Deus Ex: Mankind Divided – Players Will Be Able To “Ghost” Even Boss Fights

When Deus Ex: Human Revolution was released, a lot of players got disappointed and frustrated with the game’s featured boss battles. The reason behind that frustration was simple; those bosses were really hard to beat as they were not designed to be friendly to those wishing to be ‘ghosts’. Thankfully, it seems that EIDOS Montreal has learned from that mistake, meaning that the new Deus Ex will have ‘ghostable’ boss fights.

As EIDOS Montreal’s Jean-François Dugas revealed when a fan asked him about it, Deus Ex: Mankind Divided will be ghostable even on boss side.

Moreover, Jean-François claimed that Deus Ex: Human Revolution’s conversation-boss-battles will return, and that the game won’t be forcing nobody players to take cover in 3rd nor to use takedowns (meaning that players can enjoy Deus Ex: Mankind Divided in pure First-Person Viewpoint).

Stay tuned for more!

9 thoughts on “Deus Ex: Mankind Divided – Players Will Be Able To “Ghost” Even Boss Fights”

  1. So that means the game is actually “playable” in first person, becuase the previous was kinda hard to aim.

    Also put elites in the endgame, the previous game had a pathetic last chapter, i was ready with all my guns and upgrades and the game didnt throw anything at me.

  2. Wow, a game actually going in the opposite direction of “dumbing down”. Now play the original Deus Ex a few more times and realize the large open levels full of skill checks and alternate paths (which weren’t just air vents) were much better than what we got in HR. Apply that lesson to Mankind Divided and you’ll be golden.

    1. Yeah, really. Before I bought Deus Ex: Human Revolution they said the player could choose multiple paths, and you could – take the front door or the side door or an air vent.

      Turns out every path leads to the same open area (in games this is called an arena). I would often kill everyone in the arena space and then sneak through all the other passages to see where then went. It really broke immersion – after a high-octane fight it was silly to then go crawling through an air vent.

      I hope in the next game there’s a sense that once you choose a path then the game must proceed from that decision. Like if you choose between two paths and one of them leads to a hacking mission while the other has you take out an arms dealer; different paths leading to different outcomes in the mission.

  3. Fix the boss fights, have multiple objectives that can be completed differently thus having different outcomes, have all choices in missions and side missions have consequences ie did you use stealth, did you kill the person, did you talk your way in etc. I want everything I say and do in the game to matter and have an outcome. Also as was already mention by guys below me have more variety to the levels than, hack security, kill everyone or use a vent. That stuff got old fast, I mean they had all these other augs but only a rare occasion when they were useful on missions ie icarus landing. I want all my augs to be useful in every mission not just a handful of times. I loved HR but it wasn’t without its flaws, fix them and they will be golden.

  4. Some will wonder what is the point of boss battles if they are ghostable? Maybe non-lethal type of defeat for bosses will be good.
    If the game is so favoring ‘ghosting’, then perhaps there is no need for weapon in the game?

    1. if you don’t want to shoot, why carry a gun, if you want to shoot why sneak, the idea behind deus ex was that any player could complete it because tasks had multiple resolutions.

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