46.3 hours played
Written 6 days ago
Reviewing (mostly) every game (or DLC) in my library, part 175:
⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️⭐️☆ (9/10)
[i]Deus Ex: Mankind Divided[/i] is a thoughtful, mechanically complex, and atmospherically rich immersive sim that carries the legacy of the series forward, even if the story is frustratingly incomplete. It's a game that shines through spectacle, set pieces, and through freedom—the freedom to sneak, hack, talk, explore, and improvise your way through a dystopian world that feels eerily prescient.
If you’re into slow-burn stealth games with layered design, immersive sims that prioritize player choice, and a cyberpunk world full of social commentary, [i]Deus Ex: Mankind Divided[/i] is easily one of the best entries in the genre—even if its ambitions were cut short by a sequel that never came. It’s flawed but fascinating, streamlined but deep, and more relevant now than ever.
[b]🔶 Pros: [/b]
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[*] Incredibly flexible gameplay and level design. Every objective in [i]Mankind Divided[/i] can be tackled in multiple ways—whether you're ghosting past enemies, punching through walls, remotely hacking turrets, or sweet-talking your way into a secure facility. The game's levels are like intricate puzzles with multiple solutions, and experimenting with different approaches is deeply satisfying. Whether you're a pacifist hacker or a lethal cyber-ninja, the game supports your style without forcing you down a specific path.
[*] Dense, atmospheric Prague hub. Unlike sprawling open worlds that often feel empty, [i]Mankind Divided’s[/i] Prague is small but richly detailed. Every alley, rooftop, and basement tells a story. Augmented people are segregated, surveilled, and harassed. Apartment buildings feel lived-in. There’s a political and cultural undercurrent everywhere—from propaganda broadcasts to protest graffiti. It’s one of the most fully realized cyberpunk settings in gaming.
[*] Smart, impactful augmentation system. The augmentations go beyond “more powers = more fun.” New experimental augs give you powerful tools (like the Nanoblade, Icarus Dash, or remote hacking), but you have to balance them. Overloading your system requires disabling other augs. This creates meaningful trade-offs that add both gameplay depth and narrative coherence. Jensen wasn’t meant to have these augs, and the game leans into that tension.
[*] Side quests full of moral complexity, While the main quest is great, the side missions are superb. They often tackle difficult questions: how do people adapt under oppression? Who profits from black markets? Is justice possible under authoritarianism? These stories rarely have clear-cut answers and reward you for engaging thoughtfully. They also give players choices that actually affect outcomes in small but memorable ways.
[*] Top-tier audio and voice work. Elias Toufexis' performance as Adam Jensen is iconic—gravelly, restrained, and full of weariness. The ambient soundtrack is moody and minimalist, setting the tone without overpowering it. Sound design in stealth sequences is especially sharp, with every footstep, vent clank, or whispered conversation heightening the tension.
[*] Dialogue and investigation sequences. Confrontations often involve multi-phase persuasion battles where understanding your opponent’s psychology is crucial. The "Social Enhancer" aug lets you read their emotional cues, turning speech into gameplay. These are some of the most satisfying verbal encounters in the genre.
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📆[b] Cons: [/b]
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[*] The story feels like it’s just getting started when it ends, It’s painfully clear this was meant to be “Part One” of a larger narrative. The main plot around the Illuminati and global unrest builds slowly, then wraps up abruptly with a flat finale. There’s no true sense of climax, and major questions remain unanswered. This doesn’t ruin the experience, but it leaves a void, especially if you care about the broader universe.
[*] Uneven difficulty scaling. The game’s stealth and combat are generally well-balanced, but some boss encounters or endgame moments (especially if you didn’t spec into the right tools) can feel awkward or overly punishing. Likewise, hacking and resource economy can feel too generous once you get rolling, reducing tension later in the game.
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