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You've raised some really good points on the gameplay that I hadn't even considered.
I've been working on ways to reduce taking player controls away, without losing important plot points/cinematic scenes.
Some people really struggle with the boss, and some people like yourself kick his ass quickly. I'm fine with both :)
I'll have a think about the reload animation. I wanted a very clear distinction in the heat of battle for when you're out of ammo...
These are useful points to think about, thank you
But it's a very minor thing, really. It works either way.
With reloading, one possible way is to make pistol spin during reload, so there is a visual indication and you're still able to track your target. Now that I sit here thinking about it, I do wonder why rifle reload didn't feel as bad as pistol to me. I guess it is because pistol invites more manic gameplay with fast shooting and shorter reload time, so anything that clashes with it stands out more to me. Gamefeel is a strange beast...