Takedowns don't prevent ghosting. You have to be seen for Ghost XP to fail. Actually, I don't really feel like trading takedowns for DX1 melee would improve things that much. Melee mechanics sucked in DX1 as well and had wonky collision detection. DX:HR just bypasses the whole thing by making takedowns your prime aug power, essentially, in a twisted manner kind of replacing all the gear you carried in DX1 in terms of resource management. The key improvement in stealth that sets DX:HR firmly above DX1 is the fact that the AI is wayyyyy better. The other important parts are that DX:HR rewards you for good stealth (I have never ever felt the need to ghost in DX1, it's annoying and offers nothing to the whole), and expands steath to involve something other than alternate routes 90% of the time.
One thing I welcomed as well was that tranquilizer didn't cause GREAT PAIN to its targets and could be used for setting up traps from afar.
Anyway, I think I also have to point out that due to most aug choices in DX1 being rather obvious (probably the only one that someone might mistakenly not take is muscle boosters), you always had everything essential for doing everything, same with spending XP. The only things you might miss were almost always just curios or redundant, like the shit you skip until the end in DX:HR. Similarly, it didn't take that much effort to open every lock in the game and still never fall below 5 relevant items after you reach the amount, except maybe with Multi-tools on some occasions.
In fact, the most peculiar difference between the two is that in DX:HR hacking is godtier. In DX1 you don't really need to level it at all if you can speedread/remember where you left off.
It's still not total shit though, like fucking Swimming.
Carrion said:
I really preferred the "baton in the ass" approach
Nigga you gay (you wanted to be quoted out of context)
PS: Actually, here's my take on why DX1 had better level design in general: It's because most of the time the level was probably first designed for a "normal FPS" with Augs then gleefully being let to bend the map over the table and sodomize its standard approach. It's the whole "you should do this" "nuh uh nigga, I'ma break the whole shit" feeling you get since the game doesn't ever try to limit you. In DX:HR, most of the time the levels are designed specifically with Augs in mind, which makes them merely open approach instead of "I have violated this level and made it my bitch."