Shacknews: Our community is filled with PC devotees, so I need to ask about the PC version, specifically. This is a franchise that began on the PC, and some would argue it thrived on PC considering the mixed reaction to Invisible War, which also made its way to console. How much care has been given to the PC version?
Jean-François Dugas: I can tell the PC fans that, actually in the office when I'm playing the game I don't play on Xbox 360 or PS3, I play on the PC. It's shaping out to be very good. It's on the same level as the other platforms. There are a few things that we'll discuss later, but we adapted stuff because it's on PC. Especially in the interface department.
Shacknews: So, the UI is different on the PC?
Jean-François Dugas: I mean slightly different. Not totally different. So it doesn't feel like a port of a console game. We didn't want that. It's the three platforms that are being pushed at the same time. PC? We're going to talk about it eventually.
Shacknews: Was the PC version done in-house at Eidos Montreal?
Jean-François Dugas: No. Well, it was done in-house, but with a partnership.
Shacknews: Who is the partner?
Jean-François Dugas: Nixxes. They're based out of the Netherlands.
Shacknews: How much involvement does your team have with the PC version of the game?
Jean-François Dugas: All the design and changes to the design has been done in Montreal and sent to them. We review the builds. We review and then give comments about what works and what doesn't. It's the same process. It's the exact same process, except that the programmers aren't in the same office. It's the same game and the same creative team taking care of it.
Shacknews: Is that a function of staff limitations in Montreal?
Jean-François Dugas: Yeah. It was more of a logistic problem more than anything else and having enough people to make sure it's all on the same level, all the time. So, yeah. It was more about manpower and logistics.
http://www.shacknews.com/article/67902/interview-deus-ex-human-revolution-1