baronjohn said:
We're just talking about intelligence and complexity, and Desu Ex wins in both categories.
Desu Ex heavily scripted and linear? Really? As I recall it had hubs in which you were free to go anywhere, the only difference is that in COP you could go between the hubs at will (which wouldn't have made sense in HR anyway). On the other hand in HR there were always several paths to an objective and it permitted different approaches - talking, sneaking, non-lethal, lethal. Stalker didn't have this variety, there was usually just one path and your problem solving always involved shooting until nothing was moving any more.
I like both original DX and HR, and they are intelligent games, but this is hardly true. For starters, multiple paths in DX and, especially HR are usually formulaic and require no second thought if you have established your playstyle and setup. There are exceptions, for example moving from lamp to lamp just beneath the ceiling, but most of the time it's vent/cover/patrol/takedown/camera/computer.
STALKER may have no skills nor augs, but even in SoC the environment is often built to allow multiple, non-obvious routes to the objective. Ok, crawls may be mostly linear, but the factory complex in Jantar allows several different routes, including bypassing most of the area by walking on the pipes. doing both suitcase missions in SoC the stealthy way also requires great amount of skill and I don't mean twitch-shooting here.
In CoP you also have branching quest design with important choices, have to chose your loadout depending on the task with no guarantee there will always be a route corresponding to your prefered loadout, have to chose your position and generally think, especially if you want the best outcome in missions where you have allies.
And yeah, all STALKERs were flawed and did different things well, SoC was buggy and had bad quests, but it was also the most atmospheric and had dungeons, plus best artifacts. CS was even buggier, broke in many places when player explored too early, had shitty weapon mechanics, and horrid ending, but at least it got difficulty and economy right, plus it had much less linear layout of the gameworld.
CoP was the least buggy, and had awesome areas and quest design, but it failed at difficulty, economy and was rather small.