I just ran into a case of
really bad level design.
In the first mission for
, you're tasked to eliminate 3 guys. In the last room -- where you'll first have to deal with a door that enemies and turrets can apparently see through -- after you've taken out the last dude there's a scripted event, and you have to fight off a bunch of guys coming off of a plateu. Problem is that the last two guys are there as "cover" and there is NO WAY YOU CAN GET THERE IN ORDER TO USE MELEE. The plateau in question was a chest-high-wall, and in this game, unless there's a prompt for it, you can't climb it (and you can't vault over cover which is another annoyance). I had to use a minigun stationed in the room, take out the two guys through "collateral damage" (i.e. minigun to the face), and ruin my no-kill run in the process.
Note that other guys would occasionally stay on the plateau, but if you walked away for a while they'd go down from alerted to cautious and you could lure them down with the noise maker. Those last two guys though were stuck in-place, and always at alert. Really, really shitty and frustrating design there.
Lesson learned, next time make sure you have at least two tranq rounds for said mission.
And another annoyance I found here. When you hack stuff, you only have one option that's triggered automatically. I mentioned that there were turrets here, well you can hack them, but the ONLY option is to make them turn on the bad guys, meaning that they'll kill everyone in the room. Now, if you're a melee stealth guy, like me, you'd want to disable the turrets so you can go into the room and kick some ass, which would probably have been possible at that terminal, but I didn't have that option. Whoever made this section needs a lesson in how to make a good level for a game like this.
So you better bring some EMP grenades as well if you don't just shoot out the turrets, either way you'll alert a few guards, and a boss character.
*Though note that this is the first mission that has been extremely shitty, and only the very last bit, for a now-lethal melee character.
**Oh and I forgot to mention, they also gave you an alternative, stealthy route through the room, where both turrets would still spot you long enough to go hostile (with the electronic evasion skill).