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Deus Ex: Human Revolution To Last 20 Hours, Will Have Multiple Endings

From the Gamescom trailer viewable here, there’s no doubt Deus Ex: Human Revolution holds promise. But how long will the game be, exactly?

Lead designer Jean-Fran├žois Dugas spills the beans past the break.

When asked by Eurogamer how big the game was, hinting at Fallout, and how long will it last, he said:

“No, it’s not going to be 80 hours at all. It’s not going to be as big. Fallout is mainly and solely an RPG. Deus Ex is more a blend of action and RPG,” he said.

Adding: “It’s a pretty big game. On the critical path it’s roughly 20 hours. If you explore beyond the critical path to find all the secrets and all the side quests and the secondary objectives, it’s going to clock roughly at 30 hours.

It might be a little bit more depending on one player to another – if they have the strategy guide or not!

It’s still pretty big. It’s bigger than BioShock but it’s smaller than Fallout 3. It’s in-between.”

20hrs is enough for me. Plus 10 if I explore beyond the “critical path”? I’m satisfied.

The game will have multiple endings, too, with decisions made during your journey affecting how it ends.

“I don’t want to reveal too much. What I can tell you is yes, we have multiple endings. At some moment in the game where you’ll be facing an important decision to make, it’s going to influence your ending.

But also some of your actions you’ll have done throughout the game, how you have managed certain situations, is going to have an effect with the ending. That’s as far as I’m going to go into it.”

There’s more through the Eurogamer link up top.

6 Comments

  1. Mon, 16th Aug 2010 at 4:12 am

    i hope they have a little more than the ending change.
    i want every game to be more like alpha protocol, instead of having several decisions effecting the ending, have a decision or more in every single level that effects the next level.
    make it that say im playing the first level and your given a choice to kill someone or let them live.
    than have that effect every other level in the game, say if i let the person live than he back stabs me in the next level, or something like that.
    have one seed during each level, than have multiple branches spawning from that seed every level after that.
    instead of being like heavy rain, and no matter what you do it effects nothing but the end.
    i want games to constantly make me make snap decisions than make me live with the consequences.
    make me think twice about letting someone live or killing them.
    kill them and maybe you saved yourself some trouble, maybe in the next level they try and kill you so im glad i killed him.
    but than, maybe he was grateful and sends someone to help me, or gives me a special weapon or tool.
    but obviously they have to show you the result, if i take path A than the game has to show me what would of happened if i took path B.
    how can i regret or be grateful for a decision i made if i dont know both possible results?
    alpha protocol is a perfect example of a brilliant idea, executed poorly.
    i really hope developers take the concept and polish it and implement it in there games.
    its one thing i really think will make games that much more enjoyable and immersive.

  2. Mon, 16th Aug 2010 at 5:54 am

    Nice read.

    “have one seed during each level, than have multiple branches spawning from that seed every level after that.”

    Was that from your tafe class? Devs should be reading your comments!

  3. Mon, 16th Aug 2010 at 9:55 am

    nah, thats something ive always wanted in games!
    id be nice to see a story evolve from your actions.
    allot of games have had player choice in them, but they have more or less done nothing!
    GTAIV for example heavy rain had several decisions the user had to make, but neither games actually drastically changed on your choices.
    alpha protocol did though, its the only game i can think of that does.
    as ive always said this would massively boost the storyline and immersion of the game.
    immersion is one of the most important things in a game, you really need to connect with the character.
    thats why heavy rain had such a deep effect on me, because i truly felt for the characters every one of them!
    it entrigued me with who the killer was, it entriged me who scots brother was, i wanted to save jason, and the action sequences with madison were heart pounding!
    especially the DLC pack they released, i was literally shaking saying im going to get caught, im going to get caught, im going to get caught, CRAP HIS HOME!
    it just was amazing, truly the only game ive ever played that makes me feel like im the one going through all these things.

  4. Mon, 16th Aug 2010 at 12:35 pm

    Yeah, but I guess it’s time consuming for devs to do such things is it not? I wonder the amount of good inputs game developers leave out because of time and cost.

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