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I guess I don't really believe in an isolated element being good or bad on its own, just what works or doesn't work in context. SS1's interface is built for its gameplay and vice versa. Streamline the UI by itself and the gameplay becomes trivial. Make the enemies fast and aggressive and the interface becomes a deadly nuisance. As they are, though, they work nicely together and create a compelling experience that can't be boiled down to the quality of individual components. It's like when people say the tank controls in the fixed camera Resident Evil games are bad full stop without putting them in context. The enemies and obstacles are tuned with them in mind, working together to create the challenge, pacing, and tension for which people remember the games fondly. The games wouldn't be improved just by a topdown camera and twinstick shooter controls that let you see and target everything easily, nor just by making zombies harder to run past. Those two combined might make for an interesting experiment (see Darkwood, which I have yet to play), but it doesn't obsolete the prior style. Both can be peaks on the design landscape that are worth exploring.To clarify, I think SS1's enemies are disappointing even in context. Most of them are slowly shambling hitscanners that differ only in damage and toughness and it's rather dull. I wish they were better differentiated and more interesting to fight without necessarily making them fast and aggressive, which is the distinction I was trying to make between the priorities of SS1 and SS2. There are also some minor things I'd change about the UI, like button placement and item swapping, but not the way you reload your weapon or use items, which I think enhance the gameplay in a unique and worthwhile manner.
There's something missing on the new the Cyborg Enforcer, but I can't put my finger on in it...
I'm obviously not a game dev