Just finished the first mission. God DAMN. This is some classic old school PC gaming goodness, wrapped up in a shiny next gen package. I’m playing on the hardest difficulty, and like Kinthalis pointed out, they’re not fucking around when they call it “hard.”
There is some object highlighting, but its much more low key than the trailer that had people so upset a while back. Objects you can pick up have an occasional shimmer - it’s subtle enough that you need to slow down a bit to see it, but I think it’s kind of necessary considering the highly cluttered, high-rez environments. Without it, this stuff would just get completely lost in the background clutter.
I love the hacking mechanic! I can see myself filling out that tree pretty quickly. It does effectively punish you for finding passwords, though. You can get money and experience points if you capture certain nodes while hacking, which you can’t get if you use a password. And once you use a password, you can’t hack the terminal any more. I’m not sure if that’s a good thing or a bad thing, though. On the one hand, they’re rewarding you for specializing in hacking. On the other hand, they’re removing one of the incentives for exploring. On the grasping hand, however, there’s enough other incentives to explore that not needing passwords is pretty academic.
Did anyone take the non-lethal weapon option for the first mission? I grabbed the assault rifle, then spent the entire mission doing non-lethal stealth take-downs. But the tranq gun was kind of useless in the original game, at least on the higher difficulties, because it would take so long to knock the guards out. I’m curious if their more effective here.
The implementation of the dialogue trees is really interesting. Spoilers for the first mission:
I managed to talk Zeke into letting his hostage go. VERY cool scene! I was particularly impressed by the way the camera would get tighter and tighter on Zeke’s face every time you got him closer to letting the hostage go, and would pull back if you chose wrong and pissed him off. And the resolution seems to be setting him up as a potential ally - assuming you let him survive. I’m already curious to see what happens differently in the story if you kill him. And, for that matter, what happens if you don’t save the hostage, since her husband seems to be primed to be a recurring character as well.
I’m saving up for that “social interaction” aug next. I really want to pick apart the character interactions in this game, and that seems like a good tool for it.