kman123 said:
Firstly: LESS GODDAMN SHITTY BOSS FIGHTS.
Yeah, the boss fights were the big letdown in DXHR, for 2 main reasons... none of them felt like an actual nemesis, just another obstacle, which is a big negative in RPGs and Action RPGs... and because they only allowed for run & gun play, no stealthing, no hacking, nothing... which is pretty much off the res compared to the rest of the game.
So yeah, being forced into a certain playstyle against people you didn't give a monkey's bollock about isn't a good way to go about it... If there's a silver lining, it's that the boss battles were outsourced and neither the developer nor the publisher were particular happy with the end result, so you'd hope lessons have been learned.
Rage aside, I'd like to see some more 'essential' skills broadened and make it so you can focus on one or two paths or styles in your playthrough. HR was fucking great though. I feel like playing it again. For the 200th time.
I'm not so sure... problem is the more possible paths you want crammed in a game the more likely it is that single playthroughs will be shorter as a result. Not many publishers will say to a developer "Hey, you know what? Don't worry about the budget, just go fucking nuts."
A more fleshed out ending. The themes and motifs carried well, but either have one solid defining ending, or have multiple vastly different ones.
I'd settling for something a bit more involved than 'monologue over stock footage'