I like that a few of your abilities were already acquired on the level up menu. At the very start of the game, Jensen has apparently already “spent points” on the HUD and other things. It connected the gameplay mechanics and contrivances with the leveling mechanics. It also showed that Jensen had been gradually easing into his augmentations on his own during the 6-month recovery time.
In this episode I talk about how cities are tough to do. This is one of the reasons I make such a big deal about Grand Theft Auto IV. That’s pretty much your worst-case scenario for environment design. It’s hard to manage that much texture data at so many different resolutions, it’s hard to manage all those buildings at so many different detail levels, all changing in real-time, it’s hard designing a tool set that will let multiple artists all work in the same open world without getting in each other’s way, it’s hard having all those interior spaces available without loading screens, it’s hard with so many cars, people, sound effects, global actors (like the train) and getting AI to drive around in that mess without making a fool of itself. I don’t really hold it against other games for failing to live up to that standard.
However, you can see the technology gap here. In Human Revolution we’ve got a very limited section of the city, no traffic, few pedestrians, and there are still loading screens all over the place. I don’t fault the game too much for it. This isn’t an id Software game and I’m not here to gawk at graphics spectacle and coding prowess. However, there will be one point later on when the game will really, really be undermined by the technology to an embarrassing degree. Josh is apparently displeased with my habit of looking ahead, so we’ll save that discussion for when the time comes.