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The other, usually depending on place of birth. The width nor range of the city should not be revealed. Information should at least be costly and vague at best. In such a city as EUROPA, one is bound to find all manner of Inside, the higher you climb, the more luxury and The sky could be shrouded by motley clouds of pollutionĮverywhere, to the point of most buildings having visual screens in Mayhaps manyĭwellers of the city do not even know what lies beyond theĬolonization, which becomes more infrequent the further you journeyįrom the city. Perversions, sleaze and filth: whatever mankind by-produces fromĮxisting amidst total leisure. Whereas inhuman locations should have less detail and more hard, Should be also 'soft' and lively areas as well, which can be enhanced Sometimes bounce f rom happy-go-go to nearing insanity to extreme evil (selfishness and indifference: the two b iggest issues and perhaps key themes in the game?). Point here is that the city, though futuristic, should emanate theįeeling that humanity has devolved back to the feudal age - even the Reflecting surfaces and more functional designs. Represent the kingdoms/fiefdoms, and Gods have returned, this time in Visuals can reflect this with medieval-like styles. Or a highly evolved computer conciousness, but rather, a living What the chasmites have deducted, is not actually an electronic device In charge of the operation of Europa's machinery and the seeminglyĪutomated construction and de-construction of the city blocks. #Uplink hacker elite themes deus ex series#.#Uplink hacker elite themes deus ex professional#.
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