The upcoming RPG from Edios Montreal and Square Enix is getting impressions and preview’s coming out, with many major sites talking about the game with their own thoughts on what they played of the game. NeoGaf user shinobi602 rounded up these impressions in a well structured NeoGaf Thread and will be sharing his findings here.
PC Gamer: http://www.pcgamer.com/taking-on-the…ffer-pcgamertw
“Deus Ex: Mankind Divided’s hubs are as deep and interesting as we hoped.
After two hours of playing Deus Ex Mankind Divided, I look around the press room. We’re halfway up a tower in central London, looming over the streets below, with the Shard framed in the window. On every screen, something wildly different is happening—after the linear (for Deus Ex) Dubai opening sequence, every single player of the ten or so journalists in the room has taken a different route into the main game. Presskind has been divided.
Trusted Reviews: http://www.trustedreviews.com/news/d…e-order-news/2
“Deus Ex: Mankind Divided could very well be my GOTY.”
For many gamers, Mankind Divided will be one of their most-anticipated games of the year – myself included – and having played the first act, I can vouch for the fact that it’s simply unmissable. The story is delivered with a maturity and depth that I haven’t seen since The Witcher 3, and I can’t wait to see how far it goes, with Adam Jensen in the driving seat making key narrative choices and shaping the future of this apartheid.
“Deus Ex: Mankind Divided Fixes a Big Series Problem”
For one, they’re much more dense – both in terms of the number of NPCs roaming around, and in the number missions, stories, and hidden goodies there are to partake of. Whether it’s a maintenance hallway tucked away in the back of a subway station or a seemingly abandoned second-floor apartment, I could barely make it from point A to B without finding some unsavory business to stick my nose in. This pleased me.
It’s abundantly clear that tons of love and effort has been given to the overall art design, the world-building, and enhancing the already strong emergent gameplay. And this is without even sinking my teeth into the 50+ Breach missions which allow you to experiment with various play-styles, uncover more information that ties directly into the narrative, and enjoy a bite-sized but intense diversion. It was one of those brief play sessions I was genuinely disappointed to be stepping away from, and I’m anxiously looking forward to continuing the journey when Deus Ex: Mankind Divided launches in late August.
Ars Technica: http://arstechnica.com/gaming/2016/0…video-preview/
“New augs, new weapons, and a killer story. This is gonna be good.”
This is but a small snippet of what was an eight-hour play through from the very beginning of the game. To mention the Mafia-run casino in the city sewers, the shopkeeper I saved as his store was being ransacked by augs, or the moment I clambered up to very heights of Prague to avoid a police cordon only to fall to my death seconds later would give away too much. That’s not to mention the first big mission, where Jensen is tasked with infiltrating an aug ghetto in order to retrieve an imprisoned witness. The latter is a showcase for Mankind Divided, a mission that encompasses sharp dialogue with the ghetto’s less than fortunate inhabitants; great stealth and action sections, and the glossy, extraordinarily detailed visuals that impressed me so much when I saw first saw Mankind Divided at E3 2015 (like then, my demo ran on PC).
“How Deus Ex: Mankind Divided is balancing stealth, action, and story”
I replayed the Dubai tutorial mission that kicks off the game and went right into an expanded version of the Prague mission hub. In that part of the game, playing as Jensen, I had a lot more choices about how to break into a besieged bookstore and rescue the “aug” repair expert.