Saturday, 11 June 2016

E3 2016: Deus Ex: Mankind Divided's New Mode Turns It Into an Arcade Shooter

 this year was to say that it had taken Deus Ex: Mankind Divided down a totally new art direction, replacing its now-trademark black and gold sheen with a pink and white, low-poly look. It turns out no one got the joke. It wasn’t that Eidos wouldn’t be doing this - it’s that it’s actually way more than a change in simple art direction.
Welcome to Breach, a new mode that sits alongside Campaign on the game’s new menu. It’s a self-contained storyline that takes Deus Ex’s key components and tweaks them for a faster, more arcade-y experience than you’d expect from the chilly, clever series. And a fair bit of it wears that fetching cotton candy palette, just for kicks.
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As you’ll no doubt have seen from Eidos Montreal’s many announcements, it’s currently obsessed with the idea of a Deus Ex Universe. You can tell because it keeps writing “Deus Ex Universe” on things, its dystopian setting spilling over into spin-off games, backstory advertising, even a fashion line. Breach comes with a similar thrust, taking place in the same time period as Adam Jensen’s latest mopey jaunt, but following its own story path.
Taking on the role of a “Ripper” - hackers who have made Virtual Reality their means of attack on the world’s biggest, shadiest corporations - you quickly find yourself sneaking through dangerous servers, uncovering the indiscretions of the world’s most powerful people, even investigating unsolved crimes and conspiracies for bereaved loved ones as a sort of side-line business.
If you stop to think about it all for more than a few seconds, it quickly tumbles into silliness. Where it aims for a Matrix-meets-Tron vibe, it comes off more like the Comedy Bang! Bang! sketch where tweets in VR Land are just massive blue bricks. I mean, I get that enemy AI represents anti-virus programmes of some kind, but what’s that big white crate I moved to get into a vent? Just loads of holiday Facebook photos some perv downloaded and hid on a server?
Some augmentations will be copied from the main game, but Breach has its own unique upgrades too.
Some augmentations will be copied from the main game, but Breach has its own unique upgrades too.
Thankfully, it’s very easy to ignore the set-up when the game itself is such fun. Breach is, above all other things, smart. It takes the building blocks of Deus Ex’s action gameplay, that fluid mix of combat and stealth, and gives them a new context based around efficiency, style and, most of all, speed. Deus Ex now has an officially sanctioned speedrunning mode. What a world.
The set up is this: your path through Breach’s story is set across a map of servers (not unlike the main game’s hacking mini-game in appearance) - each server is an individual level, usually filled with data points that need to be syphoned and, once you’ve nabbed all your allotted data, you’re forced to make a quick escape back to your entry point as the system notices and throws all the defences it’s got at you.
Servers can be mazelike, hiding precious data behind fake walls or across mini-platforming puzzles.
Servers can be mazelike, hiding precious data behind fake walls or across mini-platforming puzzles.
For the player’s part they are, essentially, a shiny, digitised Adam Jensen, equipped with firearms, activated augmentations and a massive, varied upgrade tree. The difference here is that you’ll be asked not to specialise your approach, but adapt to a variety of situations. Some levels will prioritise stealth given the huge defences laid against you, while others will abandon the data point structure entirely and simply tell you clear out every enemy AI inside before you can leave again. Most interestingly, you don’t simply get stronger over time - a “Memory” limit puts a stopper on how many augmentations you can slap on before entering a server, so researching what’s coming is key in more difficult situations.
Even after a short time with the mode, it feels like a brilliant recycling of the game’s existing strengths, using what’s already available to make something new and truly distinct. Leaderboards, achievement medals and difficulty modifiers (making elements of the level harder for a points boost upon success, for example) shake up how you play, putting you in direct competition with friends and strangers and forcing you to analyse how you’re playing each time you head into a level.
As in the main game, elements of the environment can be hacked to become (temporarily) part of your team.
As in the main game, elements of the environment can be hacked to become (temporarily) part of your team.
The only potential stumbling block here comes in the form of the mode’s reward method. Booster packs of items - which can include firearms, special ammo types, augmentation upgrade points and more - signal a move into microtransaction territory (although they can be bought with credits earned as you play). That leaves the potential for a bottleneck, as you reach a server that’s simply too tough with the equipment you have, forcing you to grind or pay until you pop something useful enough.
Whether that turns out to become the case will only become clear after some serious time with the game, but Eidos Montreal’s commitment to making this a “live” game mode - updating it regularly with new features and levels - inspires at least some hope that any initial problems will be addressed.
As it is, Breach is a perfect quick-fix next to Campaign’s expected long haul and, certainly for myself, going back to the main game afterwards felt like having to adjust to far more sedate experience - Breach has the outlook of a good mobile game, immediate and satisfying, but the trappings of a console game in the sheer breadth of toys you’re given to play with. Turning Deus Ex into a speedrun-obsessed, bitesize, online-connected sounds like an April Fools joke - I’m serious when I say it’s great.

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