stuminus3 said:
Which is ironically where I wish they'd taken more cues from Invisible War.
That game is super short (compared to DX and HR at least), but the nature of the mission structure means you can play it twice over and have half the game literally be completely different. HR is too rigid.
I guess the downside is that if you had a game that was structured like Invisible War but the main game lasted as long as Human Revolution you'd either run out of money or be developing it for decades. Which was always Warren Spector's issue.
Also food for thought on the "HR's last mission is garbage" thing: people say the same about Half-Life, and that's a classic.
Personally I don't think it's so much that the last mission is garbage, it's poor and that is a small piece of it. More challenging and more interesting enemies should be standard closure for an action game, not easier/stupider. In the very least, a challenging boss and exciting boss fight at the end.
Much more than that though, for me at least, was the severe cut of story presentation towards the end. In detroit you are presenting with cut scenes, in depth conversations with main characters, side conversations with other characters, and lots of conversations to listen in on to further flesh out the world. All of this becomes virtually non-existent by the end of the game, when the story should be getting MORE interesting and MORE exciting, the presentation drastically tapers off. That is the biggest problem for me, not the actually gameplay or length of the ending, but how it is presented.
Still an amazing game, and still one of the best this year - but I don't exactly like many new games these days. Witcher 2 blows it out of the fucking water with pure fun and grin factor. Even though that also gets complaints about the ending, you get epic boss fights, epic new scenery, epic new armor, and solid focus on closing out the story in the end.