Showing posts with label stealth. Show all posts
Showing posts with label stealth. Show all posts

Wednesday, August 7, 2013

The Last of Us

Every once in a while even I play hyped titles. It comes down to quite random things, and in this case I largely picked The Last of Us up because of two things: it felt like a game that will be discussed so I had to get it early to dodge spoilers; I just happened to have an empty spot in my gaming schedule since I had drastically decreased my Dota 2 playing. Despite being a horrorish game, it actually felt like a decent summer game due to lots of well-lit environments. I would have probably jumped on this game even harder had it not been for the zombies. Goddamn zombies. I'm not a big fan of post-apo either, but at least The Last of Us is the better kind of post-apo - i.e. not that frigging boring-as-a-brick-wall desert shit. Yeah, there's some things in gaming I *really* don't like.

1. Realism is overrated... again

In a way, The Last of Us is a spot-on example of how Ian Bogost described the persuasive power of games in his book Persuasive Games. In the book he defines the concept of procedural rhetoric: whereas verbal rhetoric appeals to us through logic and compelling writing, games persuade through modeling processes. Through the model, the player can experience the circumstances and interact with them. For instance, Bronkie the Bronchiasaurus teaches asthma management through simulating it - the player controls a dinosaur with asthma. The model can be based on reality, but typically is not realistic as such. So it is with The Last of Us - its gameplay is a compelling model of scarcity. The model is not compelling because of realism - rather, it is compelling despite its lack of realism. Allow me to explain.

The Last of Us uses several different mechanics to simulate scarcity. Since it has a post-apocalyptic setting, guns are expected as is scarce ammunition. Survival games in general use this mechanic to create suspense and force the player to seek alternative ways to defeat enemies. Generally the next best thing would be melee weapons, and they too have been made scarce. A typical melee weapon is only good for a few hits and the most effective melee weapon is the shiv - a single use stabbing weapon. The shiv is especially important because it is the only way to silently kill clickers, a type of enemy that detects the player based on sound. Normal enemies can also be taken down silently by surprise with unarmed attacks, but it takes time. Generally going stealth is the only option when the player has no ammunition left and usually shooting is plan b in any case.

Of course none of this makes sense from the perspective of realism. After a firefight with even a handful of enemies, the protagonist would have weapons and ammunition to last a small lifetime (at least considering how carelessly the enemies fire their weapons - which means they must have no worries about running out). A good melee weapon lasts almost forever with proper maintenance and shivs are just poor replacements for knives, which are clearly ubiquitous in the game world. Thing is, had the developers considered the realism of each game situation, encounters would be rather dull - in order to avoid giving the player too much equipment, they would be facing unarmed opponents for the entire game or only zombies. Simply put, there would be so much less variety. Instead the developers have chosen to model the economy of scarcity through artificial resource limitations - and it works phenomenally well.

The same goes for the game's crafting system. It is very simple with only six or seven items that can be crafted, but it serves an important purpose. First of all, it adds to the survival theme: useful items are very hard to come by, but materials to make them are slightly more available. Second, it does force the player to make some choices about what to do with their resources. The system is simple enough to not get in the way - at the same time it is not too simple to the point it would be redundant. Is it even remotely realistic? Not likely. Instead it's a functional subsystem in the game's repertoire of mechanics. Resources are also scarce enough to make scavenging always worthwhile, which adds value to exploring corners of the world. It also does not feel out of place, because it is consistent with the game's story - unlike excessive looting in certain other genres!

Games often don't follow the WYSIWYG paradigm when it comes to loot. Although it is from time to time called out as unrealistic, it is important to understand that realism would actually make things very though. Anyone who has tried to run a tabletop campaign where scarcity of resources is an important element has likely run into this problem. In tabletop RPGs players are much more likely to play the realism card if they cannot loot stuff enemies were using. Some settings allow for workarounds with varying credibility but others do not. It can become a major challenge for the game master to prevent their players from gaining too much power while still creating challenging combat situations. It helps that mechanics in tabletop RPGs are less rigid - in videogames the designers cannot adapt on the fly.

Finally, let's talk about stealth. Often when sneaking around, at least one other party member is following you. It seems a bit out of character at first, because they are actually entirely invisible to enemies as long as the protagonist has not been detected. Sure, the AI does its best to make it look like they're also sneaking, but very often they end up running around - even bumping into enemies - while the player is trying to sneak as quietly as possible. It sounds pretty awful, but ultimately didn't retract much from the experiene at all. Imagine if, instead, they had made it so that allies can also trigger enemy awareness. The sheer amount of frustration would have caused a massive outcry as yet another stealth attempt fails because the AI-controlled characters accidentally revealed themselves. Considering that stealth in the game is quite demanding, I don't think it would have been possible to implement an AI that could navigate the situations well enough.

In general it is far more important to consider what is the aesthetic experienced by the player than it is to consider its realism. Likewise the actions taken by the player are more important than how they look. Thus Dark Souls can incorporate a lot of the mentality of actual fencing even though it looks completely different. Likewise, The Last of Us incorporates the dynamics of surviving in a world of scarce resources without taking into account the realism of scarcity. The most compelling games do not impart their message through narrative or graphics - they do so through gameplay. This is essentially Bogost's message in his book. Instead of considering realism, designers should consider whether the game's dynamics are able to model the process they want the player to explore. Making sense is voluntary.

2. About segment lengths

I basically have only one complaint about The Last of Us, and it is one that applies to a bunch of other titles too. I guess I just truly pinpointed the problem while playing this game. In a nutshell, a single segment in the game is way too long. Several times it feels like it is ending and the game is about to move forward, only to start yet another thread that prolongs the experience. Although it is only a single segment, it can have far-reaching consequences to the gameplay experience. The player only needs to get bored once. After one segment that drags, I started to be far more critical towards the game and the length of its segments. Fortunately the problem was not repeated but its shadow still retracted from my enjoyment. I recall this happening in other games too; a single long segment severely affects my playing mentality. The entire games feels more boring only because one segment lasted too long.

I would like to say I know a psychological basis for why this happens, but I actually cannot recall having read anything directly similar. However, since I like to do some guesswork, it might have something to do with how expectations affect our actual experience of something. The same phenomenon that makes wine taste better from a finer glass is just as likely to affect a gameplay experiene. For instance, if I consider a game worth preordering, chances are I will like it more just because I had high enough expectations to opt not to wait. Expectations during gameplay are a living thing. Players usually arrive with some expectations, and will build upon them after experiencing the game itself. A single instance of bad experience can then set the (possibly false) expectation that similar instanced might occur in the future. The player will become suspicious of the game in a way - e.g. Is this turn in the plot another ruse to get me into a long gameplay segment?

The sad reality is that players are more likely to base their expectations on a single bad experience than to a positive experience. That's why you can read fans complaining about the smallest things. Although the things themselves feel small, it might have happened that they have changed the player's expectations and in doing so in fact ruined the entire experience for them. Although this is just my (educated) guesswork, it definitely is something to think about. I have no doubt that The Last of Us's lack of realism has been a turn-off for some players.

3. About stealth, again

I keep going on about this topic - and that's a good thing since I keep re-evaluating my feelings about stealth games. This is the essence of this blog: coming to understand why certain solutions work for me while others do not. I am doing so because I believe it will help as a player (to pick games better) and as a developer (obviously). The Last of Us is a game where I both loved and hated stealth mechanics, and thus it is a good ground for me to explore my relationship with this subgenre. The biggest differentiating factor between stealth scenes I liked and the ones I did not was their setting: I consistently liked outdoor encounters and disliked indoor encounters. Being indoors or outdoors is not the actual explanation though. Rather, it is indeed the degree of freedom which simply happens to be larger in outdoor environments - especially in The Last of Us.

This preference also explains why I consider Dishonored my absolute favorite game in this genre - not only does it take place in quite open environments, it also gives the player superpowers that open up even more possibilities. The more closed the environment, the more stealth starts to feel like a puzzle. This happens because the solution space for a given problem shrinks. Turns out I don't like this one bit. While I have nothing against puzzles, if I want to solve puzzles, I'd rather play puzzle games. There's often a sort of uncertainty in stealth puzzles, and I really don't like that largely because there are too many variables that are hidden from the player. The control of the situation slips from the player's hands because instead of being able to make their way through the encounter, they are playing a guessing game to figure out the one solution that actually works.

Free saving is another feature that highly affects my stealth experience. I don't mind redoing boss-fights in arcade games, because the challenge remains interesting even after defeating the boss for the first time. Likewise, I love strict time attacks in racing games - driving the same track, perfecting one corner at a time, great times. However, I really really hate redoing stealth segments. It is fun to stalk an enemy for the first time, especially if it ends in their death - it's not fun to do the same thing all over again. The difference here is that the "mechanic" involved in stalking is often *waiting*. So while I don't mind playing through a challenging segment again because it will improve my skills, waiting is not really a skill - it's just a colossal waste of time. The more the stealth segment is like a puzzle, the worse it gets because I will just be doing the exact same things every time. I always succeed because I already figured out how to do it.

Coincidentally, Dishonored has free saving while The Last of Us did not. A lot of games are better off without free saving, but seriously, that feature is absolutely necessary in stealth games. Moving very slowly and waiting simply are not fun game "mechanics" - the real challenge was in scouting the situation and figuring out a way through it - and since that knowledge is not lost when the player dies, all they have left to do is to repeat the same steps. I guess we can coin a term for this: retry value (related to replay value, obviously). If repeating a segment poses no challenge to the player, its retry value is very low whereas if it remains challenging every time, its retry value is high. Games with high retry value can actually benefit from not having free saving whereas games with low retry value absolutely must have free saving or very frequent checkpoints.

Conclusion

The Last of Us is worth the hype, and calling it PlayStation 3's last big game might very well be appropriate. It is impressive in so many ways - it's beautiful to look at, runs smooth and has a solid story to boot. Most importantly though, it has so much elegant design. It is one of those games that really make the player feel like the world has ended. It accomplishes this not through realism, but game mechanics that give rise to compelling model of scarcity. Yet another strength that went unmentioned is that the game achieves a lot in segments where nothing at all happens. As opposed to what might be expected of a videogame, The Last of Us actually has rather lenghty parts where no fighting is going on and the player is simply wandering through scenery - and somehow these feel like the strongest moments in the game. Part of their allure is built by conversation. There's a lot of that, and most of the game's dialogue takes place in-game rather than cutscenes.

Although the game is beautifully designed, its mechanics are not ultimately *that* interesting on their own. The beauty is in the atmosphere - the final aesthetic - of the game. In this sense it is the paragon of modern games where everything from technology to writing to game mechanics come together to support an enchanting player experience. It is also a game that uses the strengths of the medium to create something powerful that simply could not work in any other media. I do think it's required playing before putting your PS3 to rest - whether you like zombies or not.

Thursday, January 10, 2013

Dishonored

Dishonored was a rare exception for me: a game I did not particularly intend to play until I read its review. Actually I did not even read the entire review in fear of spoilers. I simply looked at the score, some of the closing words and knew I would have to get this game. It was in fact my very first impulse purchase of a game on its release date for a very long time. I should not be so surprised of course; the game has a setting that is hugely inspired by Victorian England, and it has a superpowered assassin. The fact that it was a stealth game (which I am often quite suspicious towards) did have an astonishingly small impact on my decision. My liking of Human Revolution likely played a major role in setting my expectations right for Dishonored. The game was indeed very charming; not only was it artistically rather unique, it turned out to be excellent on the gameplay department too.

1. Easy does not equal bad

Let's get this immediately out of the way: Dishonored is by no means a hard game. This is largely evidenced by the simple fact that I - with my rather low patience for stealth in general - was able to complete almost every missions without raising a single alarm or killing anyone. This gets me to a point I have discussed previously: not all games need to be hard. Dishonored is more about creativity than execution. The tools the player has at his disposal are simply so damn powerful that he is more or less a god of stealth (or murder should he so choose!). It is exactly this effortless creativity that makes the game feel so open. I rarely felt I was being guided to use a certain path, or even that I was given a limited number of paths to choose from. I just felt like I was doing exactly what I wanted to do and how I wanted to do it. Although the game is very different from Assassin's Creed, in this one particular aspect they are very similar.

"Modern games are too easy" as an argument for why they (modern games) suck is something I'm rather tired of hearing. Difficulty simply is not the only possible way for games to create a powerful experience. Even player taxonomies clearly state that challenge is the primary reason for playing only for a certain part of the gaming audience. The actual problem that often gets attributed to lack of difficulty (which I also do, and often, when RPGs are concerned) is that the player is not provided with any incentive to use their wide variety of abilities. However difficulty is not the only way to create this incentive as is shown by games that depend more on player creativity. Games like Dishonored. Admittedly, the game's primary superpower, Blink, is so damn good that there was little use for the other powers. However the game's perceived degree of freedom is so immense, that it is absolutely possible for a roleplay oriented player to go through it in a very different manner.

Interestingly, if the game was more difficult, there is no guarantee that the degree of perceived freedom could be maintained. In a way difficulty always comes with a tradeoff: dominant strategies. In a way difficulty in itself controls player choice in a way that is harmful to a game's roleplaying appeal. If a game is hard enough, certain choices tend to be emphasized because they have higher utility in beating the game or can even be practically mandatory. Although we can argue that such games should be designed in such a way that are choices are equal, they rarely are. I will be the first to say that there is absolutely nothing wrong here in a more broader sense, but if a game wants to appeal to a roleplaying audience then it must be acknowledged that too much difficulty will be hurtful to it. You might argue that the most hardcore player will always find a way to do exactly as he likes. However, the roleplaying audience is not guaranteed to have the patience for training so much! (for the sake of clarity, by roleplaying I now mean playing a role, not the act of playing a computer RPGs)

All that being said, I think in general the stealth game genre benefits more from letting the player make it through in their own style. Increase of difficulty in these games more or less simply increases the number of retries it takes to get through a given segment and can end up being more about memorizing enemy routes than anything else. By providing the player with superpowers that let's them mess with the natural order of things, Dishonored makes stealth easier in a welcome fashion.

2. Speaking of controlling the player...

One thing that I do not like about a lot of stealth games is that although they advertise freedom of choice, the game has built-in values that ineherently make certain choices more encouraged than others. Often the player is encouraged to not kill anyone and stay out of sight. The more the game emphasizes this, the less there is perceived freedom. Dishonored is by far one of the least offenders. The game does not give any in-game rewards for being a sneaky pacifist. In fact it only does one thing (in-game) to encourage the player to find peaceful solutions: the game's ending is affected by how many people the player kills. Not being detected is just gravy and makes it easier to not kill anyone. So it indeed does feel more like I actually could be killing people off should I so choose.

Although Dishonored fares quite well, this is often messed up in similar games. A lot of games offer greater in-game rewards for being stealthy which is practically saying that the player should do so. This is typically explained by the fact that stealthiness indeed is harder to do in these games, and therefore should be rewarded better. There is nothing wrong with this approach, mind you. Rewarding harder accomplishments is mostly a sound design policy. However it should then be recognized that this endorses certain ways to play and therefore effectively reduces the amount of perceived freedom in the game. For instance, a lot of people have complained about higher rewards for non-lethal methods in Human Revolution (even though there is practically no difference between a lethal and a non-lethal takedown; you just push a different button!)

It would actually make Dishonored even easier if the player chooses to kill everyone instead of passing by them, largely because of one ability which makes corpses vanish into thin air (cool). Still the game's difficulty is not drastically affected by the choice of approach. Yet one nasty controlling scheme does exist in the game: achievement system. A certain playing style (killing no one, never being seen) nets you most of the achievements in the game on one playthrough. I cannot underline how distressingly common this is for achievement systems in general: they endorse a single playing style. This hints the player that there actually does exist a "correct" way to play the game. How hard it would be to include achievements for other playing styles?

Sure, not everyone cares about achievements. But for those who do, it is important to be aware of the fact that achievements do control playing styles. For this reason I usually do not look at the list of achievements before completing the game. Although they do not contain spoilers, I know that they will definitely affect my playing style.

3. First or third?

One interesting innovation for a first person stealth game in Human Revolution was its "cover camera". When the player entered cover, the camera backed up to show the player hiding in third person. I still think this is absolutely brilliant because it removes any sort of guessing from hiding. Dishonored on the other hand stays in the first person. The character does crouch appropriately and so on and can lean out of cover (which can sometimes feel rather hilarious; it's like the upper half of your body is sticking out by no one sees you). The game does a fair job of convincing me that I am actually hidden so I do not take issue with this. I still think the system seen in Human Revolution is better though. Dishonored does have better stealth controls though.

Another thing - especially on consoles - is the first person tunnel vision. Stealth games in partciular are hurt by the lack of peripheral vision in games. It is very hard to take a quick glimpse of your surroundings with game pad controls, and even with mouse this does feel a bit wonky. Third person might feel less "realistic" (because you see your own back) but it does provide a much better feeling of peripheral vision. In Human Revolution you often want to get in cover just so you can see better. Which is a bit weird again but hey, these are games we're talking about. Still it might be true that first person does create greater immersion. I'm still not convinced that it should be preferred over third person in stealth games because peripheral vision is absolutely vital for survival.

First person stealth is still mostly okay. First person melee combat is another issue though. Every game that features excellent melee combat uses a third person camera. The problem with first person is the lack of body awareness. Not being able to exactly see your character's body makes it much harder to get a good read of the combat situation. In real life fencing, precise position awareness is key to successful offense, defense and counter attacks. Certain third person games like Dark Souls simulate this quite well precisely because the player can see the exact position of their character. It is easy to see which attacks will connect and which do not. In first person this is strictly harder because the player cannot know for certain where the character's body is physically located. It often tends to make things more boring too.

Another thing that often lacks from first person games regarding sword attacks is movement. It is very rare to attack without simultaenous forward movement but in first person games the player avatar rarely moves when attacks are made. It can be argued again that the player can of course choose to do so but moving and hitting is an entirely different matter than an actual sword attack with forward movement built into it. It's a small detail and of little consequence in Dishonored because combat is generally avoided. For a game like this, Assassin's Creed should be a suitable role model for combat mechanics. Of course, it would involve switching to third person.

4. But what makes it good

So far I have been largely using Dishonored as a vehicle to get into more general topics. There is not much in the above paragraphs to explain why this game is worth more than a few game of the year awards. One definite key strength of the game is that it succeeds in hiding the fact that it is a game. For instance, most of the time I did not feel like I was playing levels that threw challenges at me - I was merely navigating an environment. Situations did not feel like pre-arranged puzzles with several solutions. Instead they felt honestly open. There are some sections where the illusion breaks, but these are surprisingly few and nowhere the magnitude of, say, Human Revolution boss fights. Instead of levels, the developers have created a world that feels like it could actually exist.

There is a certain continuous logic throughout the game regarding how guards, civilians and plague victims are placed in the levels. Patrol routes make sense (at least to the extent that they still loop without variation). Places are never heavily guarded just to throw an obstacle to the player's way. Instead if they are heavily guarded, there is always something that is important in respect to the game world, not the game. All this supports the perception of freedom in the game because most approaches to a specific place for example are actually feasible. The player is allowed to use their eyes to see possibilities instead of being forced to search for hidden routes or discussing with NPCs to reveal new approaches. Whenever I traversed a route to my target I felt it was truly my own route. This is a powerful feeling.

Speaking of powerful feelings... superpowers! The thing about mystic superpowers is that you don't need to explain how they work, and they can do anything without feeling out of place. Sounds like a cheap shortcut and it kind of is but it works. Dishonored does not have many powers, but they all serve a purpose (admittedly, some more than others). The signature ability, Blink, is a short range teleport that has quite limitless potential. Moving around the open environments using Blink is one huge reason why the game feels so open-ended. The simple mechanism of getting from point A to B without being in any of the intermediary points is quite amazing. It opens up so many unpredictable routes that it is almost ridiculously overpowered. However the act of using it is just so delightful that the imbalance between powers did not even bother me.

There are other powerful tools. Seeing through walls has been done quite well. It is not overpowered, but highly useful. I did use it quite a bit, although of course not as much as Blink.Of the remaining powers, I did not even level up all of them, and used the animal / human possession once or twice during the entire playthrough. If you are into stuff like that, you can find a lot of use for this ability though. The remaining abilities seemed too combat-oriented for my playing style so I found no use for them. I might consider playing the game or at least some missions in a more violent manner just to see how the other side of the game system works.

Conclusion

Dishonored plays most of its cards really well. It is a stealth game that is actually not at all frustrating to play yet manages to stay interesting throughout its duration. It bears no significant design flaws really. Overall it is a game I believe anyone considering a stealth game should play. Overall anyone even remotely interested in the genre, or even just the game's theme, should play it. There is so much quality design to be enjoyed. Of all the games I have played recently (sandboxes don't count!), Dishonored has the highest amount of perceived freedom of choice by far. This is achieved in an almost counter-intuitive way by giving the player so powerful tools that they can effectively break the game. Another strong aspect that supports this perception is the way the game stays true to its internal logic. The game world quite simply feels like a world instead of a series of levels.

Tuesday, March 13, 2012

Deus Ex Human Revolution

Around the time this game was released I decided to play, for the first time, the original Deus Ex so that I could eventually play the Human Revolution and look at it from the proper perspective. Playing both of these games for the first time within half a year of each other provided an interesting viewpoint. Games, even really good ones, have come a long way in ten years. Human Revolution is yet another game that does a lot of things right. As did the original at its time no doubt.

1. Stealth action, finally done right


I have never been a big fan of stealth games. In some contexts I'm down with it, but extended periods of avoiding gazes is too often an experiment in frustration. While Deus Ex and also Human Revolution have gained praise for offering the player choices, the emphasis is on stealth action. Human Revolution in particular rewards being undetected with both experience points and game achievements. The firefights can get pretty brutal too.

Gameplay that emphasizes stealth has certain unique challenges related to uncertainty. For instance, it is highly important for the player to be able to see which way enemies are facing. While it might be realistic not to show any aids in this, going entirely without aids is really frustrating. Human Revolution uses a radar which shows all enemies as long triangles, making it trivial to figure out which way they are looking. Augmentations can be bought to let the player see the enemies' cones of vision in the field, which can provide extra help for moving around undetected. However, I felt the radar was sufficient enough. It's worth noting that without it I would have just shot my way though the game. Which is exactly what I did in the original Deus Ex.

Other source of uncertainty, resident in first person games, is the question "is my character hidden?". This is not always clear because the character's dimensions are not visible to the player. Human Revolution provides a graceful solution to the problem: when the character enters cover, the camera backs away and shows a third person view of the situation. Furthermore, the game only allows the player to take cover behind objects that are in fact large enough to hide the protagonist. It even has smooth mechanics for moving from cover to cover in such a way that the main character is guaranteed to stay in cover at all times and move silently. The third person view also allows the player an unrealistic but much needed ability to see what's going on on the other side of the cover.

Much like Assassin's Creed which uses automation to portray the protagonist's superior abilities and allow the player to focus on planning, the availability of information in Human Revolution does the same. They can even get away with this lack of realism. After all, the game is about human augmentation and all abilities are explained through them. Most importantly, sneaking past enemies and taking them down unseen is highly satisfying.

Admittedly Human Revolution might not be the first game to all this right, but it is in my experience. I admit that I haven't played Metal Gear Solid games much because of the abysmal controls and camera view in MGS2.



2. Inventory, ammo and what is this


The core gameplay of Human Revolution is rock solid. That doesn't mean the game would be entirely without flaws. Let's start with the antique inventory. It is true that slot-based inventory has been a staple in games since - I don't know, forever? - but I'm inclined to think that it's not a very modern solution. There has to be a better way than playing tetris with different sized rectangles on a grid. I have never liked playing around with the inventory in games, and often these limitations of carrying capacity feel really artificial. It cannot be a question of realism because these systems never are realistic. Game balance is the more likely reason to limit what the player can have with them. But why the grid? It makes no sense. A list is much nicer. You can still have a limit on how many virtual slots the character can carry, and have a number for each item to tell the player how many slots it takes. If you really want that grid then please at least give me a good automatic sorting system.

The weirdest thing in both Deus Ex and Human Revolution is the clip size of weapons. Clips in this world are ridiculously small. Semiautomatic pistol with 6 bullet clips? Combat rifle that can hold 20 at a time? You got to be kidding me. I don't even find a game balance justification for this one. The game does its best to support multiple playing styles, but constant reloading really limits options in combat. It also just feels wrong. This is supposed to be the future, so how come they cannot build decent weapons? There was also a bit of a power imbalance between lethal and non-lethal weapons. A single hit from any non-lethal weapon is guaranteed to incapacitate the target, but against some enemies a headshot from a sniper rifle is not.

Conclusion


Human Revolution is a really successful game and a clear improvement over its legendary ancestor from a modern player's point of view. The game had a solid pacing with enough dialogue between action scenes. Levels in the game were not too huge and didn't start to drag at any point. The persuasion system was good, even though I didn't mention it in detail. I did find a it a bit disappointing that just like in the original, the player simply decided the game's ending in the final moments.

There was also the issue of boss fights which were not really suitable for the game. They've gotten a lot of fan rage for a reason. Forcing the player to fight rather deadly enemies in a game where it is possible to put everything into stealth abilities is not a good idea. However I actually didn't find these fights very hard. I just applied a lot of explosives to the problem and it went away. Still, the boss fights really don't fit into the game's general feel. The original allowed players to circumvent at least some boss fights (it didn't have many anyway) and that was a much better solution.

But yeah, I liked Human Revolution. Enough to get its pricey DLC Missing Link and I have to say that it was also very enjoyable.