Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
By me. Uses Adaptive Images by Matt Wilcox.
The Basics
Open-ended near-future FPS RPG hybrid. You’re a nano-augmented super-agent working for an international anti-terrorist organisation, and conspiracy is afoot. You have ways of killing people, incapacitating them and sneaking past them, and you can gain access to places by hacking, lockpicking, explosives and stacking objects. The levels are huge, open, real-world environments and your route to your objective is something you have to come up with yourself rather than following the ‘path’ of the level.
The Appeal
It’s not about the parts where you make meaningful choices about whose side you’re on and who lives and dies. It’s about lateral thinking and improvisation – moving in the kind of possibility space created by the huge variety of tools at your disposal. In that environment, you win or lose on your ideas – and it’s gloriously satisfying to win, and invariably hilarious to lose. When you’re crawling across the floor with no legs, through a cloud of tear gas, surrounded by enemies and with no ammo – all because you didn’t think your idea through properly – then you’re having fun. And when you survive, kill three grown men better armed and legged than you, and destroy the whole facility – just by out-thinking them – then you are as a God, and will finally understand why this is the best game ever.
The Essential Experience
What springs to mind at the mention of its name is the standard pistol, close enough to an NSF’s head that I know the shot will kill. It’s symbolic because while there are guns, killing someone with them requires you some kind of tactical thought in terms of getting close enough to hit them in the head.
Without training your pistol skill to Master, that’s very difficult to guarantee at any kind of range. And so the game is not about aiming, it’s about thinking tactically about how to get close enough with the tools you’ve got that you won’t need to rely on your aim.
The reason this resonates with me is that I couldn’t fire a gun to save my life, and in Deus Ex I can actually play a skilless character who wins because of the intelligence in what he does – which is all mine.