Played up to the end of the first major mission last night.
It doesn't have the strong start of the games it's drawn comparison with, and I don't really feel invested in the story...yet. About halfway through the first open environment though, when I was up to speed with all the games systems and mechanics, it all clicked into place and I was in le zone. It's properly fantastic when it's all up and running.
The level design is the major success for me so far. I've gone for the patient non-lethal stealthy approach (with a small allowance for choppin' folk for when it goes tits up), and it really gives you time to drink in just how well put together the level is, and how many options you have. I was thinking this morning, that by the time I'd completed the first mission, I had such a clear picture of the level layout that I could walk through it from start to finish...I can't say that about many modern games really, and it makes me want to replay levels right away...rather than the usual never again.
The rune heart is brilliant too, it gives you just the right amount of info, and is a really simple way of ensuring you explore every nook and cranny. The blink ability is also great, and allows for some gutsy maneuvers that wouldn't be possible in other games...I do miss daring runs across opens spaces, though, and guards seem to give up a little too easily if you use it to escape.
So far, all its little systems have worked together beautifully and have produced some pretty nice, organic feeling puzzles with multiple solutions. Even the rat possessing ability has produced a neat little puzzle, and initially I thought that idea was a bit...stupid?
Really like it so far, looking forward to playing more...
It doesn't have the strong start of the games it's drawn comparison with, and I don't really feel invested in the story...yet. About halfway through the first open environment though, when I was up to speed with all the games systems and mechanics, it all clicked into place and I was in le zone. It's properly fantastic when it's all up and running.
The level design is the major success for me so far. I've gone for the patient non-lethal stealthy approach (with a small allowance for choppin' folk for when it goes tits up), and it really gives you time to drink in just how well put together the level is, and how many options you have. I was thinking this morning, that by the time I'd completed the first mission, I had such a clear picture of the level layout that I could walk through it from start to finish...I can't say that about many modern games really, and it makes me want to replay levels right away...rather than the usual never again.
The rune heart is brilliant too, it gives you just the right amount of info, and is a really simple way of ensuring you explore every nook and cranny. The blink ability is also great, and allows for some gutsy maneuvers that wouldn't be possible in other games...I do miss daring runs across opens spaces, though, and guards seem to give up a little too easily if you use it to escape.
So far, all its little systems have worked together beautifully and have produced some pretty nice, organic feeling puzzles with multiple solutions. Even the rat possessing ability has produced a neat little puzzle, and initially I thought that idea was a bit...stupid?
Really like it so far, looking forward to playing more...
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