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A lot of that was rectified in the Director's Cut where he actually loses track of you and you can sneak around and get around and manage to use some machines against him, and you don't really have to fight him - you make the environment fight him through your stealthiness.
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Patrick Fortier: If you played Human Revolution: The Director's Cut, imagine the first boss fight in the game: normally it's all out and firing and he's just going to find you no matter where you are in the room. Having said that, in a classic boss fight we will support combat, stealth, lethal, non-lethal, in ways we didn't necessarily manage in Human Revolution. So, there are verbal debates with certain NPCs, classic boss fights are another thing. People took all different kinds of parts and muddled them into one. Some of the communication about that has been muddled a little bit. Without further ado, here's Patrick Fortier and Oliver Proulx, producer, and what they said.Įurogamer: You've talked about being able to 'ghost' the game, including boss fights, which you can also 'stealth' and 'dialogue'. Fortier had a lot more to say about that as well. I also discovered developer Eidos Montreal will use outsourced help to build Mankind Divided, but, and this is a key but, the boss encounters themselves are being made in house. Gameplay director Patrick Fortier explained this key point to me in length at Gamescom last week, and his explanation can be read below. Boss encounters and 'debates' are two distinct types of gameplay. Boss encounters require some form of action. There are debates with key figures, such as the one shown in the 25-minute E3 gameplay video, but they're a separate thing. There's been some confusion: you cannot talk through all boss encounters in the new Deus Ex, Mankind Divided.