Battery upgrades aren't just for melee, they're for everything.DaveW wrote: The 'choice' with melee is that you can choose to upgrade it or not - if you don't upgrade it, you have to leave a gap between doing them because it drains power.
See this is the thing, I don't think HR enforces choice. Maybe for the first couple of hours, but upon finishing the first city (montreal? or was it detroit?) I basically have everything. Every upgrade after that is: ok, what do I not need the least?DaveW wrote: I'm all for enforcing choice - which is why I prefer HR's system.
That to me, is not enforcing choice in a positive way. The only thing that I found limited was inventory, and that still wasn't *that* limited. Choosing between auqalung, rebreather and swimming is to me more interesting, because each choice has some non-trivial cost. Aqualung disallows another aug, rebreather costs inventory space, and swimming costs xp(which is precious). If aug cans were more rare in HR, it might have been different.
And yeah, this. Carrying a melee weapon as backup in DX is a choice. It costs inventory space at the benefit of always have offensive capacity. No such luck in HR, you can always one-shot every basic enemy as long as you wait for 10 seconds in between.DDL wrote:
As for enforcing choice, HR doesn't enforce any choice re: melee, because you can ALWAYS use a takedown. You don't have to choose, and in fact you can't NOT choose to have melee takedowns available.
And I basically agree with everything else DDL said.
Honestly, I think the biggest reason never did a second playthrough of HR is the character system. Some of it is certainly that the combat is boring and I already did a stealth playthrough. But a lot of it is also that Jensen #2 will be virtually identical to Jensen #1 in terms of abilities. In Deus Ex, I think it's satisfying both to sneak and to shoot. Maybe I don't in HR because of the XP gains are only for taking out enemies, and all ways except melee give vastly reduced xp.