Must have bought this in a Steam sale awhile ago, finally got around to playing it...
...It's good! I'm really liking it so far but I can see how tedium can set in. Right now I'm getting new loot in most missions and I'm engaged in building up my team. Yet it's kinda like Dishonored in that all the fun toys are combat related but getting into firefights feels like playing the game wrong. Perhaps the devs just assumed players would always go in guns blazing? on the Morgue story mission the handler accused me of 'starting a gunfight in the morgue' even though I finished the mission full stealth. I have save-scummed some missions early on when I broke stealth but this was mostly due to not understanding the game's mechanics, now it's easy to full stealth a mission without reloads, even with a team of completely green level 2 recruits.
The final story mission in chapter 1 was mandatory combat, I really liked it but wished the game made it more clear. I went into it thinking I could somehow sneak away since so far every mission had allowed stealth. I think they should have had more distinction between open combat and sneaking missions. It's easy to play this and see so many ways it could be tweaked or improved, a lot of potential seems wasted.
Part of the problem is there's not much room for specialization. The idea seems to be you are this black ops leader who has to throw together this disparate team of misfits and try to complete these missions under various restrictions. In real life you can't craft perfect employees, you have to canvas for recruits, judge their strengths and weaknesses, make use of their specialties, and if possible train up their deficiencies, and this game simulates all of that pretty well. But for whatever reason it makes every recruit essentially a stealth master by default.
Lots of people saying the game should have more non-combat perks but it's hard to see how they could make the characters any more stealthy than they already are. All of the following abilities IMO should be either locked behind perks or severely nerfed without them:
-Walking up to/behind guards without alerting them
-Jumping down from ledges without harm/breaking through windows
-Picking locks (locked doors should be waaay more common) and shutting down security systems
-Wearing disguises (at minimum speaking the local language should be required)
-Concealing weapons while disguised
-Walking within 2-3 squares of normal guards while disguised
-Headshots with pistols
-Karate-chop takedowns, especially from the front
-Insta-body disposal
I wonder if the game was like this in an earlier build because I can't imagine the devs would overlook such concepts in a game that requires rare proficiency skills just to screw a silencer onto the end of a gun. I guess you could make someone with the Martial Artist perk, HP boost, awareness regeneration boost, and then use them exclusively for knockouts, but they aren't going to be all that more effective than anyone else. If the face-bonking ability were limited to a perk instead of being universal, such characters would be the lynchpin of any infiltration team, and almost too valuable to risk in combat. It would also make finding silencers and developing proficiencies a high priority throughout the game, since using stealth weapons would be the only way non-martial artists could contribute to stealthily neutralizing enemies.
In most spy fiction you don't see omni-competent agents unless they are solo operators like James Bond, Jason Bourne, etc. If you have a team of multiple field agents then everyone is a specialist; you have the stealth guy, the tech guy, the talky-talky person, the marksman, etc. In this game the skillsets are so broad it's hard to see the need for specialization. I can see creating close-combat specialists or snipers but the effort and luck required (because perks are randomized) to make that happen doesn't seem worth it. I think the game would have been better if it were class based. You could have soldiers, infiltrators, social experts, and support staff with the 'guy in the van' abilities (it's really odd to me that literally anyone can run the support tools with zero impact on effectiveness). Only the social people could use disguises, only the soldiers could use heavy weaponry, only the infiltrators could jump and sneak around and shut down security. You could also give them specific perk lists and special abilities to specialize them within their role, instead of the grab-bag of generic power ups that make up most of the game's perks.
I haven't even talked about the clue board, which I find super entertaining even though it is busywork. It's fun for LARPing, but it's another system that probably should have been re-thought. Right now it's not clear where upgrades even come from, solving an intel board seems to give very random rewards--sometimes people, sometimes items, sometimes a mission. Needs to be more consistent. I'm not even sure if the analysis job solves the board, gives more intel pieces, or both. When the game's systems are so unclear it's hard to make decisions. They should have done it so that the analysis job decodes the intel, which then either provide a tech upgrade, new recruit, story item, etc, or a piece of the clue board. The clue boards should have been limited to 1 per chapter, and solving them should be the only source of story missions. So the player generates leads from random missions, acquires intel, decodes and connects the dots, revealing persons of interest that lead to story missions. Instead it's just kind of this random thing that sometimes maybe drives the story. And sometimes the radio handler just hands you the missions. Okay then.
Woulda, coulda, shoulda. I'm still having fun.