

Our shooting experience is very different. If you just go out in the open and try to be a smartass, you’ll learn some lessons before you reload your saved game. How would you describe the action?ĭugas: The combat in Mankind Divided is still tactical combat. GamesBeat: I suppose you’re still not quite doing a Call of Duty style of shooter. But now, when you fight, it’s much more rewarding and interesting than it was before. In the end it’s still the same balance of whether you want to play stealthy or you want to go and fight. Augmentations work with the D-pad and the shoulder buttons. They’re not the same as Human Revolution. We wanted to emphasize that and make sure combat would be visceral and powerful. It lacked something visceral, an intensity to the experience. When you went into combat, it’s not as if it wasn’t fun, but it wasn’t on the same level. The way you could eavesdrop on people was a very strong fantasy. When you were stealthy, there were plenty of tools. GamesBeat: You felt like stealth was better than action?ĭugas: Right. When you look at Human Revolution, stealth was here and combat was there. We wanted to balance the experience a bit more, bring a more visceral component to the experience. Even though it was a good game, I never thought it was perfect. Jean-Francois Dugas: With Mankind Divided, we wanted to perfect Human Revolution. GamesBeat: On a very elementary level, what did you want to achieve with this new game, after Human Revolution?
