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Having suffered from multiple delays, we can finally get our

augmented hands on

Deus Ex: Mankind Divided

when it launches

this month.

STACK

caught up with the game’s lead writer Mary

DeMarle and brand manager Rodney Lelu.

M

ankind Divided

is the follow up to

2011’s

Human Revolution

, which

saw the reinvigoration and

reintroduction of protagonist, Adam Jensen.

Jensen is now a member of the covert

international counter-terrorism group, Task

Force 29, and must hunt terrorists and shut

down the mysterious organisation known

only as the Illuminati. It’s no small order.

Set in a dystopian future where folk with

bodily augmentations are shunned from

society and forced to live underground,

Mankind Divided

perhaps isn’t that far-

fetched an idea. “I do think [this future]

might happen someday. I mean it already did

happen, right?” laughs Mary DeMarle, lead

writer on the project.

“The one thing I like to

say is, that history is set in

stone, but the future itself is

uncertain. It gives us a lot of

freedom to be able to create a

future that hasn't necessarily

happened yet, but we think

could definitely be possible.”

Of course, coming off the

back of

Human Revolution

,

there were some aspects of

the first game that were not-

so-well received. The MD team

at Eidos Montreal took this in their stride

and made the necessary improvements to

ensure the next instalment was the best

it could possibly be. “I’ll start with what

creative director Jean-François Dugas told

us when we started on

Mankind Divided

:

"To do

Human Revolution

we had to be

naïve, and to do

Mankind Divided

we had

Augmented

to have courage" because we learned a lot.”

DeMarle explains that while they were still

working details out when making HR, they

knew exactly where they wanted to go by

the time MD came around. “A lot of times

with HR we were feeling it out as we went,

trying to figure it out, and there was a lot

that worked out really, really well, and there

was a lot that we were like ‘okay, we need to

improve on that’.”

“Obviously we wanted to fix boss fights,

and change the way they were done in the

second game; we knew as we were doing

them we wanted to improve them.”

It wasn’t just gameplay that was improved

– the team made sure to look at story as

well. “This is a game about choice and

consequences, and in HR we did have

moments in the game on the 'critical' path,

that you would make a decision

and it would

maybe

impact

something later," says DeMarle.

"But it really was something

tightly controlled. In this one

we really wanted to push that

more; we wanted to have a

narrative that [meant] some of

the choices you make at the

beginning of the game would

really have an impact and send

the story in different directions.

We also wanted to include

things like maybe midway

To do

Human Revolution

we

had to be naïve, and to do

Mankind Divided

we had to

have courage

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GAMES

FEATURE

GAMES

64

jbhifi.com.au

AUGUST

2016

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