Sunday, 27 November 2011

The Path: Game Design Review

The Path is a horror which I recently mentioned in my recent games are art guest post which I found I hadn't yet reviewed!

So here's my impression of The Path. I'm a bit divided over whether to recommend the game. let me explain why.

Design wise the first problem with the game is that it doesn't tell you how to accomplish the 'goal'. Now I had read about the game before hand in the reviews and knew that I had to leave the Path to truly experience the game. The first time I chose a character, I spent about 40 minutes trying to figure out what to do. I knew I had to wander off the path but I didn't realise what to do to trigger the 'bad' endings.

Finally I figured out that to do this you have to go to a location and NOT move for several seconds to interact with your character's personal 'wolf'. Of course, this required lots of unlearning as most games will have an 'action' button to allow you to interact with objects in the environment but the game never explicitly tells you to NOT move. I wasted nearly an hour on this. Once I figured that out, progress was fairly quick.

Every girls losing' story goes like this:
1) You wander off the path
2) You can visit or discover various significant important places (this is optional)
3) You have to meet your personal wolf
4) You awaken just in front of grandma's house tired and go through grandma's house, what you see depends on how many optional places you discovered.
5) The girl meets defeat.

The entire game is metaphorical and atmospheric and well crafted in that respect. However, aside from the annoying 'not moving' learning issue which I think really needs to be explained better, the game part of this game is a bit too easy and not very exciting at all. It feels more like a collection of short horror mini-episodes combined with a bit of item hunting then a proper game. Rather than exploring possibilities, there is really only one 'Path' in the game.

From a gaming critic's point of view the atmosphere is top notch,the sound and graphics convey exactly the way it should be on the other hand I feel that the artistic nature almost feels like a step back in many ways. No real dialogue, implied characterisation, spooky effects and a distinct lack of interaction.

As a gamer, rather than revelling the interactive nature of the game medium it seems to try and live up to the expectations of the 'art world' rather than trying to aspire and utilise the best tools of the medium (interactivity). I think games like Gabriel Knight, American Mcgee's Alice, Grim Fandango, Indigo Prophecy, the Thief series and the Resident Evil service do the genre a better service in this respect.

For me The Path although good in some respects feels like a warning sign to game developers: "Don't try to live up to art for the sake of art". Otherwise, what you get is a game with good animation, good atmosphere but limited shallow gameplay. Weighing your other available games, the normal price of The Path of $10 seems quite expensive for a game you could finish in less than 3 hours compared to other horror games like Amensia: The Dark Descent.

I have also played the other two games by the creators; The Graveyard and Fatale and they pretty much suffer from the same problem as this game. I'll probably go into detail into them in follow up post.

Saturday, 5 November 2011

Doc Clock: The Toasted Sandwich of Time: Game Design Review

I bought this game because of the rave reviews (some reviewers giving them as high as 80%). On paper the game sounds great but my reality when playing this game was very different. For me the emphasis on the 'physics' of the game ends up just very very very clumsy. I got up to the ice cave level which is half way through the game and I said 'stop, I'm not having fun at all'. Three months later, I tried to play this again and still wasn't having fun and so I reluctantly deleted it.

Let me expand the problem:
The goal of the game is to get your time travelling chair to the end of the level.
You can't stick the chair in your backpack so you you have to create a 'car'. You do this by combining two wheels and the time travelling chair. So far so good. But then you realise the car physics is 'realistic' and the power of the wheels + chair isn't very good at all. This makes climbing even moderate slopes a real challenge.

You can also freely attach and angle any of your items to any other part of another item, so if you think sticking the tyres on the nose of the chair or the back of the chair will improve the way its driven, you can do so. In practice, if position the tyres wrongly you'll find yourself driving on one wheel which creates an extreme imbalance and will cause the entire car to flip eventually or if you just miss attaching the tyre to just a right place you'll end up accidentally attaching the tire to the top of the chair which makes it usless.

Later on you'll have an umbrella, propellars and spring. The propellars allow you to fly, the spring allows you to jump and the umbrella to glide. But once again, you can attach and angle these items pretty much anywhere which in my opinion exacerbates the above problem as you fiddle around with your car. For example you should attach the spring to the bottom of the car or tyre but attach it to the wrong place on the car and you'll sit the spring between the tyre and the ground meaning your car won't drive anywhere as the tyre is no longer in contact with the ground.

Overall almost 80% of my game time was done trying to figure how to flip and then reorganise my car to get through simple slopes and jumps. Not in the fun way but more in the sense of "dammit my car fell apart again and now I have reorganise it".

You have to be careful when repositioning one part, particularly the wheels because meddle too much and the whole damn thing falls apart because the effects of gravity aren't paused when you're building your car!

Very frustrating.

In a normal game, a character that can jump would have easily cleared these areas in under a minute. But because of this emphasis on car building I have to clumsily fumble my way around trying to build something that will clear the platforms trying to fight the inertia of the various parts as they try to fall apart before I make simple modifications.

I can't stress enough how completely unfun the game is despite what other reviews say.

Here's what I think the game makers need to do to fix this game:
a) Increase the 'power' of the wheels. The inability to drive up gentle slopes is terrible!
b) Drop the 'free-form building' and make it a snap-together-to-build game. The body and wheels of the car should be automatically positioned for you. You'll never going to find a use for putting the body underneath the car wheels so why not have it automatically positioned there. Furthermore, reduce the points where you can attach the propellers and umbrella and springs. This will reduce the construction frustration I felt as I continually watched my car fall to pieces every single time because of this adherence to 'realistic' physics where the tyres and chair threatened to collapse all the time!
c) Build the levels around the snap-to-build method as above to ensure gameplay is challenging but completable rather than the 'hit-and-miss' it is currently.
d) Allow the main character to jump.
e) Change the core goal of the mission to something else. The core goal in every mission is to deliver the time machine chair to the end of the level. Due to the above mentioned problems, I just wasn't having fun. I wonder if there could be different missions like 'fix the machine', 'defeat all the robots' or 'defend the house' instead.
f) Make better use of the rewind time mechanic - The time mechanic is pretty much just a straight forward gameplay mechanism which replaces saving and loading during a level. In essence you rewind to any point in the recent past and continue from there. It works but I wonder if there is a better way to use this similar to "Braid".
g) Allow us to build more items - Why not allow us to create some different machines rather than just a car? Maybe a catapult? Maybe a microwave ray gun? Maybe some sort of robotic decoy on wheels?

I try very hard to reveal the positive aspects of each game and provide reasons why they were good examples of game design but despite the funny characters and good cartoonish graphics this simply doesn't have any good game design points. I feel really let down because this could have been "The incredible machine" on wheels with some interesting time travel but instead turns out to be a train wreck of micro-problems.

I really hate to rag on about this especially for a New Zealand game company (since I'm a NZ citizen) but seriously don't buy this game unless you've tried the demo and are absolutely sure you're happy with the short comings.

I do welcome the designers to contact me since they are in NZ. Preferably via Linkedin or Twitter.

Saturday, 15 October 2011

Freedom Force Vs The Third Reich: Game Design Review

Released about 3 years after the original Freedom Force, Freedom Force vs The Third Reich is a direct sequel to Freedom force.

Freedom Force 3rd Reich is basically Freedom Force except with a new storyline. Which I think is a real shame. I loved the original Freedom Force and I definitely love this one. But rather expanding on the gameplay, the creators have only created new missions and a couple of new characters. The entire game feels too much like an extended storyline and a couple of new characters thrown in rather than any substantial improvements or mechanics.

From a gameplay mechanics and usability perspective, the Freedom Force series nails everything about a superhero game should nail:
  • You have a team of 4 super heroes with various powers and abilities with all sorts of super hero abilities.
  • All stats and bonuses and attacks are labelled very clearly breaking down you exactly all the information you need about each attack for example, that the attack is ranged attack, takes 2 seconds to complete and does energy damage in addition to normal damage for example and will deal 7 damage to the opponent.
  • When you hold down right over an enemy or terrain you are given a list of possible actions your currently selected Hero can perform
  • A very fun physics engine - You can pick up lamp posts and cars and debris and hurl them at enemies and damage buildings. Some attacks even allow you to hurl enemies upwards or away with great force which is great for deal additional damage when they land.
  • Levelling up is similarly quite easy and straightforward, you level up the previous skill up to level 3, and then you can purchase. Although the upgrade path is linear and you can't alter the superheroes, you can create your character using existing characters models or your own character modesl with all the powers available to you to give to the characeter. This custom character can be quite expensive or cheap depending on many powers or weaknesses you give him or her.
  • There are battle rooms and challenges.
Unfortunately, what I am critical off is the lack of anything truly new or innovate. I thought a sequel would at least mix things up a bit and give some additional ideas in the game. But no, it's a linear campaign from start to finish.

What features could they have included in Freedom Force and the 3rd Reich?
  • A world map maybe with optional quests or storyline to unlock and optional missions depending on your choices in the campaign.
  • Increasing squad size from 4 to 6 maybe?
  • Group move where everyone moves togehter as a group and the same speed hasn't been implemented. Faster characters will travel towards enemies and get that before slower characters.
  • Synergy and bonuses - For example Man O' War and Sea Urchin are a team, so why not have some sort of synergy bonus when you use them in the same mission?
  • Simultaneous attacks - Combo attacks like the ones seen in Chrono Trigger where both characters combine their powers would be cool.
  • More time puzzles or missions? One of my most favourite missions in the game was a time puzzle where your actions in the present would affect the past. Considering the screwing up of time/space/reality was a big part of this game, they could have made even more missions like this. Maybe even have it so that you can play both teams at the same time! For example Chrono Trigger on the Super Nintendo gave you several time periods to travel in freely and your actions in the past could actually change the future!
  • More character options to customise the appearance of your custom characters? You can use existing models but some sort of better customisation utility would have been nice.
  • New Game+ Start the game again except with the stats of your Heroes already at the same level as they were in your old game.
  • Needs more new enemies - There aren't that many new ones.
  • More vehicles - You do get to control the tank for a while. Would be nice to control some sort of Freedom mobile or something or be able to hijack more stuff.
It's more of the same which is a good thing. It hits all the right notes and is still one of the best superhero themed squad based games especially with the custom character option but I am disappointed that a game which came 3 years after originally hasn't matured at all.

It's now available in a collection with the original Freedom Force so do buy it in a collection and play them back to back. If you love squad-based tactical games and superheroes, buy the Freedom Force Collection which contains both games. Now available on various platforms. It won't disappoint.

Tuesday, 11 October 2011

Why Games are Art

My good friend Shaun (a physicist) started a new blog (mostly about science) and invited me to do a guest blog on why games are art. Check out my post on why Games are Art.

Blood Omen: Legacy of Kain Vs Legacy of Kain Defiance

After a long while, I've finally been able to get Blood Omen PC version working on my computer and have just finished Blood Omen: Legacy of Kain (the first game) after playing through Soul Reaver, Soul Reaver 2 and Legacy of Kain: Defiance (the fifth and last game). The only game I haven't played is Blood Omen 2 which seems quite hard to obtain on the PC. I thought I would just run through my thoughts on the design of the games.

Blood Omen: Legacy of Kain
My overall impression of Blood Omen has been a positive one despite its age. It's a Zelda-like open world action game in many respects and it deserves its status as one of the best action RPGs. It has a dark unique atomosphere, good storyline, great voice acting and memorable characters. It's level design is quite logical in most cases and some of the puzzles are quite clever as well. Many dungeons have a clear picture at their entrance indicating what power you'll get and most of the dungeon save the last ones are of good playable length (no more 15 minutes between save points). It strikes a good balance between exploration and reward of your next power or ability. There are also a number of secrets and specials you can unlock during the course of the game. I love all the various spells, items and gory ways you can kill opponents and the ability to morph into gaseous form and werewolf form.

There are a couple of issues with the game which I think could have been done better
1) Faster attacks - For some strange reason, enemies just slightly attack faster than you and I have to do that whole run away, wait for enemy to attack, return and attack. This is very frustrating in my opinion as I always feel that you should be moving forward to attack not retreating with your back turned to the enemey. There were some occasions where I ended up being cornered and got killed because I couldn't strike fast enough. He's suppose to be a superhuman vampire yet can't quite swing faster than some of the enemies.
2) Slightly faster movement - I think this might be something to do with the fact that the game requires slowdown utility but Kain walks a bit too slowly and could have used a bit of speedup.
3) Bat shrines which act as teleportation points are often off the main travelling 'track' and its easy to miss them sometimes.
4) Some of the required abilities require you to search - I don't mind searching for optional abilities but the caves or dungeons with the required abilities should be forced to obtain them. There were one or two instances in the game where I was stuck not realising I had missed crucial powers until I read a walkthrough and realised there was a dungeon I had to backtrack to.
5) Some enemies are too powerful - Some of the enemies had way too much health and it was just easier to avoid them altogether diminishing the point of an action combat game.
6) Faster mana regeneration - Mana regeneration too slow in the game and needs to be faster.
7) Moon caves are silly idea - There are secret caves in the game which open only when the moon is full (ie. every 30 days of in game time). I finished the game in about 35 days so this is very bad design choice as it basically means you have to wait around for secrets to happen.
8) Power effects are the same - Some of the powers are the same as earlier except they do more damage or have a longer duration and cost more mana. It would probably have been better if they had simply completely replaced the old power with the new power instead and kept the mana usage the same. It would reduce the difficulty level but as mentioned the game is hard as it is already.

Legacy of Kain: Soul Reaver
Played this several years back so my memory isn't too great on this but I do remember that it was really fun because it had a variety of environments and really awesome boss characters with top notch coice acting. The storyline is very dark and is about how you are seeking revenge against your brothers and Kain I also liked the fact it was impossible to die and you merely return back to the spectral realm and when you get killed there you simply return back to the lake of the dead where you first started.

The game also does something very smart with gliding, when you reach a platform, Raziel will automatically drop on to the platform rather than continuing to glide. This is so much better than other games where you might accidentally overglide or overjump a platform.

Things that could have been improved
1) Ducking/crouching is useless in the game
2) Repetitive nature of some the puzzles
3) Story doesn't actually end
4) A bit too open ended in some respects and hard to find some of the powerups
5) Teleportation runes can get confusing
6) Some puzzles required spectral shifting which warps the environment but it wasn't always clear as to when exactly this should happen
7) Combat is okay but could be better, hard to attack multiple enemies and its easier sometimes just to run.
8) Hard to throw enemies into spike
9) Due to the apocalyptic themes, its a bit too grey and brown sometimes. Could have used a bit of cheerful colour now and again.

Soul Reaver 2
I played this about 7 months ago. Continuing the storyline of Soul Reaver, this game had improved graphics and had you playing in a time when Nosgoth was still green and fresh. Areas are much larger and puzzles more varied.

As before, there are several things which bring the game down:
Fighting is better but enemies can still sometimes overwhelm you.
Lack of cool bosses - Soul Reaver had very cool bosses and there are none in this game.
Spells and glyphs have disappeared replaced with Reaver abilities
Storyline is harder to follow as it involves time travel through different time periods.

Overall a worthy entry as Raziel continues to fight destiny and uncover more secrets. The game's improved in many areas and the story has become more complex. The main issue is probably the lack of cool bosses and the combat system could still use more work. It was getting there however.

Legacy of Kain: Defiance
After playing through Soul Reaver one and Soul Reaver. It seems as if they took the good points of what made Blood Omen and Soul Reaver 1 & 2 great and made them mediocre. The only great thing left is the voice acting which is top notch once again. The combat system has been updated and much more responsive but feels they should have done more.

Here are the things which I've found problematic
1) Combat requires more attacks. The basics are all good and there are some special attacks but it needs more variety. It might be unfair to compare to Devil May Cry but I think combat is a bit half heartened, Kain and Raziel behave almost exactly the same in combat. There are subtle differences but not enough.
2) Missing cool special abilities - Once again spell casting abilites for both Kain and Raziel have been removed and replaced with reaver powers again but these can only be activated when the reavers are charged through battle. I don't seem why they couldn't have had a separate mana bar which allows you could unleash other powers. Also the spell casting abilites looks boring. Usually just involving Kain or Raziel swinging the reaver around their heads with colour waves or attacking the ground. Telekinesis is fun but again could have been so much more particularly as Raziel's full telekinesis powers don't quite kick in until later on.
3) No cool boss fights - There are a few but many of the boss fights are very repetitive and there are maybe two or three 'different' boss fights.
4) Repetitive level design and enemies - The game makes you go through the same shrines as both Kain and Raziel which are exactly the same layout. Blood Omen and Soul Reaver had cool boss fights while Soul Reaver 2 had large unique environments. So why couldn't Defiance have both? You fight the exact same bosses everytime you visit a shrine as Raziel.Frankly that's just lazy design.

Overall, the quality of the game seems to have stagnated in Legacy of Kain: Defiance merely wanting to be average. All the required cutscenes and revelations are there including the showdown between Kain and Raziel but feels like an incomplete a game. If anything I think Blood Omen was better than Legacy of Kain: Defiance. Kain could transform into a werewolf cast various spells, eviscerate people and even control their bodies!

If you're a fan of the series then you should get this because its still okay. But if you're not already a fan, nothing in here will convince you its a good game.

Sunday, 11 September 2011

Valkyrie Profile Game Design Review

Created by Tri-Ace, Valkyrie was released to much fanfare on the Playstation. It's a unique take on RPG's from a gameplay perspective and one which combines action and RPG fairly well. However I feel that Valkyrie Profile is a flawed classic because of the many bold but awkward gameplay design decisions that in my opinion tend to confuse the player and force the player to make uninformed choices rather than fun mysterious choices.

Keeping this in mind, let's go over the flaws:
Dungeons lack helpful descriptions - Dungeons get unlocked as you progress through the story but you can also revisit them to train. Unfortunately, sometimes its hard to keep track of which dungeons contain what sort of monsters and how you'll need to equip your troops.

Flawed time system - Each time you visit a location such as a town or dungeon it takes up time. When enough time passes you will move to the next chapter. As an RPG this places a real constraint on leveling up your characters appropriately.

Boring towns - Towns are generally places to get story or information about the world or quests or items. In Valkyrie Profile, because you craft items in the game menu the only reason you would visit a town or city is to obtain a character's special weapon and talk to people to learn more about the backstory.

Unfortunately the backstory isn't really fleshed out and you can't for example get side quests from townsfolk so there really isn't a reason to return back to them. Furthermore, visiting towns require precious time periods which could be better spent training giving you even less incentive to return.

Breakable weapons - Weapons that break permenantly are just annoying and they're very expensive as well. Worse, they aren't like items with limited use. Instead there is a 'chance' of them breaking. In the end you really only use them against bosses which I suspect was the intent all along or I would simply reload from my last save. It doesn't add anything to the game and I discourages players from experimenting and finding the best combinations.

Storylines could be interactive, link better and world could be more dynamic - Unfortunately, it seems the world of Midgard doesn't change enough if at all during the course of your travels nor does it seem to be affected in any way shape or form by any of your actions. I was hoping that your actions and level of success would somehow affect the wars between humans and new locations would open up open up. As I found out however, Valkyrie has very little effect on the human world. This is a really missed chance! Why shouldn't you be able to transform towns into cities or do something which actually affects the 'history' of the world or at least open up new side quests? There is from reading a game guide one or two secret side quests but that's about it.

Also once they join your party characters don't really interact too much with the each other or the real world either. Again another missed chance. It would cool to at the very least have a location or town or where you could visit and you could chat with them to gain clues or something. Instead, the only time you find out more about the character is after you send them to Asgard and you read about their exploits and replay conversations of them interacting with the gods and goddesses there as they level up!

Formation System could be better - Combat is blend of turns and action. During your turn, you push the relevant character's action button causing the character to attack. This works really well and is quite engaging. Unfortunately the actual formation system feels a bit limited because of this. The action buttons are mapped to the triangle, square, circle and cross buttons of the Playstation controller. As a result,that's the only formation you can make. This also makes it difficult to have 2 ranged attackers in your group because one of them will always be exposed to attacks and archers and mages take huge amounts of damage. This makes things somewhat unbalanced as a result.

Flawed combat magic system - Unfortunately its way too easy to spam group magic attacks if you have 2 or mages in the group. Usually this is enough to kill an entire enemy group unless they are resistant to magic. For me this created a imbalance in the difficulty where I would breeze through spamming group magic attacks until I hit the magic resistant enemies and find my warriors too week to do anything requiring me to retrain them and not spam magic attacks.

Poor experience system and flawed 'character sacrifice' system - Unfortunately the experience system is your typical 'kill monsters' level up system. You also get experience for performing certain actions or completing certain side quests. You can also purchase special abilities such as the ability to dodge or perform special attacks in combat. All okay so far. However the game has lots of characters and they only level up while in battle with you. When they join is also somewhat randomised so they might actually join in a later chapter where they arrive naturally underpowered. Yes, there are bonus experience points that can be stored and distributed to all party members but unfortunately it still isn't enough. The game therefore does not really provide incentive to experiment or use new characters since they will woefully underpowered when you use them.

One of the unique points of the game is that you need to send characters to Asgard to aid the war in Asgard. Sending experienced characters with the right statistics and abilities to Asgard will result in Freya, one of the other goddesses, praising your performance and granting you items and more points to create items.

As mentioned at the top of the article, the the time limit for each chapter also makes it difficult to train characters since there is only a limited number time periods. The only incentive to train new characters in fact is because you have to send characters to Asgard to help your forces in Asgard in order to get a better evaluation and more points to purchase/craft equipment with. Again, this is where the time system and the character sacrifice system sort of falls down. Because they made the game difficult, give you underpowered units and limited time periods, the game ends of punishing you for if you train up a set of characters too narrowly and neglect to train the other characters but also if you train too broadly. Its just difficult to know when you first play through the game whether you're doing things 'right' or 'wrong'.

Flawed reward system - Whenever you come across a special artifact, you are given a huge warning sign to surrender to Odin (thereby losing the item) or face a drop in evaluation. This is a way of controlling the difficulty in the game. As a gamer there are two problems with this. First the huge warning sign encourages players to think that the trade off between evaluation and item is quite significant and secondly you don't really know what the artifact does until you actually acquire it. Realistically, you should keep the item and then sacrifice it later in the menu if you don't really it need.

No New Game+ - Once you finish the game, that's it. You can't carry over your items and stats or whatever to make your new game easier. Again, hindering the player when they wish to enjoy the game again. Not many people would be happy to relevel up again. Furthermore, the higher the difficulty, the more dungeons you have to explore (note dungeons are NOT randomly generated). This would have been really helpful in encourging players in tackling the higher difficulties.

Bad ending - For a lot of RPGs the end of the Journey should be a powerful evocative one. Valkyrie just doesn't do that. Normal Ending is very strange and doesn't hint at the true story or even how to attain the true story. You practically have to read a walkthrough to realise there are 3 multiple endings.

Conclusion
Overall a game which has hints of greatness, replayability and interesting ideas bogged down by indecisiveness and quirks that discourage experimentation. I can only recommend it because it is so unique and treads new gameplay grounds with a wonderful art style, just don't expect a consistent polished experience.

Monday, 6 June 2011

Deus Ex: Invisible War: Game Design Review

From a gameplay and game design perspective, my overall impression was that Deus Ex: Invisible War is pretty much in the same game as Deus Ex, just improved in a variety of ways such as better graphics and more streamlined gameplay. That's not necessarily a bad thing in my opinion and I did enjoy the game. However there are numerous minor design issues I feel get in the way of the overall game. I suspect many of the problems are because of 'consolitis' having been developed for the Xbox at the same. In my game, I chose to be a African type male character focusing on stealthy non-lethal gameplay since in most other shooting games, you're forced to play a white Caucasian male that solves every thing by riddling it with bullets.

What I liked:
1) Lots of quests you can take which affects people's dialogue
2) Lots of different, weapons, gadgets and biomods
3) Well written dialogue with good voice acting
4) Game interface and inventory is clean and easy to navigate (very important for a game like this)

Issues:
1) Maps and areas are very small - This may have something to do with the limitations of the console but everything is a bit too claustrophobic and too small compared to how they would probably be in real life and when compared to the original Deus Ex. This has a rather unfortunate effect of ruining my immersion. It's hard to believe that a busy city could be so tiny. During missions I found myself often having problems finding places to hide if spotted and had to resort to turning invisible.

That being said, I do appreciate the fact that it's easy to get from your main location to where your next mission is compared to the long treks I had to make in a game like Star Wars: Knights of the Old Republic. I wonder if there could be a compromise with this. Maybe have the main areas small and relatively packed with mission areas wide and sprawling? Or perhaps have a vehicle which can get you from point to point easily? Or maybe a teleport system?

2) Linear storyline seems stretched- Despite my initial hope that you would be able to play different areas etc depending on your allegiance, it doesn't really matter whose allegiance you follow in the game. You still end up in the same areas following the same major plotline being asked to do almost the same thing. If you succeed, then you move on to the next major area where the main characters will then ask you to again do something to accomplish their goals which coincidentally means doing something in the same exact location. I was hoping to have some faction specific/exclusive missions that would send me into different areas. A real wasted opportunity.

Also the main quest-givers in the game, i.e. The WTO and The Order and the later two factions seem to be a bit too forgiving to the point of being unrealistic. For example, I chose to side with the WTO early on in the game and The Order still kept trying to convince me to join them and sharing me confidential information on my next target etc. and who I should report too. Considering I had continually disobeyed their orders, I'm quite surprised they were only mildly annoyed rather than ordering my assassination except very near the end.

Also, all factions always seem to know exactly where I was and what I was up to and continuously communicated with me directly. In terms of game design, this was required in order to give me the full variety of choices and missions but in terms of storyline purposes didn't really make sense. It's hard to believe that somebody whose actions they can keep track of so well would be such a major threat to their plans. Again, breaking the immersion. Personally I think they should have design it in a way so that you had to initiate contact with the faction and there would be a faction bar indicating how trusted you were by the faction and whether they would accept you finishing a mission.

3) Faction rewards could be better handled - The game advises you to carefully choose a faction's benefits and advantages but the game doesnt' specifically what benefits you can accrue. I don't recall any particular amazing benefits to be honest. Just a couple of credits, an additional biomod and some minor additional information. I don't know, it just didn't feel different enough. I kind of wanted to for example, be able to call for backup or have access to special faction specific biomods.

4) Non-lethal weapons seem pointless - Like the original Deus Ex, it doesn't seem to be any real reward to non-lethal weapons aside from one or two characters complimenting you and the 'feel good factor'. This time round however, at least the non-lethal weapons seem relatively on par with the normal weapons and you can actually stop people fairly easily with them compared to the first game.

Also I discovered a bug where characters who were unconscious regain consciousness when you re-enter a map and then started fighting allies who have entered the scene to secure the area.

5) AI isn't very smart - AI is okay but unfortunately the AI just doesn't seem to work in pairs or groups very well and is almost suicidal which unfortunately tends to affect the game dialogue. For example, the AI often run into grenades their comrades have thrown and failing to take cover when I shoot them. Overall the environments also don't lend themselves well to any real tactical options.

Overall, storyline is good, gameplay is solid even if areas are a bit small. Factions and faction specific benefits could have been handled better. Won't be a game-changer but if you liked Deus Ex, the sequel is still very much an enjoyable story-driven RPG/action hybrid. I'm not sure why people don't like it. It's not ground breaking as the first game and there are some odd design choices at times but nothing too terrible that would make me hate the entire game like other people seem to do.