|
• Game Data
• News Archive
• Contact Us
• Screenshots
• Archive 1
• Archive 2
• Concept Artwork
• Other Images
• Music
• Video
• Other
• Previews
• Interviews
• Community
|
|
Monday, April 29, 2002
|
The Nameless Mod updates!
4:38:53 PM EST - Eberon
|
The Nameless Mod has updated again with a model from Phasmantis (a "brilliant Goat Statue model") and some other news regarding their policies on pictures of the week. Be sure to visit 'em and see what they're about, as well as look at some of their older POTW's :)
|
Saturday, April 27, 2002
|
And yet another -- Mod tabletalk article #3.
8:24:43 PM EST - Eberon
|
We've another installment of the mass-interview with mod projects-feature that we've been putting out for the past month or two. The third installment can be found here. Enjoy!
|
Monday, April 22, 2002
|
A PS2DX review worthy of note.
4:45:05 PM EST - Eberon
|
A review of Deus Ex : The Conspiracy has surfaced online. This one is extremely generous (though, from what I hear, that's well-deserved) and given the game 10/10 in every category.. You can read it here. Give it a looksee. There are some great comments on the game.
|
Friday, April 19, 2002
|
New site in the community - DXO
10:38:22 PM EST - Eberon
|
Deus Ex Online, which will be heretofor referred to as DXO, has opened its doors. It's a news/misc site that is multilingual. The need for this, actually, is a bit questionable, given the current sites out there (polish, german, and french), but nonetheless we welcome DXO into the community.
In site news related to them, The Nameless Mod's own Trestkon has written a tutorial on 2D shapes at DXO that can be found here.
|
Wednesday, April 17, 2002
|
Something you should read.
11:34:46 PM EST - Eberon
|
A preemptive unauthorized public release of what was assumed to be the DX Continuity Bible hit the scene a couple of months ago. Finally, Gamespy has ripped the case open and sat down with the developers of DX1 to discuss some of the points in the Guide and offer a little insight into lessons learned and concepts used during the development process. You can see that article here. Be sure to give it a read! It has some excellent material.
|
Wednesday, April 10, 2002
|
Special Forces needs coders!
5:16:36 PM EST - Eberon
|
And for that matter, HUD artists. Think you have what it takes? Send Dark Spirit an e-mail with your credentials. Heck, even if you're not into the modding scene, you could always drop by their website and check out some of the six models recently released!
|
New music @ FaceDesigns
5:11:36 PM EST - Eberon
|
The Disclosure website has surfaced with two things. The first is the start of what is to be called the "Disclosure Fact file", a set of facts regarding some of the real-world locations Disclosure takes players to. The second appearance is some new music which can be reached on the top of the right sidebar from the main page. So get there and check it out!
|
Deus Ex: The Conspiracy review at Gamespy.
5:05:22 PM EST - Eberon
|
If you can stand the literally in-your-face ads at Gamespy that attacked me while I was preparing this news article, head on over and read up on Gamespy's review of Deus Ex: The Conspiracy, the Playstation 2 iteration of the game we all love.
The interviewer states, in a brief summary, that, "Ion Austin [has done] a fine job with this port of their PC masterpiece". Indeed, they certainly have. The cons mentioned in the sidebar include quite a few performance-related issues, but this is very forgivable given the size of the task given to the team, and certainly the fact that it is in playable condition and unchanged from its original experience is a wonderful achievement on the part of Bill Money and his team.
If you have a Playstation 2, don't miss this one, guys and gals! The new technologies poured into this version will blow your mind, and certainly the game will make a worthy addition to your collection.
|
Tuesday, April 09, 2002
|
Second installment of the strangely named mod feature released!
7:03:10 PM EST - Eberon
|
The second installment of the mass-interview of mod project teams is out, this time putting the following question out to the teams:
"How does your team's design plan cover installation? Have you thought this far ahead yet? Do you have secret plans? Do you wish someone would create a standard installer that could be customized to every mod? Do you plan to use a system that has already been released (DXLoader, TeamUC's Modloader)?"
There are some interesting answers within, so be sure to pursue them. Are you a project who wants to get in on the idea sharing and publicity? Are you a fan who has a great question you'd like to ask these teams regarding their current and future design ideas? In either event, you know where to get me.
|
Friday, April 05, 2002
|
Deus Ex Community Based Patch - New Design.
10:56:50 AM EST - Eberon
|
There's a brand spanking new site design at the Deus Ex Community Based Patch, and word that bugs are being fixed and the next version is being cranked out as you read this. Be sure to stop by the forums they have and give your feedback and ideas regarding the patch!
|
The Nameless Mod is hiring!
10:54:31 AM EST - Eberon
|
The Nameless Mod is hiring people right now. In fact, Ghandaiah and DT have quit mapping for the project midstream, so a little assistance would be very nice. Got mad mapping skillz? Apply here.
|
Thursday, April 04, 2002
|
Deus Ex World moves -- Updates too.
6:06:50 PM EST - Eberon
|
Deus Ex World, a natively german project, has moved its website to this location. In addition, this morning there are some fresh shots of weapons in their screenshots section. Cheers, as Dave would say.
|
The Nameless Mod updates.
10:29:12 AM EST - Eberon
|
Okay.. there are a couple new model pictures at the TNM website from Phasmatis. In fact, they look pretty interesting. One of them is a space ship model!
In addition, the staff would like to call your attention to the forums they have set up for the project. Go there. Bug 'em about wanting to see what's up with that space ship. Give them ideas! Or just say hello, even :)
|
Wednesday, April 03, 2002
|
And.... we're (I'm) back.
10:24:55 PM EST - Eberon
|
Hello again, Deus Ex'ers!
As most of you know, I've been out for a while having some fun and relaxing times. I'm finally back, and though we didn't see many updates to the site, you can be sure that you'll be seeing them regularly again. In fact, we have another feature installment coming up in the next day or two, as well as the broad coverage of Deus Ex-related news you all love.
To all of you who sent me e-mails wondering where I was and how I was doing (hi mom), thanks!
|
Monday, April 01, 2002
|
Doug vs. Warren: GDC Session
6:34:46 PM EST - Saam
|
Thanks to Nuno Martins for point us in the direction of a very interesting article that Joystick101.org put up. As you may or may not know, the Game Developers Conference was held in California a week or two ago; since the GDC is a conference for game developers only, it's just a bunch of game development workshops that people go to in order to learn about different aspects of game design an development. One of these "workshops" was a game criticism 'duel' of sorts between two game design masterminds, LG's very own Doug Church and Warren Spector, of Thief and Deus Ex fame. Basically, Warren deconstructed Thief and Doug did the same for Deus Ex, and what you got was some pretty interesting discussion. Here's a bit from the article:
Narrative and Control of the Narration: Neither game has significant control:
Doug: The narrative of thief was in the cutscenes. Deus Ex combines in into the game, but neither game has significant control, so why did you integrate it?
Warren: A lot of it was my frustration with Thief. I produced it for years and it (the narrative) was so minimal, that I got frustrated with it. Thief was constraining in gameplay. What we wanted to do was bring together a variety of things. We wanted to bring out some action, some stealth and role-play. Inventory management, object manipulation, and conversations. We wanted to include conventional role play conversation into Deus Ex.
Doug: But the player can't impact the narrative..
Warren: The conversations talk to you about the world, and that propels you through the narrative.
Be sure to check out the rest. Thanks!
|
|
|