Crooked Bee
(no longer) a wide-wandering bee
Tags: Deus Ex: Mankind Divided; Eidos Montreal
Ion Storm's Deus Ex belongs to the Codex's all-time beloved classics, and even the 2011 Deus Ex: Human Revolution earned a place in our Top 75 RPG list. This year, Eidos Montreal released a sequel to Human Revolution, called Deus Ex: Mankind Divided, set two years after that game's events. Does it improve on or at least match the level of quality of its predecessor, or is it more of a mixed bag?
According to esteemed community member TNO, it is unfortunately the latter. Here are a few excerpts from his review:
These excerpts do not, however, do justice to everything that the review talks about, so be sure to read it in full: RPG Codex Review: Deus Ex: Mankind Divided
(Warning: the review contains some mild spoilers.)
Ion Storm's Deus Ex belongs to the Codex's all-time beloved classics, and even the 2011 Deus Ex: Human Revolution earned a place in our Top 75 RPG list. This year, Eidos Montreal released a sequel to Human Revolution, called Deus Ex: Mankind Divided, set two years after that game's events. Does it improve on or at least match the level of quality of its predecessor, or is it more of a mixed bag?
According to esteemed community member TNO, it is unfortunately the latter. Here are a few excerpts from his review:
One of the dividends of increasing technology is the mission environments in Mankind Divided have generally gotten bigger, and so they more closely approach the near-perfection of the original Deus Ex. Pallisade Bank is perhaps the best example: huge, multi-level with executive offices, lobby, vaults, connected with a labyrinth of hidden and not-so-hidden passages with lots of points of entry and egress, and similarly lots of things to uncover and find (it also benefits synergistically from being an interesting concept: a data-bank and vault for information that generally lies beyond national jurisdiction). Generally the median level of Mankind Divided approaches the most 'open' levels of Human Revolution (e.g. Hengsha Docks, Court gardens), and this move in mission design is to be warmly welcomed, although the continued reliance on air-ducts and ventilation systems for many of these alternative routes does give a blemish.
Mankind Divided has moved steadily more towards 'open world' principles too. Probably 70% or so of the game content is off the critical path, and a Codex Let's Player managed to finish the game in around 4 hours by ignoring it. They probably missed out: the 'side-quest' content is very good, covering a good mix of police procedural and espionage: a murder mystery plot is one highlight, the player's tracking down of a 'black market media' organization that threatens to blow cover of another group another, and piecing together the backstory behind a new, highly (but selectively) lethal recreational drug the same. [...]
Perhaps the most noteworthy innovation in Mankind Divided is in the field of avarice. Much of the utterly rubbish microtransaction and monetization typically in the ambit of low-rent mobile games come out in force. There's the wholly indefensible shop where you can pay real money to buy Praxis kits for your character, the entirely unnecessary and tacked on breach mode with semi-randomized rewards and microtransactions galore, the stupid mobile app integration, and the pre-order and extra item DLCs. These are all mercifully unnecessary and can be ignored during the course of the game, but they represent the early signs of metastasis of pay-to-win and monetization to single player games where they were heretofore mercifully absent. Would that the radioactive criticism the developers have received from all quarters put this cancerous development firmly in remission. [...]
The player generally expects plot arcs to have a resolution, and for characters to develop during the course of the story: subverting these expectations in the narrative can work well, and can be a fop to verisimilitude: in real life, people's characters do not always develop in step with some grander narrative, and you don't always get all the answers. Do it too much, though, and the player suspects you are not even trying (or, worse, hope to spin things out for sequels and DLC). Mankind Divided falls into the latter category. It is actually slightly worse than a hypothetical Deus Ex that stopped after UNATCO: at least in that you have learned something. In Mankind Divided, although you solve the initial case, the bulk of the narrative interest is in the underlying actions of the players 'behind the scenes', and this plot merely treads water: Adam Jensen (and you) haven't really learned anything about the world that you didn't already know at the start.
Conclusion: Not enough steps forward, a few steps back
Mankind Divided is so near and yet so far. Its elements mostly build upon the strong foundations of Human Revolution, but occasionally they retreat back from earlier triumphs, and leave some major flaws uncorrected. It is cleverly written but with a few too many mis-steps, and a central lacuna around the player character himself. At its best, the strengths of the game combine harmoniously to produce one of the best opening thirds in computer gaming; the fatal weakness is that it is no more than an opening third, and the game ends on a deeply imperfect cadence with too many themes undeveloped, leave alone resolved.
The game indicates considerable talent, and the writing team know their craft well. My hope is that the impressive story Mankind Divided intimates has been mostly written, and that subsequent additions to the franchise will adroitly fulfill the undoubted promise manifest here. Yet these games do not yet exist, and thus Mankind Divided remains a promissory note for a series of games which in combination may form a masterpiece. Unless and until that happens, this opening act, despite its qualities, cannot justify its own purchase.
Mankind Divided has moved steadily more towards 'open world' principles too. Probably 70% or so of the game content is off the critical path, and a Codex Let's Player managed to finish the game in around 4 hours by ignoring it. They probably missed out: the 'side-quest' content is very good, covering a good mix of police procedural and espionage: a murder mystery plot is one highlight, the player's tracking down of a 'black market media' organization that threatens to blow cover of another group another, and piecing together the backstory behind a new, highly (but selectively) lethal recreational drug the same. [...]
Perhaps the most noteworthy innovation in Mankind Divided is in the field of avarice. Much of the utterly rubbish microtransaction and monetization typically in the ambit of low-rent mobile games come out in force. There's the wholly indefensible shop where you can pay real money to buy Praxis kits for your character, the entirely unnecessary and tacked on breach mode with semi-randomized rewards and microtransactions galore, the stupid mobile app integration, and the pre-order and extra item DLCs. These are all mercifully unnecessary and can be ignored during the course of the game, but they represent the early signs of metastasis of pay-to-win and monetization to single player games where they were heretofore mercifully absent. Would that the radioactive criticism the developers have received from all quarters put this cancerous development firmly in remission. [...]
The player generally expects plot arcs to have a resolution, and for characters to develop during the course of the story: subverting these expectations in the narrative can work well, and can be a fop to verisimilitude: in real life, people's characters do not always develop in step with some grander narrative, and you don't always get all the answers. Do it too much, though, and the player suspects you are not even trying (or, worse, hope to spin things out for sequels and DLC). Mankind Divided falls into the latter category. It is actually slightly worse than a hypothetical Deus Ex that stopped after UNATCO: at least in that you have learned something. In Mankind Divided, although you solve the initial case, the bulk of the narrative interest is in the underlying actions of the players 'behind the scenes', and this plot merely treads water: Adam Jensen (and you) haven't really learned anything about the world that you didn't already know at the start.
Conclusion: Not enough steps forward, a few steps back
Mankind Divided is so near and yet so far. Its elements mostly build upon the strong foundations of Human Revolution, but occasionally they retreat back from earlier triumphs, and leave some major flaws uncorrected. It is cleverly written but with a few too many mis-steps, and a central lacuna around the player character himself. At its best, the strengths of the game combine harmoniously to produce one of the best opening thirds in computer gaming; the fatal weakness is that it is no more than an opening third, and the game ends on a deeply imperfect cadence with too many themes undeveloped, leave alone resolved.
The game indicates considerable talent, and the writing team know their craft well. My hope is that the impressive story Mankind Divided intimates has been mostly written, and that subsequent additions to the franchise will adroitly fulfill the undoubted promise manifest here. Yet these games do not yet exist, and thus Mankind Divided remains a promissory note for a series of games which in combination may form a masterpiece. Unless and until that happens, this opening act, despite its qualities, cannot justify its own purchase.
These excerpts do not, however, do justice to everything that the review talks about, so be sure to read it in full: RPG Codex Review: Deus Ex: Mankind Divided
(Warning: the review contains some mild spoilers.)