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Eidos Montreal

Eidos could be next in line to make a Final Fantasy game

Oct 29 // Abel Girmay
Considering the way the series has been going, a change of studio could be the best move at this point, though it remains to be seen how well Final Fantasy XIV: A Realm Reborn will live out the rest of its days, and what the Tetsuya Nomura's team manages to do with the re-branded Final Fantasy XV. Picture it if you will. Dim house lights at E3 2017 as the words, "From the studio that brought you Deus Ex: Human Revolution, comes the next entry in the Final Fantasy series" adorn the screen. It can't be the worst idea in the world, right? Lighting Returns: Final Fantasy XIII is set for release in Japan on November 13, 2013, and February 2014 everywhere else. Eidos Montreal's Thief is also set for release in February 2014. Square Enix has "discussed" letting Eidos work on Final Fantasy - could be "very interesting" [OXM]  
Eidos Final Fantasy? photo
Kind of, sort of, maybe...yes please
Handing off the development of an established Japanese series to a western studio isn't the most shocking idea around. When both Silent Hill and Devil May Cry were feared long in the tooth, Konami and Capcom, respectively, le...

Thief photo
Thief

The experience points system is gone from Thief


Eidos Montreal devs listen to fan feedback
Oct 16
// Alasdair Duncan
In a Q&A session on its forums, Eidos Montreal confirmed that the experience points system is gone from the upcoming Thief reboot. Fans were concerned after the E3 trailer showed XP being awarded for performing a headshot...
Deus Ex photo
Deus Ex

How to upgrade Deus Ex PC with the Director's Cut content


I couldn't not use that image
Oct 11
// Jordan Devore
On PC, new players can dive right into Deus Ex: Human Revolution Director's Cut with a full $19.99 purchase, but there are other money-saving options for the rest of us who own the base game already and want that new content....
Deus Ex photo
Expect to pay more than the Xbox 360, PS3, and PC versions
Looks like Deus Ex: Human Revolution Director's Cut is going to cost extra if you're planning on getting the Wii U version. Nintendo Everything has checked prices at a few retailers and it turns out the final price ...

Thief photo
Thief

This gameplay trailer for Thief ticks all the right boxes


Eidos Montreal's reboot/sequel is still on track for February 2014 release
Oct 09
// Alasdair Duncan
There's a fairly short list of things that I'd want to see in a new Thief game: water arrows, sneaking past guards, shiny trinkets ripe for the plunder, some casual pickpocketing, and a city shrouded in a seemingly endless n...
Human Revolution photo
Human Revolution

Deus Ex: Human Revolution Director's Cut out on Oct. 22


Extended edition of the 2011 title will add considerable touch screen support
Oct 02
// Alasdair Duncan
We've already learned of the next stage in the Deus Ex franchise but Eidos Montreal isn't forgetting about Human Revolution. The Director's cut of the game will hit current consoles and PC on October 22 in North America and ...
New Deus Ex photo
Multi-game Deus Ex: Universe planned
That Deus Ex: Universe trademark? It's not what it might've sounded like. Eidos Montreal has lifted the lid on its future plans for the franchise, which include multiple games for PC/consoles as well as mobile titles, books, ...

Thief photo
Thief

The Bank Heist is your Thief pre-order DLC


Garett will take on the impregnable Stonemarket bank in this pre-order bonus
Sep 25
// Alasdair Duncan
The thing that surprised me about the trailer above is not that there's going to be pre-order DLC for Eidos Montreal's upcoming Thief title but that the game is set for a February 25, 2014 release. I thought I had being payi...
Thief photo
Plus PC, Xbox 360, and PlayStation 3 too
We've been talking a lot about some big AAA games the past few days, so what's one more to close out the week? Thief is looking mighty fine based on our hands-on time, and we're going to have wait until next year before we c...

Eidos Montreal photo
Eidos Montreal

David Anfossi is the new head of Eidos Montreal studio


Anfossi was the executive producer of Deus Ex: Human Revolution
Aug 01
// Alasdair Duncan
After the surprising resignation of Stephane D'Astous earlier in July, Eidos Montreal have announced that David Anfossi is the new head of the studio. Anfossi was the Executive Producer of Deus Ex: Human Revolution, the studi...
Deus Ex photo
Deus Ex

Deus Ex film free to be its own movie


Eidos Montreal happy to have the proposed film break from canon
Jul 27
// Alasdair Duncan
We all know the record of videogames being translated into good movies whilst being true to the source material is... well, pretty poor. Whilst games don't tend to have the best stories around, much of the challenge is conden...
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The DTOID Show: Wasteland 2, Borderlands 2, & Square Enix


So much DLC!
Jul 23
// Tara Long
Since my intrepid co-host is still off in Hawaii, undoubtedly contracting several deadly strains of bird flu, Adam Sessler stepped in on today's show again to talk about Steam's new exclusive daily challenges for Spelunky, t...
Eidos founder quits photo
Eidos founder quits

Eidos Montreal founder resigns


Irreconcilable differences with Square Enix Europe
Jul 23
// Jordan Devore
Citing a lack of leadership following the failure of Tomb Raider, Hitman: Absolution, and Sleeping Dogs to meet sales expectations despite all three games being well received, Eidos Montreal founder and general manager Stepha...

Review: Deus Ex: The Fall

Jul 11 // Chris Carter
Deus Ex: The Fall (Android iPad, iPhone [reviewed on an iPhone 5])Developer: Eidos MontrealPublisher: Square EnixReleased: July 11, 2013 (iOS) / TBA (Android)MSRP: $6.99 The Fall opts to jump in at a fairly odd part of the overall Deus Ex narrative, picking up with the story of soldier Ben Saxon after the novel Deus Ex: The Icarus Effect. The "Icarus Effect" is the psychological practice of limiting the individual potential of humankind to maintain the status quo, and the "Tyrants" -- a PMC of sorts that Saxon formerly belonged to before he was betrayed -- are a delivery system for said effect. To be blunt, the narrative is not nearly as engaging as the story of Adam Jensen in Human Revolution, as the vast majority of the story tends to fall short of your typical "soldier's revenge" tale. But despite the less engaging narrative, Ben's method of revenge and destruction is very similar to Jensen's tactics in Human Revolution, as the core gameplay of the franchise is preserved despite the move to the mobile platform. I'm pleased to say that although they are pared down at times, there are situations that faithfully mirror Human Revolution, such as the ability to choose between a guns blazing, stealth, and hacking approach (or any combination thereof). This freedom is immediately evident, as one particular area towards the beginning of the game gave me the ability to hack through a shortcut to avoid a dangerous trip through a drug den -- but only if I had enhanced my hacking abilities fairly early into the game. This design continues throughout the entire game, offering up a decent chunk of sidequests, hidden areas, and collectibles to keep you interested. Ben can upgrade his abilities via augmentations in all three disciplines, which allows you to customize him the way you want to play. The first and third person mixed perspective returns from Human Revolution, offering up a zoomed out viewpoint when in cover, and an FPS style view during the vast majority of the game. Movement and aiming are controlled by two virtual joysticks on the left and right side respectively, and most of your actions (including firing) are performed with virtual buttons, which can get a bit dicey when you're really in the thick of combat. Now, I don't mind touch controls in the slightest for the vast majority of mobile experiences. Games that are designed for the platform tend to have a variety of tricks of the trade that help curb the lack of tactile feedback, and sometimes, games can actually feel better with touch controls. But here, even with the accommodations with auto-aiming and on-screen buttons, I can safely say a controller would have provided a clear-cut better way to play The Fall. Thankfully, there are some moments of reprieve, such as the ability to re-arrange the entire UI to your liking, and the option to toggle the virtual analog sticks on or off. You can also just tap the screen to move to the desired location, tap cover to snap to it, and tap enemies to auto-target them, so it is manageable if you embrace it -- it's just not ideal. It helps that the visuals look very sharp on an iPhone 5, to the point where it approaches early life cycle PS3/360 quality. The Fall should last you around five hours, which, for a Deus Ex game, is fairly brief. There are a few story choices, to make but these don't really feel poignant as much as vessels for a slightly different narrative. Thankfully, the variety in how you approach actual scenarios is where you're going to get your replay value from, and thanks to a New Game+ option, The Fall offers a chance to try out different missions, augmentations, playstyles, and seek out new areas or collectibles. There are microtransactions present that allow you to buy items with real cash, but I never felt compelled to use them, and many times I tested the game in Airplane Mode just to see if it would break if it couldn't contact the in-game store -- it didn't. Thank goodness for that, because The Fall would be a pretty hard sell with egregious paywalls. Deus Ex: The Fall works far better with touch controls than one would think, and it offers up a lighter, if a little bare-bones Human Revolution experience. In many ways though this experiment feels like a waste, as it would really be stronger as either a PlayStation Vita game or even a downloadable console title. Until a potential port rolls along, I'd only really recommend The Fall for mobile veterans who are already acquainted with first-person games on the go.
Deus Ex: The Fall photo
Falls just short of a mobile revolution
After a pretty tantalizing teaser, Square Enix was all set to announce the anticipated follow-up to the successful Deus Ex Human Revolution -- and much to the ire of fans, it ended up being a mobile exclusive. It's not all ba...

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Deus Ex: The Fall gets a July 11 release date


Mobile title set for this week
Jul 08
// Dale North
Deus Ex: The Fall, the next title in the Deus Ex franchise, is coming to iOS on July 11. We knew that it was coming this summer, but Square Enix and Eidos Montreal have just confirmed the exact release for us.  Deus Ex: ...
Thief goes current-gen photo
Thief goes current-gen

Thief confirmed for Xbox 360 and PlayStation 3


Simultaneous release on all platforms
Jun 20
// Jordan Devore
While it's not entirely unexpected to hear that Thief will come to PlayStation 3 and Xbox 360 in addition to the previously-announced PC, PlayStation 4, and Xbox One releases, I was starting to get worried. Eidos Montré...
Thief photo
Thief

This Thief demo sees the return of a trusty tool


Proving physics can just stop being a thing whenever you need
Jun 18
// Abel Girmay
Thief has been getting a lot of well-deserved buzz since its announcement, not the least of which surrounds its new Focus mechanic. Is it game-breaking, or harmlessly non-intrusive? Well, I'm here to to tell you none of that...

Thief is going to be an exhilarating game

Jun 12 // Hamza CTZ Aziz
Thief (PC, PlayStation 4, Xbox One) Developer: Eidos-Montreal Publisher: Square EnixRelease: 2014 This demo had us towards the middle of the story. Garrett needed to enter a house and steal the Baron's precious heirloom. You first start outside in a courtyard, and you'll have to get past guards and dogs to enter the residence. There's a number of ways to enter the place; I choose to climb up the building to enter via the attic. I didn't have much time during my demo, so I abused the game's focus ability to avoid the number of traps placed all over the house and to help me along in general. You don't ever have to use focus of course, but it's there if you need it. Plus, focus will be limited and have a cost associated with its use in the final game so it can't be easily abused. Once you've stolen the heirloom you'll have to make a mad dash out of the city due to the massive riot going on. The citizens are fed up with the Baron and you're escaping in the middle of their revolt. Everything is on fire, buildings are crumbling, and one little mistake as you flee will end your life. This section has some quick-time events going on, which was kind of a bummer given just how engrossing the stealth aspect was beforehand. Hopefully there aren't too many of these sequences. Thief does a marvelous job of making players feel like a real thief. I found myself pushing my luck from pick-pocketing loot right off of guards, and sneaking around in the shadows right next to enemies like a badass ninja. I'm going to steal everything once Thief is released next year.
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Steal all the things!
We've already covered Thief and the latest demo we saw was largely the same: go in someone's house and steal their most precious item. Steven Hansen broke down a lot of the mechanics already, so I just wanted to touch on how ...

Thief photo
Thief

New Thief trailer emerges from the shadows


Did you miss him?
Jun 07
// Alasdair Duncan
We know we'll be seeing more of Garret's next-gen return at E3 but until then, here's a new trailer to get you hyped up for the return of the Thief series. It's got exactly what you'd expect: lots of darkness, lock picking, ...
Just Cause 2 mod photo
'Clusterf*cking Limousines Circuit'
A few days ago, I saw that the Just Cause 2 multiplayer mod was going to do another weekend test run. Having so far failed to participate in a single one of these events, including this latest one -- screw my short-term memo...

Deus Ex photo
Deus Ex

Another peek at Deus Ex: Human Revolution Director's Cut


Putting the Wii U GamePad to good use
Apr 17
// Jordan Devore
Addressing notable flaws in the original release's design and taking advantage of the Wii U's system-specific features, Deux Ex: Human Revolution Director's Cut sounds good on paper. How's it look in motion? This v...

Thief looks like everything I wanted Dishonored to be

Apr 04 // Steven Hansen
Thief (PC, PlayStation 4, Next Xbox) Developer: Eidos-Montreal Publisher: Square Enix Release: 2014 I think Daniel Windfeld Schmidt, Thief’s lead level designer, might’ve nailed down my reasoning in my interview with him. As he tried to distance his work a bit from Arkane’s Dishonored, he mentioned that Dishonored is ultimately about revenge and assassination (non-lethal or otherwise), Obvious, but it got me thinking. There’s almost more nobility in Garrett’s misdeeds, or perhaps it’s the more mischievous nature of his cynical existence that’s so enticing versus the murderous nature of the others. He’s merely pushing himself for more and more challenging scores, after all -- some I can relate to as a videogame player at the least. Maybe I’m just an undiagnosed kleptomaniac, inexplicably drawn to the idea of stealthing about and knicking things like a Robin Hood whose altruism bone has atrophied. Enough self-diagnosing. Thief time. We were shown a demo of one of the game’s shorter stages, a fourth or a third into the story, which takes place in a lush opium den for the conspicuously, extravagantly wealthy, replete with prostitution and all sorts of expected amenities. Getting in required some work (there are at least two ways of doing so), though, so we started out on the dim streets of Thief The City, which is quite the depressing place. While the new game has done away with many of the more supernatural aspects of the game, the pre-industrialized setting is sticking around, which means a lot of wood, cobblestone, and coal burning. I admit, I missed the warm electric glow of whale oil just a bit. Once in the opium den, The House of Blossoms, I got just the splash of color I needed in the form of enough crushed red velvet to the smother the world ten times over in a soothing, sensual death. The game is apparently running on a heavily modified version of Unreal Engine 3, but it’s just so damn good looking that I find that fact unfathomable. A later tech demo showed all sorts of mad technical feats. One example is rain in which each and every drop is a particle that can react in real time to the luminosity of lightning striking overhead. Maybe the series’ supernatural elements were just funneled into the tech. Ah, but the main event. Slinking about. Not to worry, there’s a load of that. A cool new feature mildly obscures an ovular region around your screen, particularly when you’re moving quickly, to simulate real life peripheral vision. I dug it. There’s also a huge focus on bringing Garrett’s hands into the forefront similar to something like Mirror’s Edge His hands are his best asset, so it’s kind of cool to see the tactile engagement with the environment versus feeling like you’re swiveling a camera on a stick about. After all, we in our everyday first person view get quite a good look at our hands; it makes sense to extend it into our first person videogames. As Garrett got handsy with his environment en route to plunder, we got to overhear all manner of salacious dialogue, from the exchanges between prostitutes and their unfaithful clients to an alarming mention regarding what happened last time someone accidentally overfilled the opium dispensary. That cool context clue I picked up did lead to one of the less savory things about the demo, though, the touches aimed to make the game more accessible. Later in the level, after some appropriate thievery has taken place and Garrett needs to make an escape under duress, the game’s UI will just tell you that you can go into the opium control room and unleash a stifling drug haze to abet your escape. It marks it as (Optional). It doesn’t require you to do so. Still, I felt like my bothering to pick up on context clues in conversation was sort of undercut. Of course, there’s also suspicion over the new, detective mode styled “Focus” ability that is being called optional, but, as of right now, can’t be turned off. Things are still in flux here, mind. Schmidt was clear that the team is still trying to balance how much prompting to give to the player and the like and that they’ll be agonizing over how best to do it likely until its final day. As creators, I imagine you don’t want players miss tons of things, but the team clearly wants people to have totally different experiences. On the other side of the argument, it’ll be interesting to see how things pan out in terms of accessibility. There’s obviously plenty of time for things to be hammered out. Even if Focus stays, knows that it’s a finite resource that does not automatically recharge and can also be expended as a last ditch combat aid or even used to pick locks more quickly. One sort of clue system I enjoyed is an eye-catching glint of light that reflected, albeit unnaturally, off of a woman’s jewelry. It was a subtle effect that nicely accounts for Garrett’s trained thief’s eye and accommodates that it can be hard to notice more minor details (like whether or not a pair of earrings is worth stealing) in games. Ultimately, Garrett made a decidedly harrowing escape amidst an encroaching opium haze. It was a stark counterpoint to earlier sneakery and does sort of feel like it undermined the shadowy, methodical style that preceded it. There’s undoubtedly quite a bit to be said about Thief and I’m strangely captivated by everything it chooses to do or chooses not to do. I’ll have some more words on the game soon. This is but the tip of the iceberg. Like, did you know the game has some super neat seeming AI? ‘Cause it does. I mean, I’m sure you’ll all find a way to break it regardless, but it’s cool stuff. Stay tuned.
Thief preview photo
If I try to not get hyped, the game would steal my resolve
I liked Dishonored a lot, even if it didn’t turn out to be a literal ninja game. What I seem to have liked most about it, though, is its more tertiary elements. I love the fiction behind the world and its stylish, styli...

Sneakity sneak sneak photo
Sneakity sneak sneak

First Thief trailer: Redesign, new voice and an explosion


I also really like him grabbing the game logo at the end!
Apr 04
// Steven Hansen
Meet the new Thief, not the same as the old Thief. As you can see from this first trailer, the series has undergone some expected changes for its first entry in near a decade. Its sardonic lead, Garrett has a whole new look ...
2D Deus Ex photo
2D Deus Ex

[April Fool's] Deus Ex goes 2D retro in Human Defiance


"Haha! We're making a Wii U port instead of this awesome game!"
Apr 01
// Allistair Pinsof
Not to be confused with the upcoming Wii U port -- which is, in fact, not an April Fools gag (angry comments coming in 3 ... 2... 1 ...) -- Deus Ex will be making the jump to 2D in Human Defiance -- well, at least in some al...
Focusing in Thief photo
Focusing in Thief

Hocus Focus: One of Thief's newest systems is optional


And yet...still present. At least presently.
Mar 27
// Steven Hansen
A lot of scrutiny has been directed toward the newly announced, next generation Thief game. In fact, enough people in the official Thief forum have been concerned about a detective mode-esque "Focus" ability that Eidos Montre...
Deus Ex Wii U photo
Deus Ex Wii U

Deus Ex: Human Revolution officially announced for Wii U


Revamped boss fights and GamePad functionality included
Mar 20
// Chris Carter
As a surprise to no one, Square Enix has officially announced and acknowledged the existence of the rumored Deus Ex: Human Revolution: Director's Cut for the Wii U. The new Wii U-centric features include GamePad hacking, inte...
Deus Ex remixes photo
Deus Ex remixes

Deus Ex: Sonic Augmentation out today


Arrangements from the original Deus Ex by OverClocked ReMix
Mar 19
// Jayson Napolitano
While Eidos Montreal has had a secret Deus Ex project in the works, it's not a new game. The studio has teamed up with OverClocked ReMix and the composer of the original Deus Ex, Alexander Brandon, to craft eight re...
Deus Ex Wii U photo
Deus Ex Wii U

Deus Ex: Human Revolution Director's Cut coming to Wii U


Keep the late port train a-rollin'
Mar 19
// Tony Ponce
Leave it to Amazon to once again break a story well ahead of a publisher's official announcement. A new listing on the online retailer reveals Deus Ex: Human Revolution Director's Cut for Wii U is set to release on May 7. Rum...

What I love about the Thief series

Mar 10 // Allistair Pinsof
Handmade maps Immersion can come from many things, but it doesn't often come from maps. Maps in games, especially in the Doom era, are pristine things composed of perfect lines that magically appear as the player explores. In Doom, everything except hidden items are displayed for the player. It serves as a tool in navigating the environment but one that often took the player out of it. Thief, on the other hand, gave the player mingy, torn, and often illegible maps with incomplete info. You can imagine someone concealing these between their cheeks, handing the poo-ridden map to master thief Garret in a back alley. Thief is a game about being resourceful with what you have, and nowhere is this truer than the maps that left enemies, starting position, direction, and items to uncertainty. There may be handwritten notes that will guide you, but maybe you can't read them. There may be a detailed section on one page, but you're not sure if you are near it. Thief 2 made this a bit easier, since it highlighted your position (but not direction). It'd be great if Thief 4 kept this unorthodox element but let players draw on their maps and add notes. Abstract level design Games have become more realistic, to the point that Thief's architecturally-challenged levels resemble Quake more than Half-Life. As exciting as it was to explore the city streets and taverns of Thief, it was the labyrinthine estates and caves that left the biggest impression on me. I worry this element may be lost in Thief 4, as abstract level design is no longer favored by critics and consumers who desire realism. I'll never forget The Sword (mission) in Thief Gold; it's one of the most haunting, surreal levels I've ever come across in a videogame. It reminded me of the novel House of Leaves, in which homeowners find an abyss below their house that goes on and on. Sexual moans echo throughout the level and surprise traps lay behind certain doors, making the mansion an uncomfortable, threatening place to be. If it were mapped out like a level from Dishonored or Deus Ex: Human Revolution, it wouldn't be the same. It wouldn't capture that romantic feeling of adventuring into the unknown with great uncertainty. It gave players a glimpse of what a game designed by Stanley Kubrick would be like. Ambiance Silence is hard to find, these days, even in games. Orchestras swell, indicating an incoming enemy, and rooms bustle with noise that make the environment feel more animated. But, in Thief, you'd only hear the patter of your footsteps, encouraging the player to crank the volume up in order to catch the echo of a distant guard -- only to jump out of the seat when one appears right behind Garrett. Thief is a series with a great amount of style, between its steam punk setting to its gorgeously lit (for the time) locations. Developer Looking Glass exerted a great amount of restraint in the design of the game, creating a world that feels dangerous and all too real at times. While console titles offered more bombastic, cinematic adventures, Thief offered something much more personal and frightening. Sandbox approach and environment A thief is nothing without tools and Garrett has plenty of them. More so than even Deus Ex and System Shock, Thief is a series that gives the player a wealth of options in approach. The environment offers many alternative paths and Garrett's tools offer many different approaches to dealing with guards. A crafty player can use moss arrows to silently walk across metallic surfaces, while a more patient player may douse hallway torches with water arrows. There is no better feeling then skipping an entire floor of troubles with a well-placed rope arrow that Garrett can shimmy up. I worry that Thief 4 may offer more aggressive approaches that will ruin the tone and pace of the original games which offered many approaches but all of which require stealth and careful planning. Approaching with a sword only gets you so far in Thief. Let's hope it remains this way. High tension Thief often feels like a survival horror game to me. You have the dimly lit, foreboding locales, item management, and most of all, nail-biting tension that comes from hiding inches away from enemies that can kill Garrett in two or three blows. By its very nature, Thief is a game best played with your fingers constantly hovering over the quick-save/quick-load buttons, as the repercussions for being caught can be drastic. Something that Eidos seeks to change, to my chagrin. Due to a sense of tension that can become very unnerving over time, there is nothing all that pleasant about playing Thief. The player doesn't unlock abilities or increase stats; there is never an advantage beyond becoming more cunning and aware. The onus is on the player to adapt and improve, slowing down the pace of their steps and always looking for hidden passages. It's something that games just don't do anymore, and I don't think Thief 4 will buck this trend.
Thief  series photo
Gimme the loot
I love Thief. If you follow me on Twitter, you may have seen me singing the series' praises as I played through Thief 1 & 2 late last year. Finally plunging into the defunct Looking Glass Studios' crowning achievement gav...

Deus Ex photo
Deus Ex

Another day, another Deus Ex trademark registered


This one kinds looks legit though
Mar 06
// Alasdair Duncan
We've had a flurry of activity about recent trademarks concerning the Deus Ex franchise which turned out to be the movie and a re-classified Australian version of 2011's Deus Ex Human Revolution. Now, a sharp eyed tweet has p...

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