Obligatory post.
It's a worthy Desperados game. There are some improvements over the first game, besides the UI, like limited ammo so you can't shoot everything at chokepoints. Ponchos and Long Coats often forced me to use teamwork with 3 or more characters. Those were good moments. There is enough mission variety with night missions, mud or sand that creates footprints, safe areas with civilians, Kate's disguises, or that mission with the passing trains. And it has a proper "boss fight". I'm even motivated to play the game again without saves, or try the Baron Challenges. Not interested in most of the badges, though. The majority of them boils down to "don't use all the cool shit that makes the game more fun."
However, towards the end, my mini-complaints began to stockpile. And then I played the DLC. My god! What a mistake... It's the same problem as with Shadow Tactics. The levels are too long. The last few missions of the main campaign were already exhausting. The DLC is even worse with even longer levels that don't offer new twists or challenges. The nostalgia throwback with Eagle's Nest is the only thing it has got going for it. And that didn't hit with me anyway because, by the time I got there, I was actually tired of this game. And what's with the tone of the story here? It went from serious revenge plot with comedic elements to ... what? Trololo and horrible dialogue.
Also, the standard mission formula of fighting your way from one corner of the map towards the other corner, through a mostly linear level, with one branch somewhere to choose either The Right Path or The Left Path ... gets boring after a while. I don't remember how prevalent those were in the first game (last time I played it must have been like 10 years ago), but there were definitely levels with a more open structure, like the one where you have to escape from El Paso while the Sherrif's men are hunting you. You start with Cooper somewhere in the center of the map and have to find your other 3 team members, each in a different corner, then find horses and escape. I was hoping to see more levels like that. And where was the level in which you're not allowed to kill anyone or be seen/heard by anyone (like during the final showdown, except an entire mission)? Or how about a level where you're not supposed to kill everything in you path and only assassinate a few select targets without raising alarm? New Orleans started out a bit like that, until it also turned into a linear level again. There is some missed potential here.
About the
: I was afraid that Isabelle would ruin the grounded-in-reality Wild West setting and also the gameplay with her op abilities. Luckily, I was mostly wrong. All that swamp witch business is tucked away in the background and doesn't really matter. It's like Mimimi wanted those abilities for gameplay purposes and then invented a character to make them fit as best as they could.
Her mind control ability is still too strong, though. I get 3 uses per mission on Desperado difficulty. That's at least 6 guards I can kill for free (by linking them), in plain sight, without raising alarm. It's fun to play around with. But it also feels cheap and I tried not to use it too much. I also don't understand why it costs HP. What's the point? Isabelle has infinite healing items anyway. It would have been better if HP was the only resource required for mind control and she wasn't able to heal herself. That would give you 1 joker per mission plus how many bandages McCoy has. And it would force more teamwork. And players who play pure stealth would get some use out of McCoy's bandages. Linking darts should also have been limited.
And then, there are the women... Why you do this to me? I don't want to murder cute cowgirls. I want to murder filthy, drunk, fat, dumb bastard criminals!
Hm. This post turned out more negative than I intended. I like the game. And I would have been much more positive had I posted something earlier after I'd finished the second chapter.
Time to play Wanted Dead or Alive again and refresh my memory.