The story is largely disjointed. The game utilizes a multitude of hooks and never touches upon them until applying some other situation and disregards any previous hook that was present until it is convenient to bring up for whatever reason is selected. In many of these instances, some utilization or play upon it could have easily been inserted but they are instead ignored in some rush to get some really great idea out. Which lessons their entire presence when they reappear. There isn’t any real foundation and instead merely jumps around.
Even characteristics are ignored simply for the sake of a great idea. A primary indicator would be the concept of an uncanny cunning applied to the MC. Yet this only appears when it is convenient and other instances it is completely ignored. The most prominent is the application of this particular way of thinking since youth and what could easily be explained as a particular nasty habit of being anti-social unless it comes to the opposite sex. The MC is denoted as constantly utilizing this… and yet on many occasions it is not utilized or utilized poorly. One infamous situation is, without any denotation of anything occurring, the player ‘easily’ outwits an assassin… that you were never given any indication of nor and real display of this ‘cunning’ used prior to that event. The characters, themselves, become little more than props.
The largest thing is the story elements most likely require a re-work to be more consistent. This wouldn’t be an issue if it was an occasional or minor situation. Unfortunately the inconsistency piles up quite quickly.
The difference in the contract system is vastly notable, and considered a welcome expansion. The utilization of unlocks and rewards do bring a unique feeling to the game and do bring up a lively feel. Some are displeased by it, though the game has been provided multiple types of play that allow for ignoring of such an aspect should it be disliked. Though I will denote this can also be seen as ‘cheapening’ other experiences given the render unlocks from playing a certain way, thus skewing everything toward a particular experience over that of others.
Even characteristics are ignored simply for the sake of a great idea. A primary indicator would be the concept of an uncanny cunning applied to the MC. Yet this only appears when it is convenient and other instances it is completely ignored. The most prominent is the application of this particular way of thinking since youth and what could easily be explained as a particular nasty habit of being anti-social unless it comes to the opposite sex. The MC is denoted as constantly utilizing this… and yet on many occasions it is not utilized or utilized poorly. One infamous situation is, without any denotation of anything occurring, the player ‘easily’ outwits an assassin… that you were never given any indication of nor and real display of this ‘cunning’ used prior to that event. The characters, themselves, become little more than props.
The largest thing is the story elements most likely require a re-work to be more consistent. This wouldn’t be an issue if it was an occasional or minor situation. Unfortunately the inconsistency piles up quite quickly.
The difference in the contract system is vastly notable, and considered a welcome expansion. The utilization of unlocks and rewards do bring a unique feeling to the game and do bring up a lively feel. Some are displeased by it, though the game has been provided multiple types of play that allow for ignoring of such an aspect should it be disliked. Though I will denote this can also be seen as ‘cheapening’ other experiences given the render unlocks from playing a certain way, thus skewing everything toward a particular experience over that of others.