“As for Mankind Divided, cross your fingers that it sells over three million, that’s the minimum it needs to break even," remarked Sterling.Īttrition at the studio was high as well, he states. Nonetheless, Mankind Divided has a lofty sales goal of three million units. 360 crores) and a five and half year development cycle, there was no internal beta with the developer stating that the publisher was not interested in games. If this wasn't enough, despite having an obscene CAD 70 million budget (around Rs. Every time you shoot, every item you pick up, your dialogue choices, your system settings, even every time you jump, it’s all sent back to Square Enix servers for analysis," says Sterling.
#DEUS EX MANKIND DIVIDED BREACH PC#
"Mankind Divided is designed to track your every move if your console or PC is online. Almost everything you do is sent to the company's servers. In addition to this, Sterling's source sheds light on the game's almost Big Brother-like tracking mechanism. It's one of the reasons why the game is reviewing poorly with users on Steam. Neither reviewers (including Gadgets 360) nor consumers were not made aware of these elements before release. These went live the moment the game was available for sale, after reviews were published. Eidos Montreal did not plan for microtransactions and had to add them as per Square Enix's demands at the last moment. The decision to include in-game purchases such as Praxis kits and credits (to buy items in Mankind Divided) were made two weeks prior to submitting the game for approval. One of these include its microtransactions. Developed by Eidos Montreal and published by Final Fantasy hitmaker Square Enix, it is one of our favourite games of the year.Ĭiting a developer who worked on the game at Square Enix-owned Eidos Montreal, industry journalist and YouTuber Jim Sterling explained some of the games stranger design choices. It appears that the development of sci-fi shooter Deus Ex: Mankind Divided was rockier than it appeared to be.