Played to completion as a no-kill run (with use of blackjack/other tools). PC version 1.1Good things that are good
The overall banter from everyone as you do your thing is very funny. Many guards have different personalities (normal, drunk, sick, tired) and talk to each other very realistically.
Guards next to each other will actively inform one another about the situation at hand. It's also funny that everyone thinks unconscious people are dead.
There's a good amount of gameplay, and the levels are interesting for the most part. The hub world is surprisingly well thought out, and the changes it undergoes as the game progresses are impressive.
The horror mission is actually pretty scary, people weren't kidding.
The story is interesting enough to keep you wanting to move forward. It's not fantastic, it's just interesting.
The tools you are given to mess around with are great and have significant impact on the enemies and environment.
Money is good and there is a lot of money everywhere. Probably won't be able to spend it all, though.
The AI is fun to elude and doesn't cheat you for the most part.
It's not a bad game. I can't recommend it, though, because of the glaring issues throughout that ruin the experience.Bugs / AnnoyancesLOADING
Loading your game takes forever. Moving from map to map takes forever. Quicksaving is quick, but quickloading is slow as hell.
Loading happens a lot in this game. It gets very grating very quickly. MOVEMENT
Many times when you jump, your jump is cancelled and you are stuck in a sort of hovering mode. In this you can't jump and can't climb. To get out of it, you must draw an arrow and then put the arrow back. This glitch is by far the most annoying one, and will ruin dramatic moments or great escapes.
You can climb onto ledges, but a lot of times it does not register, and if you are falling at any speed it will refuse to latch on. This means that if you make a jump but start slipping off the edge, you cannot grab onto the edge - you're doomed to fall.
Small items on the ground, including corpses, will impede your movement and jitter the camera. Sometimes the physics has a bug and causes an extremely loud collision noise (which alerts anyone around).
The game has two sneaking buttons, walk and creep. The game tells you to walk over loud surfaces, but later on you'll actually need to creep, because walking ends up being too loud. Crouching avoids all that nonsense.
You can climb out of the environment if you find the right place to do so.
The hitbox for pickpocketing is really tiny, and that hitbox stays with worn items that fall off of people. Picking items up off the ground is a pain because of it.
Deep water instantly kills you. If you slip off a dock because of bad ledge detection, you're a dead man. BLACKJACK
The blackjack is such a bizarrely complicated tool it needs its own problems section.
Blackjacks, when used properly trigger a scripted knockout sequence masquerading as normal gameplay. This is a state that is ideal to reach, but you must be standing to do so. Standing is not advantageous because then you start making lots of noise or are more visible. So, the convoluted way to knock someone out in this game is to crouch walk over to them, stand up and stand still, then click and hope that the sequence triggers.
Blackjacks don't need the scripted sequence, but it makes it a lot easier.
You can't knock someone out who is in an increased state of alert. This is seen in guards as them having their weapon drawn. This is a fine system, but some enemies don't explicitly use weapons, so their alert and idle states look identical, causing lots of infuriating blackjack failures.
I don't think you can knock people out who are sitting down. It never worked for me. Chairs are a huge problem because of that.
A blackjack hit that is successful makes no blood, but a blackjack hit that isn't successful makes blood.
Sometimes guards die when they hit the floor. I think this is because the torch underneath them burns them to death. Either that or they fall on the sword which gives a significant physics impact. Either way, you can tell they died because of the loud scream they emit while unconscious. TOOLS
Sometimes noisemaker arrows don't make noise.
For a grenade, the gas bomb has a ridiculously small area of effect.
Arrows do not seem to come out of the center of your view (where the crosshairs are). They have a bit of left-wards bias, so if a column is to your left you have a high chance of hitting that instead, wasting the arrow.
Thrown items have this problem but to a ridiculous degree. If your throw is obstructed the game will simply not throw the item, keeping it in your inventory. This is not good when you are trying to gas three people trying to stab you and can't throw the grenade because you weren't turned to the right far enough.
Thrown items are thrown underhand, not overhand, with significant force. Most of the time you will hit the ceiling with your item because of how high the throwing arc is. AI
This game is almost completely free of cheating AI, but it has some cheating scenarios.
AI can see items through walls, like chairs and tables. This is triggered when searching for you, accompanied with a quote like "maybe they are by the _____").
If an AI finishes fighting another AI, they will seek out another target a few seconds later. This ignores light level, which means you can be targetted instantly by simply being an observer in complete darkness. LEVELS
The horror level is GREAT for the first half, but there is a specific moment where it turns horribly boring and not scary.
A lot of levels take far longer than they should.
There are opportunities to use your items in the levels, but they only become important in the last few missions.