Deus Ex: Human Revolution was a master class in level design. Though individual missions inevitably funneled players from one point to the next, the areas between those points provided numerous possible paths, each of which presented unique strategic options. You could sneak through the shadows in search of hidden air ducts, drop through skylights and scatter any enemies on the ground below, hack open doors that would have otherwise blocked the shortest route or even punch through walls to create entirely new paths.
Direct sequel Deus Ex: Mankind Divided seems to not only share this approach, but also expands and enriches it by equipping players with an even deeper assortment of tactical tools. At least, that's what I gleaned from the two missions I played during a recent visit to Eidos Montreal. While I also used this opportunity to speak with the core creative team about the series' cyberpunk trappings, as well as discuss Human Revolution's unfortunate boss battles, the real focus of my afternoon in Montreal was gameplay.
Like with its predecessor, Mankind Divided's core gameplay is multifaceted and open-ended. It presents you with a problem, provides you with tools and says, "Figure it out," allowing for experimentation and, potentially, some gratifying eureka moments. In this case, I needed to infiltrate a heavily guarded theater in order to confront a mafia kingpin. My tools? A curated loadout of weapons and augments. Typically you acquire these upgrades in a gradual, calculated manner, but because this mission was pulled from the middle of the game, I was simply presented with three different pre-created loadouts, each of which was designed with a different play style in mind: combat, stealth or a balance of the two.
I opted for a combat playthrough first, assuming it would offer the most straightforward experience. After all, it was totally possible to play Human Revolution as a straight-up first-person shooter, so why not jump in and blow some stuff up? But even Mankind Divided's baseline shooter gameplay demands strategy. Despite his mostly metal exterior, protagonist Adam Jensen's health depletes rapidly compared to other shooters, while enemies can generally withstand a fair amount of damage. Ammo also proved to be relatively scarce, and although I never ran out, I was forced to loot every enemy I killed in order to continue shooting back.
While this may sound like criticism, such restraints forced me to be creative and think strategically. Cover, for example, proved invaluable. Thankfully, the slightly revamped cover system was robust and intuitive, outside of a few fixable UI quirks. Once you snap to a piece of cover, the camera pulls back into a third-person view, where the game displays a few potential paths for Jensen to travel. You can maneuver a sort of hologram version of Jensen around until you've decided where to send him. After that, simply tap a button and Jensen nimbly maneuvers to this new position, making cover more about finding and levering a tactical advantage than fumbling with the controls.