bddevil
Educated
- Joined
- Apr 4, 2016
- Messages
- 71
Strangely enough, I'm also one of the people who dusted this off during the lockdown. I remember I really didn't like the tutorial mission so I just shelved it for years.
I agree that it's HR 1.5, I think my main gripe besides the length is ease of access to augs and how everything becomes super easy once you get them. And you can get most things for stealth playthrough in the very first prague timeslice. And that's me without using enemy cone hud, xray vision or invinsibility cheat (really, if you play stealth and use invisibility, youre cheating yourself out of stealth experience).
In HR there were difficult missions where it was tough to get ghost (the escape from the pod thing, library (?) place). It also felt great when you saved praxis to get heavy lifting for example, well by the middle of the game.
MD, if you are explorer + use stealth (whats any other reason to play DE tho ?), all the ways to get to whatever you want are accessible. I'm not sure I dig that. I don't necessarily want to come back to every little thing that was waved under my nose, but the fact that all terminals can be broken with multitool no matter the guards and hacking difficulty, for example, is just dumb. There is a balance between going all metroidvania and full access to almost everything from the get-go.
And while Prague seems like a great hub with nooks and crannies, it's always disheartening when you start sidequests and you realize you've been here before but the trigger wasnt here so you werent able to start that quest. That's always a bad feeling in games like this. Stumbling on a sidequest while exploring is always more exciting and interesting than having to trigger it elsewhere when you already visited a place. And now you see hotspots that magically weren't there before. Or new emails on again-locked computers I've hacked before. Meh.
To top it off, I think what once was good level design, now needs a bit more variation. With games like dishonored, where some levels are works of art in terms of game design perspective, I would like a bit more variation than vent/structural weakness/entry from the roof by jump. Have routes that require multiple different augs to progress. You finding a vent shouldnt automatically mean instant access/success.
Maybe its the nostalgia and bad memory talking, but I think HR was a bit more strict in this sense. I also remember gang territory being tough to sneak into in the first half of the first hub, whereas in Prague you can literally infiltrate everything everywhere on hardest setting with like 10 praxis kits you get in the beginning.
PS: performance and bugs are shit even now.
I agree that it's HR 1.5, I think my main gripe besides the length is ease of access to augs and how everything becomes super easy once you get them. And you can get most things for stealth playthrough in the very first prague timeslice. And that's me without using enemy cone hud, xray vision or invinsibility cheat (really, if you play stealth and use invisibility, youre cheating yourself out of stealth experience).
In HR there were difficult missions where it was tough to get ghost (the escape from the pod thing, library (?) place). It also felt great when you saved praxis to get heavy lifting for example, well by the middle of the game.
MD, if you are explorer + use stealth (whats any other reason to play DE tho ?), all the ways to get to whatever you want are accessible. I'm not sure I dig that. I don't necessarily want to come back to every little thing that was waved under my nose, but the fact that all terminals can be broken with multitool no matter the guards and hacking difficulty, for example, is just dumb. There is a balance between going all metroidvania and full access to almost everything from the get-go.
And while Prague seems like a great hub with nooks and crannies, it's always disheartening when you start sidequests and you realize you've been here before but the trigger wasnt here so you werent able to start that quest. That's always a bad feeling in games like this. Stumbling on a sidequest while exploring is always more exciting and interesting than having to trigger it elsewhere when you already visited a place. And now you see hotspots that magically weren't there before. Or new emails on again-locked computers I've hacked before. Meh.
To top it off, I think what once was good level design, now needs a bit more variation. With games like dishonored, where some levels are works of art in terms of game design perspective, I would like a bit more variation than vent/structural weakness/entry from the roof by jump. Have routes that require multiple different augs to progress. You finding a vent shouldnt automatically mean instant access/success.
Maybe its the nostalgia and bad memory talking, but I think HR was a bit more strict in this sense. I also remember gang territory being tough to sneak into in the first half of the first hub, whereas in Prague you can literally infiltrate everything everywhere on hardest setting with like 10 praxis kits you get in the beginning.
PS: performance and bugs are shit even now.
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