Deus Ex: Mankind Divided
Oh how excited I was, knowing that the first thing I got to check out for my first E3 was the follow up to the stellar Deus Ex: Human Revolution. The same pillars of Stealth, Combat, Non-Combat and Social game-play principles are firmly in place, and they have been improved in every possible way. They’ve given Adam Jensen all sorts of new additions to his augmentation arsenal, including an EMP charge to take care of pesky drones, a Nano-Blade that impales or blows up adversaries, a new cloaking ability to better help in your stealth approach, as well as a shield to turn you into a tank for when things don’t go according to plan. When things do get out of hand, you have the ability to change your ammo type on the fly, keeping firefights engaging, rather than requiring you to find cover to switch things up. With all of these great additions to Adam Jensen, the level designs became much more open to player choice. In the last installment, you only had a few different options for how to approach a situation, but in Mankind Divided, you have a plethora of options to choose from, giving you the freedom to complete your mission as you see fit. Thanks to the new hardware, social interactions —which are essential to the franchise — become more real. Instead of having to pick up on vocal queues, or minute eye-lid flutters, characters actually show emotion by either their body language or the muscles twitching in their facial expressions, making for a much more dramatic, if not more human, encounter. While this game is still far off, everything seems to be coming together nicely, and I can’t wait to get my hands on the finished product.