Let me start off by saying: I default to expert, and only lower the difficuilty if I need to.
Let me now talk about how to incentivise the correct behaviour from your player.
Basically, you want your mission to encourage the playstyle that the mission was designed for. want the player to fight? Put in some fun tools for killing people. Want the player to sneak? Give them ample shadows, and ramp up the difficulty of fighting. The neat thing is, these incentives, if in place from the beginning don't need to remain for the entire duration of the mission; if the start makes stealth fun most players will try to stealth the whole thing. Equally once a player starts killing, they are unlikely to return to a stealthy playstyle afterwards.
With all this in mind, lets hypothetically say, you had an objective that limited blackjacking, but no objective against killing?
By the time I got to the end of this mission I had murdered a good half of it,with the other half being cops that fail the mission if they even see you. This murder spree started in the sewers which contain a creature that must be pickpocketed, but is in a room with half a dozen other creatures and impossible to sneak up on. I tried knocking them out, but that counted against my 5 limit (My only way to deal with cops) so out came the sword. Once I realized I could kill with impunity, it just became clear that this mission wants you to murder things.
Atmosphere wise, everything is pretty good. In fact I like most of the architecture in this mission. however the ghosting/murderer hybrid made for some pretty discordent gameplay to say the least.
The loot objective is too damn high, and really kills the pacing once you reach the main objective. I am certain the loot objective is too high to find it all in the hotel, and not enough shortcuts open in the streets to make backtracking fun or viable. However, the thing which finally lowered my score to 2/10, is the fact the mission never ends. After finishing all objectives, it simply... keeps going. there is no escape objective, so I am left with nothing to do. I tried returning to the start, and it didn't do anything.
Now I will talk a bit more about the mission itself, so expect minor spoilers.
The sewers contain a new creature that looks like a pagan child. I really don't like children, but murdering them definitely made me feel a little uncomfortable.
The plot teases you with a murder mystery; a fun premise that has a lot of milage, unfortunately no such murder mystery is present: the mission simply has you investigate one room, find one very obvious clue, and then your done. There is no mystery here.
Ultimately, the mission is broken, I didn't enjoy my time much, and hunting everywhere for loot while ghosting the streets took a bit too long. A murder mystery featuring a dead benny could have been far more interesting, and far more fun, than this.
EDIT: Since writing this, I rose it back to 3/10, this is because there is genuine effort put in here, and I feel like a 2/10 is ultimately, a little harsher than this mission deserved. Looking back. the loot hunt at the end unfortunately left me extremely negative about the mission, and made me forget some of the cooler, more amusing features. If I had simply ended the mission after finishing the objective, the review would have been a lot more balanced.
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star 3 / 10
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