Deus Ex: Human Revolution Previews and Video Interview

A few more E3 previews of Deus Ex: Human Revolution have been published to the web, as well as a thirteen-minute video interview that Joystiq conducted with Eidos Montreal's David Anfossi and Jean-François Dugas during last week's event.

From Kotaku:
The action was controlled from a first-person perspective, though frequent snaps to cover switched the game to a third-person view. The third-person view was also used during signature moments of attack, of which we were told there were many and that they were dynamic. One had Jensen stabbing a security guard from behind, another ripping through a wall to snap the neck of the guard standing on the other side. One more featuring him dropping from the rafters to repel a salvo of machine gun fire right back at the circle of soldiers who fired it at him.

We were shown computer-hacking, which lets Jensen scope out an area, hack robots, deactivate enemy turrets or program them to attack the bad guys. Prefer offense? All guns in the game can be augmented. The showcased weapon was a crossbow that pinned a bad guy's head to a wall. As Jensen approached the warehouse we were told there are multiple ways for him to get inside it, befitting the Deus Ex tradition of player choice.

MSXbox-World:
The Square Enix representative controlling Adam took his time navigating around The Hive in first-person, giving the journalists in the room plenty of opportunity to take in the atmosphere and details of the Blade-Runner-inspired Shanghai nightclub, which was fairly easy to do as the HUD at present is virtually invisible unless Adam initiates a conversation or selects an item or weapon. Eventually, Adam proceeds upstairs where he encounters an Asian male bartender and engages in a dialogue. Unlike the previous Deus Ex games which used a fairly specific, screen-cluttering dialogue tree and whose camera switched back and forth between each speaker, conversations in Human Revolution seamlessly unfold within first person along with a simple interface that currently presents the player with three straightforward choices, Advise, Insist, and Pinpoint, with each option pushing the tone of the conversation in an appropriate direction. The rep chose to (insist), resulting in a tensely-scripted and well-voiced exchange of words between the characters, but still concluding with the bartender firmly denying Adam access to Tong.

And GamingTrend:
Making our way downstairs we overhear two guards talking about how much trouble one of them would be in if he didn't find his security badge that he had recently lost. His loss was our gain as we checked a corner of the bathroom and found his card. Gleaning the code off the card we made our way to a back area and used the code to gain access. Entering a backroom basement, we locked our back to the wall to prevent a nearby guard from seeing us. Even in this pre-alpha state the cover mechanic seems to work very well. Once the guard turned his back, we walked up, tapped him on the shoulder, and laid him out with a steel augmented fist to the chin. We made our way into a nearby vent to bypass any further risks. When we find the office of Mr. Tong we find that we had already spoken with him he was the barkeep we spoke to earlier! We listen in as he talks to a person named Kane from (The Belltower Boys). This heavily-armored soldier detailed that they were holding Van Brugen safely on the docks and that there would be no problems. Doublecrossing Kane, Mr Tong sends one of his minions to blow up the docks, thus killing Van Brugen. We set off to stop them.