This creates both problems and opportunities for Mankind Divided, since it’s built using technology that, if not a direct descendent of HR’s, then at least is driven by much the same philosophy. This approach provides many, many opportunities to iteratively improve on the worst mechanics from Human Revolution. To its credit Mankind Divided takes advantage of nearly all of them; there’s a huge number of snarls that have been either eliminated completely or streamlined away into something much better. A lot of this consists of basic things that had a disproportionate impact on how Human Revolution played, such as nu-Deus Ex protagonist Adam Jensen (a man with a beard so pointy that were this game set in another age he’d be a shoe-in for Grand Vizier) getting from point A to point B by sprinting and jumping. In HR he could sprint for a whole 2.5 seconds (upgradable to a generous 7.5 seconds if you invested valuable upgrade points) and reached about knee-height with his jumps, making you feel less like a mechanically-augmented post-human superman than an asthmatic OAP crossing the road. By contrast in Mankind Divided he can sprint indefinitely with no upgrades required, and while his regular jumping height isn’t much improved he can at least mount ledges and fall more than half a storey without shattering every bone in his body.