Detroit and Hengsha may not have been enough locales for players of Deus Ex: Human Revolution – and Eidos Montreal, developers of the game, have agreed. In fact, there were a few more areas that were visited during the story that were planned to be their own city hubs, including Montreal and India.
City hubs were obviously very important in Deus Ex: Human Revolution, but Eidos wanted to flesh out a few more areas. Unfortunately, they were unable to do so.
Art director Jonathan Jacques-Bellete, who we interviewed a while back, talked to EDGE magazine regarding the unimplemented hubs and how much work had actually gone into them before they were scrapped.
Certainly, one of the most impressive things about the game is how detailed and realized the world is. The artistic team put in a lot of research, as well as creativity, to form what the world of 2027 looks like and it looks absolutely stunning. Also complimentary to the hundreds of thousands of detailed objects in the world, is how they interact with the dominant black and gold color scheme. Art isn’t the only great thing about Deus Ex – you’ll be sure to learn more if you read our review.
Both Jonathan Jacques-Bellete and lead game designer Frank Lapikas discuss what could have been in Human Revolution, check out their statements below. First off, what Jacques-Bellete had in mind for Montreal:
“There were definitely supposed to be some streets to Montreal. There were outdoor locations set in one of the most famous neighbourhoods of Montreal, called Plateau. It’s got very specific architecture, called tri-plexes, with twirling exterior staircases made of this old metal.
“It’s very specific to Montreal, and we’d drawn concept art of how these streets would look in 20 or 30 years from now. We even tried them in-game. Walking around them felt quite special – that architecture had never been in a game before, and never realised alongside a vision of 2027. It was really cool.”
Lapikas went on the record and admitted that there were more city hubs planned and due to the simple scale of how big they got, the team had to cut them down. Lapikas says:
“Montreal was supposed to be one. Upper Heng Sha was actually built, but it was never finished. At the beginning of the project we even planned to go to India. But as we constructed the city hubs, and understood the amount of work it took, we had to pare it down.”
Could it be possible the eliminated city hubs can be used for future downloadable content? It sure would go to waste otherwise, and besides, who wouldn’t want to see future India? More importantly, who wouldn’t want to unleash elbow grenades in future India?
Deus Ex: Human Revolution has garnered plenty of critical praise, with only minor criticisms over a few elements, and it would be a shame to not see more games continue the re-invigorated storyline. Seeing as Human Revolution is a prequel to the original DX game, how will Eidos Montreal handle the time line? What other places would you have wanted to see?
Deus Ex: Human Revolution is available now for Xbox 360, PlayStation 3, PC, and OnLive.
Follow me on Twitter @TrungleFever