In Breach, players must find their way to a target to collect stolen data, and then extract themselves back through the level in order to escape within a set time limit. When I saw the first trailer for Volume, I was like, 'Oh, it’s Breach.' But that's cool." I was also a big fan of Thomas Was Alone. When asked about the visual similarity with Volume, Marty replied, "I’m a big fan. We’re trying to always keep that minimalistic look, but give a sense of the personality of those corporations." It’s very orange, with magma floating around. "Steiner-Bisley has very straight lines and open areas, like you’re inside a foundry. "Versalife has a greenish hue, fog and weird-shaped levels," explained Marty. This ties puzzle-solving into the main story of the game. The look of each of these companies' levels, as well as the nature of their defenses, is based on their activities. The first three are involved in security, arms dealing and bio-engineering. Levels are based around some of the corporations featured in Deus Ex. Developer Eidos Montreal is planning more to follow. Initially, Breach comes with around 75 levels. "As you progress they open up and get bigger and more difficult." "You start out in these very small levels," added Marty. The protagonist earns double and triple jumps in order to get across ever-larger obstacles. "Working with Deus Ex to re-imagine the future of bionic prosthetics has been a fantastic creative process," said Joel Gibbard, CEO at Open Bionics.īreach has the feel of an arcade game, with enhancements and upgrades that might come straight out of the Super Mario playbook. "The three companies will partner up to help bridge the gap between fiction and reality, working together to design, 3D print, scan, power, and create affordable bionic hands," continued the release. It's one of those situations in which creative people in different parts of the world come to a similar place at roughly the same time.Įidos Montreal today announced a partnership with robotics startup Open Bionics and gaming devices manufacturer Razer to "bring Deus Ex inspired augmentations to life," according to a statement. Square Enix says the uncanny similarities are entirely coincidental. The look of the game brings to mind Mike Bithell's Volume, which was also set in a world of futuristic espionage, though from a top-down perspective, rather than Deus Ex's first-person view. This fantasy extends to Breach's aesthetics, which are sharply polygonal and very bright. This gives the designers and the players an opportunity to take the game into a quasi-fantasy direction. But the guards aren't human and the puzzles do not obey every last physical law. Their firewalls are essentially glowing, virtual mazes with, yes, puzzles and guards. You are a hacker who breaks into the databanks of leading corporations. In Breach, it's the same, except you're not Adam Jensen and you're not in the real world. In Human Revolution and Mankind Divided games, you play as a protagonist called Adam Jensen, a technologically enhanced warrior who moves through the world uncovering secrets, generally by accessing forbidden areas and either sneaking past guards or by killing them. Read Polygon's interview with Deus Ex: Mankind Divided gameplay director Patrick Fortier, in which he talks about players' options and the philosophy of "flow."
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