Pretty fun. Biggest strengths were by far the optional routes and methods of progression in some of the levels. I completely missed out on Geothermal Plant even after thinking I'd explored Hidden Docks well enough. Jungle Pass was great, by far my favourite level even with the DLC included. I wish the actual enemy encounters within these levels tapped into that same creativity, the only situations in which you're not mindlessly blasting away at enemies and are urged to play strategically with something like the grenade launcher/mines only come about when the AI fucks up its own pathfinding and can't navigate around simple corners. What's more is that these mobs and bosses sometimes spazz out walking in a straight line towards you, there's almost zero incentive to swap out of the humble machine gun and run through the same exact room-to-room gameplay that comprises 75% of the whole experience. I actually didn't mind obstacles like the snipers, because they at least offered some new flair to my approach. Regardless, though, if SiN had been properly optimized in 1998, I still think way more people would be speaking about it with fondness alongside other shooters of its time, it's unfortunate that wasn't the case.
>>722614651I'm also convinced less than 200 people since 1999 have ever played Wages on hard, those last two encounters were some egregiously annoying shit I'm surprised I've never seen people discuss them
Forgot to mention ElSEXis