Jan 11, 2011 22:41 GMT  ·  By

One of the main selling points of the original Deus Ex video games has been the variety of ways the player could think up to get through the missions and the developers at Eidos that are working on the upcoming Human Revolution have said that the variety is also one of their main aims.

Steven Ciciola, who is the level designer working on Deus Ex: Human Revolution, has told the United States PlayStation Blog that, “Basically what that entails is for every obstacle we set, there is always a variety of ways to progress past it; with some methods being more obvious than others. This is very reminiscent of the design philosophy found in the original Deus Ex, a design which promotes emergent game play.”

He added, “While at first glance that seems like a nightmare for a level designer, what ends up happening is our level designs promote multiple playthroughs in order to try out many different styles of play. All we have to ensure is that we’ve provided the tools and the environment for the player to just explore, imagine, and act-out their creative solutions.”

Ciciola also referred to the level which was shown at Gamescom, set in a police station, saying that the ways to progress through it that were shown in the demo, despite being very different, were not actually the only available ones, meaning that players will need to always look for innovative ways to solve the challenges Deus Ex: Human Revolution throws at them.

Human Revolution is a prequel and will feature a main hero which uses mechanics augmentations and needs to uncover the familiar web of conspiracies of Deus Ex games.

Deus Ex: Human Revolution has recently been delayed by publisher Square Enix, but it is still set to arrive on the PlayStation 3, the Xbox 360 and the PC during this year.