Re: What games are you currently playing?
Hacking and Lockpicking in one? That's kinda dumb (though DX:HR sorta did that too by making every lock hackable, but at least that's more tolerable). Hell now that I think about it, why can't you just steal from people without having to kill or knock them out first? And WHY DOES A 10-FOOT DROP KILL YOU ON GMDX MODE?! Oh noes, I dropped out of a window, I guess that tiny drop was just too much for my augmented titanium-steel legs!
Like I said I only ever played DX1 (which technically should be 2 in terms of story order) for like, 5 minutes and that was YEARS ago. I do remember it looking cool though at the time.
One of the things that really cheesed me off was the DLC and pre-order bullshit that went along with this game. The only way to silence the sniper rifle is if you got either the pre-order bonus from EB I think (it's either EB or Amazon) or buy one of the DLC packs - same with the auto-hacking devices and other goodies. AUDs would have been a fucking Godsend in certain areas, like the Funicular or any other hackable device that would make life easier if only it weren't patrolled 24/7 >_>
You can hack while invisible (which is awesome) but A) That takes too much energy and B) You have to be super fast (i.e. spam NUKE viruses) or they'll see you.
I'm letting it slide this time because it's a prequel, but when a game has multiple endings and allows you to tackle scenarios in various ways, it'd be nice if the decisions I make (especially dialogue options) actually change the outcome of things. All 4 endings for HR were pretty weak, and just feature Adam narrating over real life footage. The game still plays out in the exact same way every time as well, only really changing what rooms you may have to use to get to the end.
I didn't feel like I was really affecting my destiny or surroundings at all. I don't mind being led along the rails for a JRPG or just a really great story in general, but western RPGs are typically known for being non-linear. ME and I think DX now are trying to find a happy medium, which I fully encourage because I hate how western RPGs focus too much on the sidequesting, making it the real attraction. But they missed the mark, if only slightly, with DX:HR.
*Possible Spoilers*
For example, one great option to shake things up would have been if part way through, you could just tell Sarif to go to hell (which you get the option to more or less near the end) and either fly solo, or join Taggart or Tong or whomever. Maybe even kill Taggart and take his place among the Illuminati?
*End Spoilers*
Hacking and Lockpicking in one? That's kinda dumb (though DX:HR sorta did that too by making every lock hackable, but at least that's more tolerable). Hell now that I think about it, why can't you just steal from people without having to kill or knock them out first? And WHY DOES A 10-FOOT DROP KILL YOU ON GMDX MODE?! Oh noes, I dropped out of a window, I guess that tiny drop was just too much for my augmented titanium-steel legs!
Like I said I only ever played DX1 (which technically should be 2 in terms of story order) for like, 5 minutes and that was YEARS ago. I do remember it looking cool though at the time.
One of the things that really cheesed me off was the DLC and pre-order bullshit that went along with this game. The only way to silence the sniper rifle is if you got either the pre-order bonus from EB I think (it's either EB or Amazon) or buy one of the DLC packs - same with the auto-hacking devices and other goodies. AUDs would have been a fucking Godsend in certain areas, like the Funicular or any other hackable device that would make life easier if only it weren't patrolled 24/7 >_>
You can hack while invisible (which is awesome) but A) That takes too much energy and B) You have to be super fast (i.e. spam NUKE viruses) or they'll see you.
I'm letting it slide this time because it's a prequel, but when a game has multiple endings and allows you to tackle scenarios in various ways, it'd be nice if the decisions I make (especially dialogue options) actually change the outcome of things. All 4 endings for HR were pretty weak, and just feature Adam narrating over real life footage. The game still plays out in the exact same way every time as well, only really changing what rooms you may have to use to get to the end.
I didn't feel like I was really affecting my destiny or surroundings at all. I don't mind being led along the rails for a JRPG or just a really great story in general, but western RPGs are typically known for being non-linear. ME and I think DX now are trying to find a happy medium, which I fully encourage because I hate how western RPGs focus too much on the sidequesting, making it the real attraction. But they missed the mark, if only slightly, with DX:HR.
*Possible Spoilers*
For example, one great option to shake things up would have been if part way through, you could just tell Sarif to go to hell (which you get the option to more or less near the end) and either fly solo, or join Taggart or Tong or whomever. Maybe even kill Taggart and take his place among the Illuminati?
*End Spoilers*
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