today the embargo for talking about hands-on experience with the first ten hours of Deus Ex: Human Revolution passed, so you’ve probably seen a bunch of stuff about how good it is.
It’s very good.
Here is my coverage of how good it is:
1. Exactly how good it is and why
This is what I’ve wanted from every game in the eleven years since Deus Ex.
2. Diary of a psychopath playthrough
“Pritchard,” Jensen radios in, as he stabs both fist-chisels through a woman’s ribcage. “I’ve found the hostages.”
3. Podcast: The Deus Ex special
Release the pheromones!