Train2Game News Mankind Divided supports Eye Tracking

Tobii, the global leader in eye tracking, and Eidos® Montreal, the award winning studio, today announced that the PC version Deus Ex: Mankind Divided® will support multiple eye-tracking features. 
Powered by Tobii eye trackers, Tobii EyeX and the SteelSeries Sentry allow for greater game immersion, a cleaner UI, and enhanced navigation. A Tobii EyeX and Deus Ex® game bundle is set to be released on the 23rd of August.

“With the Deus Ex franchise being a window to the future, we always try to provide innovative, ground-breaking experiences for our players,” says André Vu, Executive Brand Director at Eidos Montréal. “The numerous Tobii eye tracking features built into the game will provide PC gamers an extra layer of immersion that blends perfectly with the futuristic universe depicted in Deus Ex.”

The Tobii EyeX, a €119 (or UK equivalent) peripheral eye tracker that connects to any existing PC via USB, empowers gamers with new, more realistic experiences in their games. Eye tracking serves as an additional modality that adds to the game experience without taking anything away or restricting the gamer in any way. Tobii sees numerous opportunities for eye tracking to enhance game immersion and realism, including the development of more responsive characters that interact with you when you make eye contact or features that mimic the functions of the eye, like dynamic depth of field or light exposure.
“The commitment by Eidos Montréal and Square Enix® to bring eye tracking to the mega Deus Ex franchise is another demonstration of the industry’s belief in the value of eye tracking,” said Oscar Werner, president of Tobii Tech. “We applaud the team at Eidos Montréal for their forward thinking approach and drive to give their gamers more.”

Deus Ex: Mankind Divided comes with a ton of new innovations to make gamers salivate. With eye tracking integration, gameplay becomes more immersive as the gamer’s eye movement is harnessed to create more natural and more realistic actions, making them part of this futuristic, dystopian world. Tobii eye tracking features include:

·         Aim at Gaze – Look at the target to take aim, then press a button and fire. This feature let players take out enemies using their natural gaze and will even work when locking the tesla gun for all-out mayhem.

·         Extended View- Look to the edge of the screen and the game’s camera will pan – giving players a wider field of view with just a glance. The natural eye movement will allow further immersion into the game’s environment and let players control what they want to see – just as in real life.

·         Icarus Dash at gaze – Simply look in the direction you want Adam to move in – even vertically. This will allow players you use the controls in a more fluid manner.

·         Interact at gaze – This feature lets players move effortlessly using the natural gaze to intuitively interact with objects. Look at an object, press a button and automatically move towards it before picking it up.

·         Clean UI- This feature lets player access UI info only when needed, giving them deeper immersion into the game’s environment. Look and they’ll appear. Look away, they’ll become nearly transparent. The screen is always covered fully in the game’s world, with the vital stats just a glance away. Helps you embrace the game’s environment. Helps players keep track of what you need to –when they need to.

·         Cover at Gaze – This feature lets players find refuge when the heat is on just by gazing across the environment – highlighting places you can hide behind. (Not available on August 23, this feature will be available in an upcoming update.)

Deus Ex: Mankind Divided, the sequel to the critically acclaimed Deus Ex: Human Revolution®, builds on the franchise’s trademark choice and consequence, action RPG based gameplay, to create both a memorable and highly immersive experience. Players will once again take on the role of Adam Jensen, now an experienced covert agent, and will gain access to his new arsenal of customizable state-of-the-art weapons and augmentations. With time working against him, Adam must choose the right approach, along with whom to trust, in order to unravel a vast worldwide conspiracy. The game also includes Deus Ex: Mankind Divided – Breach, a new and innovative game mode. This new take on the game offers, for the very first time, an arcade approach on the gameplay of Deus Ex: Mankind Divided, providing players with a unique puzzle shooter experience.

New Tobii EyeX customers will receive a free copy of Deus Ex: Mankind Divided when they purchase the Tobii EyeX and Deus Ex Bundle here.

Train2game News New Mankind Divided Trailer


Square-Enix® and Eidos®-Montréal today released the 101 trailer for the much awaited Deus Ex: Mankind Divided™.

In this new video, you will follow Adam Jensen, an experienced counterterrorism agent of Task Force 29, as he makes sure that the events of the past won’t repeat themselves.

The year is 2029, and mechanically augmented humans have now been deemed outcasts, living a life of complete and total segregation from the rest of society. Now an experienced covert operative, Adam Jensen is forced to operate in a world that has grown to despise his kind. Armed with a new arsenal of state-of-the-art weapons and augmentations, he must choose the right approach, along with who to trust, in order to unravel a vast worldwide conspiracy.

Narrated by Adam Jensen, this trailer takes the form of a short investigation, showcasing brand new footage of Adam’s apartment and new locations in Europe, including Prague. You’ll learn more about Adam Jensen’s improved augmentations, which help to enhance his infiltration, combat, and hacking capabilities. Additional insights into the storyline will be revealed, and you’ll also discover both old and new acquaintances, all of which have their own agendas. Whether going rogue or by the book, choices never come without consequences. The truth is still yours to reveal.

The new Deus Ex: Mankind Divided 101 trailer can be viewed on YouTube [here].

Train2Game News Deus Ex Mankind Divided announced


Square Enix and Eidos-Montréal, the award-winning studio behind the critically acclaimed, multimillion-selling Deus Ex: Human Revolution, today announced that Deus Ex: Mankind Divided, the next chapter in the legendary Deus Ex franchise, is in development for the PlayStation 4 computer entertainment system, Xbox One, the all-in-one games and entertainment system from Microsoft, and Windows PC.

The action role-playing game brings one of the most well-known, immersive and discussed worlds to the newest generation of consoles and high-end PCs.

Deus Ex: Mankind Divided takes place in 2029, two years after the events of Human Revolution and the infamous ‘Aug Incident’ in Panchaea that resulted in the death of millions at the hands of those who had installed augmentations. This event has created a huge divide between those who have augmentations, and those who do not. Amongst this emotional turmoil are various factions looking to manipulate the public by twisting public opinion of augmentation to further their own agenda and hide the truth of what really happened.

Deus Ex: Mankind Divided also continues the story of Adam Jensen, a former biotech company security chief turned super-augmented, anti-terrorist agent playing by his own rules. Jensen has been empowered with all new augmentations, enabling him and the player a greater sense of self-control as they explore all new locations in-game. As social and political tensions reach a major turning point, Jensen and conspiracies surrounding the Illuminati continue toward an inevitable crossroads … and possibly, an epic showdown.

“For 15 years, Deus Ex has been a point of conversation across the games industry and beyond, whether the topic is the franchise’s unique gameplay or topical narrative focused on advanced biotechnology and human augmentation,” said David Anfossi, Head of Studio, Eidos-Montréal. “What began with Deus Ex: Human Revolution goes to a whole new level in Deus Ex: Mankind Divided, diving even deeper into this discussion and, in turn, offering fans an all-encompassing experience, one which will challenge their skills as players and emphasize decision-making based on real world topics.”

Deus Ex: Mankind Divided will also mark a new era in Eidos-Montréal’s technology, utilizing the advanced visual and immersive capabilities of the Dawn Engine, specifically built for the recent generation of consoles and PC. Under the umbrella of the Gaming Evolved program, AMD and Eidos-Montréal have been collaborating on Deus Ex: Mankind Divided, and the game will feature Microsoft’s DirectX 12 support as well as AMD’s TressFX. These features will not only raise the bar in game performance but bring unrivalled visual fidelity to the Deus Ex franchise..

The release date for Deus Ex: Mankind Divided will be announced at a later date.

Exclusive details and developer commentary for Deus Ex: Mankind Divided can be found in Game Informer’s May issue. Visit GameInformer throughout the month for ongoing coverage.

Check out the official trailer below

Train2Game News: Deus Ex: The Fall coming to iOS

Deus Ex The FallFollowing the news of a Halo mobile game that Train2Game announced yesterday, comes the news that a Deus Ex game is hitting the mobile market.

The internet was teased with a Deus Ex announcement yesterday and when it was announced as Deus Ex: The Fall, a mobile title, fans were not pleased, referring to the game as Deus Ex: The Fail.

Fans were anticipating a ‘normal’ sequel for consoles/pc, and this can certainly be read as trying to appeal to a different market altogether than the ‘hardcore’ Deus Ex fans.

Executive producer David Anfossi and Jean-Francois Dugan go in to more detail on the game in the video below, describing and demonstrating the game.

In my own opinion the game looks interesting with some good ideas and nice graphics. It is a shame it is only on iOS devices but I am getting used to games heading straight their instead of Android as well.

With this and the new Halo game on mobile, it may start a new trend of developing big AAA spin off’s as mobile titles.

Train2Game News: Warren Spector considered making Deus Ex just a shooter while struggling to make it “perfect”

Deus Ex designer Warren Spector worried that its open gameplay meant the game would be compared unfavourably to the likes of Half-Life and other titles which set the benchmark in 2000, and even considered making it into a straight shooter as a result.

“There was a point on the first Deus Ex when we were at alpha and tuning the game, trying to make it perfect.” Spector told CVG about development of his classic title.

“I remember putting my head on my desk going, “Why don’t I just make a shooter? Oh my God. If people judge our combat against something like Half-Life – which was state of the art at the time – then we’re dead. If people compare our stealth to Thief, we’re dead.”

“If people compare our role-playing elements to Neverwinter Nights, we’re dead.” he continued,

“There are games that are razor sharp in their focus, but if people get that in our game they can decide how to play or shift back and forth – that if a combat situation is too hard for them they can try something else – then we’re going to rule the world.”

Fortunately, people did understand that Deus Ex could be played in a variety of ways, and it went on to be one the most well renowned video games of all time.

“Luckily people got that, knock on wood, they got it.” Spector added.

Read the full interview with Warren Spector – which is actually about Epic Mickey 2 – over at CVG, while there’s more about Epic Mickey 2 here on the Train2Game Blog.

Spector’s comments just go to show that even at the top end of game development; it’s very difficult not to compare your work to others.

What are your thoughts on the troubles Spector had with Deus Ex? Have you had moments where you think about changing your games entirely?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game news: Next-gen consoles won’t solve ‘creative problems’ of games says Warren Spector

Train2Game students might be eagerly anticipating news of next-gen consoles, but the arrival of PlayStation 4 or Xbox 720 won’t help solve the most common problems of game design in video games.

At least that’s according to Deus Ex creator Warren Spector, who is currently working on the recently announced Epic Mickey 2: The Power Of Two for Nintendo Wii, PlayStation 3 and Xbox 360.

“If it comes, it comes; when it comes, it comes,” he told Edge on the on subject of next-gen consoles.

“I’m not a tech guy, particularly. I’m a design, story, character guy. I think most of the problems we have to solve are creative ones, not technical ones.” said Spector, not revealing what he believes the creative problems of game design are.

“Obviously we make software, so there’s always a technical element to what we do, but I will make games that do whatever I want them to do at the end of the day, and I will use whatever technology available.” the Deus Ex creator added.

Other developers, such as Epic Game’s Cliff Bleszinski, have previously stated they’d like next-gen consoles to come with extremely high-end technology.

For the latest news and reports about next-gen consoles, keep reading The Train2Game Blog.

So, what are your thoughts on Spector’s comments? Should developers be focusing on creative problems rather than technical ones?

Leave your comments here on The Train2Game Blog, or on the Train2Game forum.

Train2Game interview: Deus Ex: Human Revolution writer James Swallow – Part 2

Train2Game recently attended the Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog sat down with panellist Deus Ex: Human Revolution writer James Swallow. In an in-depth interview, Swallow discusses writing Deus Ex: Human Revolution, games writing in general, DLC, what makes a good games writer and much more.

Read part 2 below on the Train2Game blog, or onthe Train2Game Scribd page.  Part 1 is available here, Leave your comments here on the Train2Game blog, or on the Train2Game forum.

Going back to Deus Ex, how have you fleshed out the narrative not only for the game, but for the novel, Deus Ex: Icarus Effect,  which you wrote as well?

That was a lot of fun to do because I’ve already got experience as a novelist and when Del Rey Books approached Eidos and said they’d like to do a novel, they said ‘Why don’t you hire Jim, he already has experience?’ Basically I was the right guy at the right time in the right place because I had experience on both mediums so I could bring story that we hadn’t been able to put in the game. Say stuff that ended up on the cutting room floor, or stuff we couldn’t explain or explore in the in the game because we didn’t have enough time, I got a chance to bring it out in the novel and flesh out elements of story you don’t get.

With a novel you have the opportunity to get inside a characters head, you can show stuff from a completely different viewpoint. It was fun for me personally to revisit a world I had great time writing then write a story in a completely different way to writing a game narrative story.

You’re here at the BAFTA Games Writers Panel to talk about ‘Putting the protagonist in the hand of a player kills traditional narrative concepts,’ what’s your opinion on this as a writer?

When you’re a writer and you’re writing for a TV show or a movie or a book, you’re directing where a character goes, when stuff happens to them. You work that narrative and development for the right dramatic impetus.

In a game you can’t always do that because you can’t always know exactly where a player is going to be and you can’t railroad their experience and say ‘I want this dramatic turn to happen exactly here and you have to be standing here and do this thing exactly!’ because players might not want to do that, they might be looking at something else, they might want to be interacting with a completely different character. So you have to approach it in a very, very different way and it can be very difficult because you want to deliver story, players want to have a story delivered to them, but at the same time they don’t want to be railroaded.

So there’s a peculiar dynamic tension you get as a writer. On the one hand you’re being pulled towards the idea of giving players agency, having the ability to discover the narrative themselves. On the other hand you’re being pulled in the opposite direction which is you want to have a structured narrative that makes senses, that delivers the right dramatic impact at the right dramatic time. It isn’t an easy line to walk but it’s fun to do and I really relish the challenge of it because it isn’t often as a writer you get a chance to work in a medium that is so dynamic and so diverse.

What are the key skills a good games writer should have?

Play lots of games, I can’t underline that enough. A lot of the games writers I know are people who have experience from other areas of gaming. The people on panel with me, for example, Andy Walsh has experience working in soap operas and theatre, there’s me with experience of working in radio. Rhianna Pratchett has experience of working as games journalist before she was a writer whereas my buddy Ed Stern has come up through the ranks purely involved in game design and games writing.

So there’s no one course into it you can take. I would say be a good writer first, obviously, you can’t be a writer without being a writer.  But play lots of games, understand games, and try not to come at it just from a writer’s standpoint, but understand a bit about design and the way games are constructed. Listen to what level design guys and art design guys talk about, producers and directors, understand how they do their job because ultimately if you want to be a games writer you are going to have to interface and mesh with these people. So if you have an idea of what it’s like to walk a mile in their shoes, you can do your job a little better.

How did you get started in the games industry?

Purely by accident. I’ve been a games fan all my life and I love playing video games, I stay up way to late playing them all the time. I was actually doing some work for a magazine where I just happened to be covering a preview of a game release and one of the guys working on this game was actually using some material I’d written. He’d no idea that I’d actually written it. He said ‘We’re using this source material’ and I said ‘Really? I wrote that!’ ‘Really? We should probably hire you then!’ and that was it, I kind of stumbled into it.  And once the opportunity came to get involved behind the curtain with games writing I thought this is something I really want to do.

Since then, for about the last 10 or 12 years now I’ve been working on one or two game projects a year as well as doing prose and script writing. It’s great fun, such a fantastic medium to be working with. It’s really rich for a storyteller because it’s so new and dynamic and I’m fond of saying this: there are no maps for these territories.  What we’re doing is breaking new ground and a new way of telling story. I mean, who would not want to be involved in a new way of expressing your medium.

So people who want to get involved in the games industry, with games writing, what advice would you give to them in order to get that critical first step in?

Definitely get yourself a good grounding in writing and don’t be afraid to work in a games project perhaps in a facility that might not involve being a games writer, like working in QA Testing. That’s always the sharp end of anybody, working in QA which is unforgiving grunt work but there’s no way you’re not going to learn about games other than that job. If you’re going to take that job, that’ll be what teaches you the most about the way that games work and the way games don’t work.  I think it’s very important to play a lot of games to understand games and to understand narrative. If you can get those two things, you’re o n the road to becoming somebody who can write good game story.

Anything else you’d like to add about anything you’ve spoken about?

I’m really pleased with the way people have taken to Deus Ex: Human Revolution. Four years of my life went into working on that. I’m fiercely proud of it; it is without doubt the best games project I’ve worked on in my entire career because the story was really respected on that game and I’ve just really enjoyed being part of it. I want to thank everyone who bought a copy of it and I hoped they all enjoyed it!

Thanks for your time James.

Thank you.

Part 1 of the Train2Game interview with games writer James Swallow is available here.

For more information, go to

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at, or

Train2Game interview: Deus Ex: Human Revolution writer James Swallow – Part 1

Deus Ex Human Revolution Train2Game blog imageTrain2Game recently attended the Games Writers Panel at BAFTA’s headquarters in London. There, the Train2Game blog sat down with panellist Deus Ex: Human Revolution writer James Swallow. In an in-depth interview, Swallow discusses writing Deus Ex: Human Revolution, games writing in general, DLC, how to get into the games industry and much more.

Read part 1 below on the Train2Game blog, or on the Train2Game Scribd page, while Part 2 of our huge interview is here. Leave your comments here on the Train2Game blog, or on the Train2Game forum.

First of all, can you tell us what your role as a games writer on Deus Ex: Human Revolution involved?

Wow, that’s kind of a ‘how long is a piece of string’ question really! The job of games writer isn’t like saying ‘I’m a journalist’ or ‘I’m a novelist,’ games writer is a very broad church because there are so many different things you can do in it. You can be writing cutscene dialogue, you can be writing dialogue for the third tier characters you bump into in the street, you could be writing text for text boxes that’ll pop up on screen. There are a million little jobs that fall underneath the term of games writer and I think I did a little bit of all of that stuff on Deus Ex.

It’s kind of fun to be able to do that because it gives you a broad understanding of the entire game and a feeling like you’ve really invested narrative in every single element, from basically what’s written on the back of a gum wrapper you find in the street to the main cutscene where you’re confronting the villain of the piece.

How do you even begin to create the narrative for the in-depth world of Deus Ex: Human Revolution?

In a lot of ways it’s similar to the process of working on a television series because the game is made up of episodic sections in the different levels, hubs or mission sections you get. You break the story. We sit down in the beginning and we say ‘OK, what’s the story we want to tell? What is the motivation and the concept of it? Where’s the very highest level of what we want the story to bring to the player?’ And then it’s a question of back engineering it, constructing the skeleton of the storyline, the narrative beats of it, and then trying to find a structure that works with level design, with character design and hopefully the whole thing meshes together nicely and you get an interactive, dynamic , story experience.

 Deus Ex: Human Revolution Train2Game blog image


How difficult was it to link the Narrative of Human Revolution to the original Deus Ex game, released over 10 years ago

Well the original Deus Ex has such a strong narrative to it and so much back-story that it was an embarrassment of riches, we had tonnes and tonnes of back-story we could use. One of my earliest projects on the job was actually writing a timeline that went from 2027, when Human Revolution is set, to 2052 when the original Deus Ex was set.

As we did that we started back engineering elements of the story and saying here are plot threads we can bring back and we can connect them together and hopefully people who are fans of the original Deus Ex games will appreciate the little kisses of history we put in there. I love doing that kind of stuff, I think it’s great fun to bury these Easter Eggs in there and make the story mesh together.

Such as the one after the end credits that links the two games together?

I can neither confirm nor deny that!

With all the choice available to the player in Deus Ex: Human Revolution, how do you go about writing the narrative so it doesn’t become too overly muddled during the course of the game?

You do a lot of writing, lots and lots of stuff.  It is a difficult thing to do because when you start a game you have no idea how your player is going to play it. The thing with Deus Ex is we had the four main pillars of gameplay; you could play aggressively, you could play it stealthily, you could play it in an adaptive way, you could play it with a social approach. There are a lot of different ways you can go through the sections of the game, you could try and mix and match. When I played it personally I found that I’d bounce backwards and forwards between the pillars of gameplay depending on how my mood took me. You can play it as a nice guy if you want by helping people, getting cats out of trees, or you can be a scumbag kicking the dog and mugging the old lady, and all those options are open to you.

How do you construct a game where all of those possibilities are open to a player where they’ll feel real?  It’s hard to do because you have to write dialogue that reacts to the events and the style of gameplay. Do you write hundreds and hundreds of different versions of dialogue? That’s not possible with the technology that exists right now.  You have to try and write dialogue that’ll be generic enough but at the same time not too generic that it’s bland, to try and make it so it’ll fit multiple levels of encounter and multiple levels of narrative.

It’s not easy to do, it’s a big challenge because you think of where you are in a game, of the information you have to put across, you want to give pitch and moment and drama to a character… But you also want to be able to say ‘The princess is in another castle’ and you want to be able to deliver feeling and emotion and you have to do that in one line of dialogue. It’s not easy, but it’s an interesting challenge though.

What are the different challenges of writing for the Missing Link DLC instead of the full game?

Away from Deus Ex I’ve worked on some other DLC as well; I worked on Pigsy’s Perfect 10 which was an add-on for Enslaved: Odyssey to the West. Working on that what we realised was that generally with a game you have a discreet beginning, middle, end experience and to build on story DLC you have to find a place where you can connect it. With the Enslaved stuff, what we did is we took a character who was playing a supporting role in the original game and we spun out an entire storyline out for him. So it’s kind of a side story, almost a prequel because the DLC ends with the characters introduction into the storyline of the main game, so it connects that way.

With the Missing Link we created a very discreet, compact narrative for our hero Adam Jensen and when we were approached and asked to do DLC we had to work quite hard to find somewhere we could fit it.  And we realised that we had this point in the game where the character is off the grid and this is the perfect opportunity for us to put in almost a missing episode of the story.

It’s interesting with DLC because you want to produce a dynamic, interactive, interesting and ultimately rewarding experience for the player. But you have to do it in such a way that it doesn’t break the story that you’ve already created for the source material. I guess that’s the unique challenge of it, to find a way to make a story that parallels what you’ve got without overwriting it.

Part 2 of the Train2Game interview with games writer James Swallow is here.

For more information, go to

BAFTA’s public events and online resources bring you closer to the creative talent behind your favourite games, films, and TV shows. Find out more at, or