Deus Ex: Human Revolution was a visually striking game, but its visual direction has evolved for the upcoming Deus Ex: Mankind Divided. Take a look as executive art director Jonathan Jacques-Belletête shows us art and levels from the new game. Subscribe for more!
The world of Deus Ex has changed for the sequel. Gone is the golden age of augmentations, what the developers refer to as the ‘cyber renaissance’, and in its place we have a more brutal, totalitarian world of corporate feudalism, in which augmented people are hated and feared.
This is reflected in the colour palette. The black and gold of the previous game has given way to cooler blues and muted greys that represent the ‘mechanical apartheid’ that augmented people find themselves living in.
Also key to the new visual style of Mankind Divided is the concept of ‘planned uncanniness’. Where Adam Jensen’s augmentations in Human Revolution did their best to mimic his erstwhile human limbs, a lot of the augmentations we see in Mankind Divided barely resemble the human anatomy at all.
This, says Belletête, is where he sees the future of prosthetic limbs going. After all, if you are going to have artificial limbs, why reproduce the limitations of the human body? Why not create something more useful, more beautiful, or in Adam’s case, more deadly?
FOOTNOTES
Further reading/viewing from this video:
Prototype - Viktoria Modesta/Channel 4:
EXO prosthetic limb concept by William Root:
The ALLELES Design Studio:
ACRONYM Clothing:
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