Deus Ex: Mankind Divided built off modified Hitman engine
If you want to get an early idea of some of the systems and visual flourishes to expect in Deus Ex: Mankind Divided, maybe look at Hitman.
I’ll admit to being overly fascinated by game engines. They are like a movie director – the one consistent driving force that transcends each release regardless of whoever is involved. When you go see a Scorsese film, you know how it will feel. Same goes for a game engine. And once you understand what an engine can offer a game, you can begin to see how a catalogue of titles that use that engine has evolved over time. How it has improved; how it has matured. Such thinking led me to the recent revelation, for example, that Quake Champions is not being built on id Tech 6.
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When I had an opportunity to interview Deus Ex: Human Mankind producer Olivier Proulx (at Eidos Montreal), I took the opportunity to talk about the tech driving the game. I was particularly intrigued by whether the various Eidos studios – which includes teams working on Hitman and Tomb Raider – swapped much of their tech during development. Here is what I discovered.
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While more narrow in its gameplay focus, Hitman is also an open-ended gaming experience that provides the player with a toolset and says, “now you’re on your own.” I can see a lot of the systems of that game - in particular those relating to stealth and the way the AI reacts to that approach - translating to Deus Ex nicely. The engine has been modified from Glacier enough to be renamed Dawn, too – so hopefully that means there has been significant growth into new areas in Human Mankind. Certainly what I have played reveals the game too be much more action-focused than its distant Hitman cousin.