One thing I fucking hated about Mankind Divided - and in extention Human Revolution - is that there is always another solution just a few meters away.
If you can't hack the door, there is a wall right next to it you can break down, and if you can't break down the wall, a keycode will be hidden behind the lamp on the other side of the room, and if you don't spot the keycode, there is a vent you can crawl through, and if you're too fat for the vent, you can move a bunch of conveniently placed heavy boxes blocking a second entry point.
The game always - and I mean always - makes sure to spoon feed you a staggering amount of readily available alternative paths that you have to be borderline blind to overlook.
Presumably because the developers - like most modern devs - were scared you'd miss something.
This is the main reason the new DX'es can't ever be on the level of the old one, which gleefully told you to go fuck yourself if you forgot to bring the lockpicks or explosives required to get past that reinforced steel door with the cool stealth upgrade behind it.
An immersive sim is only every truly fun if there's content you're forced to forego because of your character build and/or playstyle, and New-DX just doesn't get this at all.
Another example of this is how New-DX positively showers you in upgrades, money and items. Go through Prague with a fine tooth comb and you'll have more stuff and XP points that you know what to do with in several playthroughs.
Also, the story in both MD and HR sucks. Augs this, augs that. Augs are a metaphor for everything. It makes no sense. Why is the old bum behind the gas station talking to me about augs? In OG DX, he'd be talking about getting drunk, avoiding the cops, being scared of the sickness or something else that felt believable for such a character. He wouldn't be a ham fisted mouthpiece for the developer's deepity-deep thoughts about this non-existing issue.
If you can't hack the door, there is a wall right next to it you can break down, and if you can't break down the wall, a keycode will be hidden behind the lamp on the other side of the room, and if you don't spot the keycode, there is a vent you can crawl through, and if you're too fat for the vent, you can move a bunch of conveniently placed heavy boxes blocking a second entry point.
The game always - and I mean always - makes sure to spoon feed you a staggering amount of readily available alternative paths that you have to be borderline blind to overlook.
Presumably because the developers - like most modern devs - were scared you'd miss something.
This is the main reason the new DX'es can't ever be on the level of the old one, which gleefully told you to go fuck yourself if you forgot to bring the lockpicks or explosives required to get past that reinforced steel door with the cool stealth upgrade behind it.
An immersive sim is only every truly fun if there's content you're forced to forego because of your character build and/or playstyle, and New-DX just doesn't get this at all.
Another example of this is how New-DX positively showers you in upgrades, money and items. Go through Prague with a fine tooth comb and you'll have more stuff and XP points that you know what to do with in several playthroughs.
Also, the story in both MD and HR sucks. Augs this, augs that. Augs are a metaphor for everything. It makes no sense. Why is the old bum behind the gas station talking to me about augs? In OG DX, he'd be talking about getting drunk, avoiding the cops, being scared of the sickness or something else that felt believable for such a character. He wouldn't be a ham fisted mouthpiece for the developer's deepity-deep thoughts about this non-existing issue.