Deus Ex: Mankind Divided - Game Informer details [Up: Additional Details]

#1
From this month's Game Informer issue. Sounds super sexy:

-Takes place in 2029, 2 years after Human Revolution
-Listed as single-player, no mention of multiplayer
-Jensen is part of a covert, goverment-sponsored task force called Task Force 29, a new bracnh of Interpol, to combat a new breed of terrorism
-Jensen doesn't full trust Task Force 29, also feeds intel to another covert organization called the Juggernaut Collective
-In true Deus Ex fashion, you often receive conflicting missions, neither can be fully trusted
-Boss encounters are designed in a way to allow players to approach any way they want (stealth, full combat, etc)
-Eidos won't comment on which ending it considers canon but is trying to string together different parts of each ending for the overall background of Mankind Divided
-Story is in many ways a story of redemption for Jensen
-The story they're telling is building to events that take place in the original Deus Ex
-With Mankind Divided, they're exploring the original game's past; "Is the depiction of past events from the original Deus Ex true? Will we discover stuff we never knew?"
-Added a lot of diversity to the environments
-Females are also now part of the regular enemies in the game
-One of Jensen's missions takes him to Utulek Station in Prague, now a ghetto for augmented individuals
-It is nicknamed "Golem City", based on the real life Kowloon Walled City
-Shops line the streets, temporary housing units stacked on one another reaching upwards toward the sky; claustrophobic atmosphere
-Mission to track down a leader of an aug group, but police have captured the informant
-Can choose to butter up the informant's wife for clues or cause a scene with the police
-Alternatively Jensen can bypass this area of the game altogether and find the leader's hideout on his own
-Mentions Jensen engaging in tense conversation with the leader, resulting in a diplomatic solution or violence
-Transhumans (augs) referred to as "clanks" by police
-"You can go full combat or full stealth throughout any part of the game"
-Side quests meant to be more meaningful; ex. players can choose to make deals with criminal organizations and its mob boss might call in a favor later interrupting main missions
-Doesn't want fetch quests, the team sees the extra quests as a way to explore the main themes of the game more deeply
-Features twice as many augmentations as Human Revolution
-Aug examples:
  • Tesla: little darts pop out of Jensen's knuckles allowing him to tag enemies and take them out quietly
  • Silent Run: Allows Jensen to move quickly across any floor without making a sound (can combine with cloaking)
  • C.A.S.I.E.: Allows Jensen to analyze the mental state of individuals, helping him to respond adequately in conversations
  • PEPS Gun: Non-lethal weapon that pops out of Jensen's bionic arm and fires a concussive blast allowing him to knock an enemy out, kill him or flee
-Augmentation features can be assigned on the d-pad for quick selection
-Augmentations consume a fixed amount of energy, when Jensen stops using them he regains a portion of it
-Can still refill his augs completely with bio cells, Eidos wants the recharge mechanic to encourage using augs more liberally
-New remote hack augmentation allows Jensen to activate shortcuts through areas to pass enemies
-No plan for Human Revolution saves to carry over, but Eidos is planning for a franchise now, want to expand further after HR's success
-No plans for a Deus Ex MMO
-Eidos noted fans who played stealthily enjoyed the game more so spent several years iterating on gunplay
-Mankind Divided's moment-to-moment action plays out like a series of set-piece moments, a 'remarkable feat' considering nothing is scripted
-Jensen can adjust his weapons at any point mid-battle, changing ammo type, firing pattern, scopes, etc
-Some enemies have external tech like exoskeletons and mechs to combat Jensen
-Variety of enemies have a diversity of weapons, augments, or other high-tech combat tools, some have high-jump abilities, etc
-Focused on making A.I. more aggressive, flanking, etc
-Certain elements of the environment now react to combat
 
#5
Oh, man. Loving that. Thanks for sharing.

I love that the augs mentioned are all non-lethal or dialog-oriented vs just guns and killing.
If I knock out a person will he/she stay like that forever?
I'd like to know this too. And to be honest I'm ambivalent on what I would prefer.

1. Guards waking up after being knocked and being all "huh. I feel asleep." sucks.
2. Guards waking up after the effect of a tranquilizer wears off and then sounding the alarm would make things a lot harder (i.e. true stealth) but I don't know if it would make the game more fun.
3. Guards staying knocked out regardless of mission duration is pretty unrealistic.
 
#6
-Side quests meant to be more meaningful; ex. players can choose to make deals with criminal organizations and its mob boss might call in a favor later interrupting main missions
-Doesn't want fetch quests, the team sees the extra quests as a way to explore the main themes of the game more deeply
good, very good
 
#13
Ah that happy little period where a game sounds all new and exciting.

I look forward to reading later about which augs are preorder dlc and how you need to find 100 soda cans in each area to progress.
 
#16
-In true Deus Ex fashion, you often receive conflicting missions, neither can be fully trusted
I trust they'll do this way better than Invisible War's "You've destroyed our plans and betrayed us, Alex D!!!! Oh well, return to the base for briefing on your next assignment."
 
#24
No DX MMO is good news.

The rest sounds pretty damn good too. Loving how branching the missions sound with things changing in a hot second with potential mob boss interference.

And clanks...I like it.
 
#25
Stealth options for bosses, thank fuck for that. (That might have been in Director's Cut but I never played it)
They were, but they kind of felt tacked in. They should have been there from the very beginning.

Also: good to hear an improvement on recharging your energy cells, one of the few weaknesses in HR was needing to be conservative with your abilities.
 
#33
Yea, definitely some new screens in the issue. Looks really dang good. I'll try to describe in a bit, or if anyone else is reading the issue can chime in too.
 
#37
Oh man, the most exciting points were about the sidequests and the no plans for MMO imo.

Specially since the only thing related to any form of multiplayer is a denial of it.

Based Square-Eidos =X

Can't wait for the trailer tomorrow.
 
#38
I am not seeing a single thing that I don't like. It sounds like all of the strengths that Human Revolution had, but refining what didn't work and adding more goodness. The amount of details they are providing in terms of gameplay additions and tweaking is quite impressive.

It being a strong story focused single player game is really something to be grateful for. Gracias Square-Enix.
 
#39
BTW, I hope Pritchard and Malik are back. I need that passive-aggresive bickering between spurned lovers that was Jensen/Pritchard. He's a bro. A very tsundere bro, but a bro anyway.
 
#41
I think it's just a separate project and always was. But who knows if that is still alive. Though I imagine it would still be.
It's just people who assumed that the whole "Deus Ex: Universe" thing was a MMO when it fact EM said on multiple occasion that it was just a name given to the whole Deus Ex ecosystem (games, books, etc etc). AFAIK they never talked or even hinted at any point that there would be a Deus EX MMO.
 
#43
-"You can go full combat or full stealth throughout any part of the game"
We'll see eidos, we'll see, You told me this last time and forgot to mention that full combat was basically frowned upon in the game. Hope they do a comparison video of one small mission before release.

-Eidos noted fans who played stealthily enjoyed the game more so spent several years iterating on gunplay
This is good info for action playthroughs though.
 
#44
I'm buying this game as long as they keep the hacking trick. I'm talking about the cheat that allowed you to break the game by getting all the augs early. It was so much fun using this trick.

Any word on a sequel to The Fall?
 
#45
-Augmentations consumed a fixed amount of energy, when Jensen stops using them he regains a portion of it
-Can still refill his augs completely with bio cells, Eidos wants the recharge mechanic to encourage using augs more liberally
I like this. I rarely used my augmented abilities in the last game because I was afraid to use them as I may needed them in the future. Half the time I didn't have to save this so it was a wasted opportunity.
 
#46
They are saying all the right things about this. The ability to use augmentations easier is great since I always felt limited in Human Revolution and rarely used the active ones.
 
#47
It's a shame HR data won't carry over.

-Mankind Divided's moment-to-moment action plays out like a series of set-piece moments, a 'remarkable feat' considering nothing is scripted
How the hell is that going work when it comes to stealth and traversal? That's a big claim I can't see them living up to.
 
#49
We'll see eidos, we'll see, You told me this last time and forgot to mention that full combat was basically frowned upon in the game. Hope they do a comparison video of one small mission before release.


This is good info for action playthroughs though.
Would it be a good idea to just straight up not award any XP for combat at all? Award XP for doing missions, finding areas and such, but not for actual combat whether it be lethal or non-lethal.
 
#50