j-e-f-f-e-r-s said:
See while I understand this side of things, and the various criticisms of the game, I always like to point out that what Invisible War may have been lacking in Skill Points, it more than made up for in overhauling the original's AI (which was appalling), adding proper physics, a much stronger emphasis on ethics and philosophy over cyber-punk conspiracy theories, and adding the Omar. Because the Omar are just frickin' awesome.
<and so on...snip>
Having looked over your comments, I'd best point out the following:
1. As already said, both DX and DX:IW had decent story. Technically, the DX:IW story was just as deep as DX, and it was the "on the rails" structure that let down the sequel.
2. It is disingenuous to cite the Hong Kong maps in DX as being tight and claustrophobic. It simply wasn't the case. At best, the initial Hong Kong section was perhaps the tightest out of the entire game. Even a collapsed section of the Hong Kong metro had ample space to roam around and explore. Funny that collapsed sections in DX *do not* feel claustrophobic!
3. There had been nothing wrong with GUI in DX, so not sure what you mean by appalling. The GUI in DX could be described as "quite playable." However, if your character had poor skills with the tools at hand, then aiming would be tricky and enemies would finish you off in short order.
4. With respect to stealth in DX, people seem to come away from that game with different impressions. To me, it seemed that Paul Denton was intended to have an uncanny ability to blend into shadows, which fit his desire to wear sunglasses during night operations.
5. So did the AI work well in DX, considering that Paul Denton had uncanny stealth talent? The AI seemed to do fine. For maps that already had a wonk of bodies lying around, having an extra body suddenly appearing could easily be overlooked. However, in secure installations it was often the case that seeing a body would prompt guards to arm the security system.
However, I disagree with the notion that "good AI" is represented by enemies that respond in a consistent (i.e., same) manner. Does it occur to anyone that when seeing a body, it makes sense to *not* freak out and be more alert to one's surroundings? Speak to some of the original coders for DX, and you might find that the AI was more subtle than you realize.
6. Oop, you also cited physics. Well, DX was based on the original Unreal engine, which was well before the physics engine that became available in around 2003. One should hope that a more modern game is going to have nicer coding technology under the hood, though that isn't a substitute for playability. With deadlines for a game's development coming close, it can be tempting to justify a mediocre gaming experience in exchange for a technical feature, but Yahztee will hate you for it?.