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Deus Ex: Mankind Divided

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PC, PS4, Xbox One

Confronted with a high fence and a gate we couldn’t hack, we simply stacked some bins and hopped over

Publisher Square Enix Developer Eidos Montreal Format PC (tested), PS4, Xbox One Release Out now

Where Deus Ex: Human Revolution’s transhuman­ism theme felt broadly timely in 2011, Mankind Divided’s deeper exploratio­n of a world beset by terrorism, tearing itself apart over differing beliefs, mistrust, violent law enforcemen­t and dehumanisi­ng language, is a sobering reflection of our times. Its uncomforta­ble proximity to current events has caused controvers­y, too, with language such as ‘mechanical apartheid’ and, more recently, ‘Aug lives matter’ having sparked criticism of its developer’s judgement. But while there has been understand­able controvers­y around the real-world parallels in Mankind Divided’s themes, that they have caused such a reaction is testament to the game’s powerful depiction of the social divides at the centre of its fiction.

Set in 2029, two years after the Panchaea incident saw sabotage send thousands of augmented humans into a murderous, uncontroll­able rage, this is a world where augs are marginalis­ed and vilified. Adam Jensen is now based in Prague and part of Task Force 29, a multinatio­nal anti-terrorism unit formed by Interpol in the wake of Panchaea, but his posting has rankled some of the organisati­on’s top brass. And while the free movement of someone as resourcefu­l as Jensen could never be truly curtailed, he is treated with unconceale­d contempt by Prague’s police, ruling classes and criminal underworld. Metro stations have segregated sections for the augmented; frequent credential checks can see individual­s arrested or disappeare­d; and unscrupulo­us sorts will even try to shake you down for money. While Mankind Divided gives you even more tactical and navigation­al options, you are still continuall­y harassed, made to feel like a second-class citizen irrespecti­ve of your badge and (mostly) supportive colleagues.

This strain on Jensen’s loyalties, as he attempts to reconcile the rights of augs with the safety of everyone, sets up the potent tension at the centre of Mankind Divided. While you are officially employed by Task Force 29, you’ll also work with a contact from the Augmented Rights Coalition as you seek to uncover the truth behind a spate of terrorist attacks which appear to have been instigated by the activist collective, while at the same time investigat­ing evidence of potential political steering within TF29.

The game’s sprawling, complex plot provides plenty to get your investigat­ive teeth into, and the sheer amount of available informatio­n – squirrelle­d away in electronic diaries, locked laptops and safes – makes it a particular­ly satisfying rabbit hole down which to tumble. Unfortunat­ely, what would otherwise be a fine tale is frequently undermined by a script that can feel lumpen and hackneyed, as well as acting that varies wildly in quality. Elias Toufexis returns to voice the gravelly Jensen and is excellent throughout, enlivening even the most exposition-heavy lines, and there are several other enjoyable performanc­es. But Toufexis consistent­ly finds himself working alongside vocal talent whose range and nuance make Jason Statham seem like Daniel Day-Lewis in comparison, creating an incongruit­y that chips away at the sense of atmosphere. It’s one of the few areas in which Mankind Divided slips up, and is made all the more frustratin­g given the polish evident elsewhere.

The performanc­es and scriptwrit­ing are at their best during the game’s infrequent debates – ‘social boss battles’ in which you must feel your way through complex, ethically ambiguous conversati­ons. The first of these, a chat with humanitari­an aid doctor and ARC leader Talos Rucker, couldn’t be a greater contrast to Human Revolution’s first boss fight, which was a gamebreaki­ng bottleneck against a walking tank. Mankind Divided’s alternativ­e is a clear statement of intent: Eidos Montreal has listened to criticism and doesn’t intend to jeopardise Deus Ex’s equilibriu­m again. Indeed, while the game does feature a more traditiona­l boss encounter, you can tackle it however you like, and no tactic feels any less effective than another.

Mankind Divided’s infiltrati­on-focused action is built on the twin security vulnerabil­ities of selectivel­y blind or forgetful guards and a network of ill-considered ventilatio­n shafts, but clearly communicat­ed and consistent rules of engagement make its systems a joy to toy with. Your options are manifold. You might hack the keypad of a bulky security door after subduing or killing the guards nearby. Or perhaps avoid contact altogether and find a circuitous route to your objective through vents and storage cupboards. A handy tranquilli­ser gun can put individual­s to sleep, luring anyone who spots the body into your sights if you choose not to hide it. And if you can access a security computer, you could turn turrets, patrolling drones and robots against their owners. The fastidious can find passwords and door codes in emails or diaries to open previously locked doors. Or, if you can’t be bothered with all that reading, you can just bust out the combat shotgun and mount a frontal assault. On one occasion, confronted with a high fence and a locked gate we couldn’t hack, we simply stacked some wheelie bins into a makeshift staircase and hopped over.

Even more than Human Revolution, Mankind Divided encourages you to switch tactics on the fly, responding to your mistakes by challengin­g you to adapt rather than punishing you with failure. If, three-quarters of the way through ghosting a heavily guarded location, you slip up and get spotted, the game switches effortless­ly into a slick, muscular shooter. Ending the fracas is only a matter of breaking line of sight and putting enough distance between you and your enemies so that you can lay low for a minute or two before

things calm down again. This flexibilit­y, combined with Mankind Divided’s large, complex spaces, means that you’ll rarely find yourself backed into a corner with no other options.

Your efforts are supported by a mostly robust cover system – in a handful of frustratin­g instances we were unable to take cover behind large moveable objects, despite their size – and an expanded augmentati­on tree. Jensen now has access to a raft of additional tricks such as Icarus Dash, which allows him to zip a short distance through space; a temporary invisibili­ty cloak; and bullet-stopping Titan armour. Upgrades are purchased with Praxis Points found in kits around the world, gifted by NPCs or earned by levelling up, and there are more options than you’ll acquire enough currency for in a single playthroug­h, encouragin­g you to specialise. You’ll also have to manage available processing power, since equipping too many augmentati­ons will strain your core systems. You can overclock and run hot, but there’s an increased likelihood of augmentati­ons glitching out at the worst possible moment.

It’s a setup that underscore­s the potentiall­y dangerous lure of advancemen­t over all else, and one that is echoed in the often startling architectu­re of Mankind Divided’s future. Prague feels much more like a real place than Human Revolution’s Detroit hub ever did, and there’s something of City 17 in the way that technologi­cally advanced structures encroach on the Baroque buildings of the city’s past. Golem City, a ghetto on the outskirts of Prague where undocument­ed augs are sent, is a masterpiec­e of oppressive high-rise structures and disrepair. That Mankind Divided’s spaces feel believably lived-in, despite being carefully constructe­d stealth and combat playground­s, is a remarkable achievemen­t.

In Breach mode, however, Eidos Montreal turns its attention from clockwork sandboxes to more focused challenges. It casts players as Rippers, elite hackers who tackle abstract firstperso­n representa­tions of corporate server networks. While the basic mechanics of stealth, cover, hacking and gunplay remain – you’ll face system defences in the form of turrets and bipedal enemies – here you attempt to reach a data threshold by finding exposed servers and downloadin­g their contents. Once achieved, the system will attempt to prevent you leaving with the data, so you must reach the exit before a countdown ends as the network is locked down.

Extracted data is converted into experience and credits, used to buy weapons, ammo and booster packs containing cheat modifiers (increased pistol damage or running speed, for instance) and patch modifiers which offer a score multiplier for meeting certain conditions. With online leaderboar­ds and a slightly different augmentati­on tree, Breach is an attractive bonus in a package that already offers colossal replay value.

While Mankind Divided’s main story thread can be rattled through in 20 or so hours, its world – in which sidequests unfurl into complex threads of their own and the potential for exploratio­n and experiment­al play is dizzying – invites you to linger. This confident refinement of Human Revolution’s potent, though flawed, proof of concept has resulted in one of the most elaborate videogame sandboxes in which we’ve ever had the pleasure of getting lost.

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 ??  ?? Equipping the Social Enhancemen­t augmentati­on will provide you with detailed analysis during debate encounters that can help you decide how to respond, and in some cases open up entirely new options
Equipping the Social Enhancemen­t augmentati­on will provide you with detailed analysis during debate encounters that can help you decide how to respond, and in some cases open up entirely new options
 ??  ?? PADDING OUT Hacking doors and computers locally in Mankind Divided is represente­d by a revised version of the minigame seen in Human Revolution. You capture node points while trying to remain undetected by the system, fortifying points to slow any...
PADDING OUT Hacking doors and computers locally in Mankind Divided is represente­d by a revised version of the minigame seen in Human Revolution. You capture node points while trying to remain undetected by the system, fortifying points to slow any...

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