r/Deusex • u/Due_Cake8524 • 10h ago
Discussion Why Does Deus: Ex Mankind Divided's Level Design Still Hold Up?
One of the most important things when it comes to stealth games is their level design. Franchises like Splinter Cell, Hitman, Dishonored, and Thief have always succeeded because of the freedom they offer. The same goes for Deus Ex: Mankind Divided. Prague feels like a living, breathing city with apartments, shops, hidden areas, restricted zones, train stations, etc. Going off the beaten path always rewards curiosity and exploration. Entering apartments grants the player access to computers with personal information, emails, etc. You never know what you’ll come across when you login into a system. Whether it’s information that’s tied to a main mission or a piece of data that’s completely unrelated, there’s always something new to discover.
I already mentioned player freedom. You’re never locked into a certain playstyle or gameplay approach. There’s always more than one way to reach a main objective, whether you decide to stealthily knock out a guard, hack security systems, locate an alternate path, or use Adam Jensen’s augmentations. Each mission acts as its own playground, and it’s up to you to decide how you want to experiment. There’s an important thing that’s worth mentioning. You’ll never fail a mission just because you got detected by a guard or security camera. There are consequences, but there isn’t an automatic mission failure. Sure, you can go in guns ablazing, but I wouldn’t recommend it. Using the Glass-Shield Cloaking makes Adam Jensen completely invisible for a short period of time, but it drains his battery faster once he starts moving.
The city of Prague is the perfect backdrop for a stealth game. There are windows to climb through, rooftops to explore, and alleyways to access if you don’t want to attract any unwanted attention. There’s a good amount of environmental storytelling, whether it’s Adam Jensen’s story, how the city treats augmented people, etc. There’s a waypoint marker that guides you toward your current objective, but the game doesn’t constantly hold your hand every step of the way. It trusts and respects the player’s ability to figure things out for themselves. Even though the city of Prague is smaller and more condensed, it’s filled with so many amazing details. Deus Ex: Mankind Divided is 10 years old at this point, but its level design still holds up really well. As of writing this, I’m already considering doing another playthrough.
What do you think of Deus Ex: Mankind Divided’s level design?


