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I also would like to see 2 things in the next game:
1. A reward system of killing enough guards (contrasting Mercy, so you can get either or, so you are not forced to be a pacifist. Styx is NOT a pacifist.)
2. Consequences of actions. We had a couple of choices in the games and although it seemed like it might have consequences, sadly they did not have any, which was a huge bummer. It could be also implemented within the insignias. If you choose to get Mercy, you will notice something different in the game, but if you go for killing guards to get the other insignia, then there would be other consequences.
Part of the reason I like the clones squeezing through the door grates was the fact that it was something no one would account for. Before Styx there were no goblins, the grates were probably for passing items between security gates without having to open them. He just took advantage a situation no one would have planned for or could plan for, because Styx is unique.
They should definitely push angle that in the sequel, how Styx's uniqueness allows him to survive.
Make puzzles that would take two people to solve. The world at large now knows about goblins, but the talking goblin is still seen as a myth. Let alone a goblin that can copy himself. So when designing security to keep thieves out it makes sense to design a system that would require two people to open a door because who would plan for a magic goblin when designing their security.
They could bring back the trap ability from Master of Shadows where you could set a clone to wait in a hiding spot and kill however comes by instead of the poisonous fog in the skill tree.
There could even be traps that you can use clones to neutralize. For example there's a treasure chest that approaching it triggers spikes unless you have the key to unlock it. You could either search the level for the guard carrying it, or simply sacrifice a clone to trigger the traps and then opening the chest with a lock pick.
In the second game we see that the elves have begun to change drastically. Physically they are smaller than their ancestors and now about the same size as humans. They also have a far greater sense of individuality. At some undefined point the High Priestess figured out how to extract amber from Goblins and used it to bind all the elves to her to try and recreate the old order. However the elves no longer mention being able to hear each others voices, just hers. Making it very similar to a cult of personality. We even find out that members who refuse to take the amber are either killed if they continue to refuse, or imprisoned if they repent. One of the elven guards even comments with the destruction of the amber she will be free, Djarak's stated goal.
This is one of the aspects that sets the Of Orcs and Men universe apart from other fantasy settings. I hope the next game touches on this a little more in-depth since goblins and elves are both children of the amber, and just generally explores more lore on how the races are different here.
For the third game there should be a better mix. A couple short levels where the goal is eliminating enemies, some no detection levels, and a large number of open-ended levels where play-style is up to the player. If there was a elimination level early game, then another one late game you would get a sense of how much Styx's fighting abilities have progressed and how much more powerful he has become.