In an upcoming issue of PC Zone (via CVG), it was revealed that the game's 'powerful, layered' plot will see players take control of Adam Jenson in 2027, a regular bloke who does security at a laboratory that deals with bio-mechanical augmentations, a precursor to the nanotechnology seen in the first game. Naturally, things go all pear-shaped for Adam when black ops break into the office, killing a bunch of people as part of some sort of conspiracy. The writer of the original game, Sheldon Pacotti, is still involved, so expect hijinks aplenty.
"Deus Ex 3's vision of the future sees holographic screens flicker atop ferries moving back and forth in front of the Shanghai skyline, now split into two layers with the rich on the top and the poor in perpetual twilight below," noted the PC Zone preview.
Combat will see a big change, with the accuracy of the player's hand being the sole determining factor, rather than various statistics. That doesn't mean stats go out the window though - they will effect the weapons in the game, which are apparently customisable. 20 player augmentations will also be available to make things more interesting, with the preview mentioning the ability to punch through walls as well as the option of using tentacles as bungee cords.
In a very controversial move, Eidos also revealed that the game will have an auto-healing system, not unlike Halo. In addition, stealth is now cover-based, rather than the shadow system of the first game.
So controversial, even, that Edios Montreal's community monitor has already defended the design decisions.
"Deus Ex 3 is indeed an RPG," the manager told Voodoo Extreme. "It's a hybrid action/RPG just like the first game. There is a skill system where you upgrade your character (Adam) based off experience points you earn and you can do the same thing with weapons.
"It's a game with a very detailed plot with numerous characters you interact with. The gameplay takes the form of a consequence-driven multi-path, multi-solution approach in a non-linear space.
"For stealth, that is another major pillar of gameplay and we do have it. The difference is that it's now cover-based rather than "shadow/light-based" as in the past games."
Finally, Edios says that it is weary of the reception the sequel, Invisible War, received, and will be learning from its mistakes for the third game. Exciting stuff.

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