Okay, thanks.
BoardBonobo brings up a good point, that it isn't always clear where you're supposed to go or what you're supposed to do in some parts. The hints should pop up a bit earlier IMO if the player is wandering around aimlessly.
For me, the hint system straddles at the boundary. In 2-3 cases, I wished it had come up earlier. In 1-2 cases, I wish it didn't pop up. For others, it's right on. That's why I thought it's "just nice".
The level design is also complicated enough that you need to explore a little bit to find the right solution. Without which, those who complained about linearity would have made more noise. Here again, I think they have balanced it well. Requires a little more effort/patience, but overall still manageable.
The one thing I was amazed at myself though happened
in Shambhala. I "knew" where to run when Lazarevich was ambushed by the guardians. My brain was constantly asking "Are you running in the right direction ?". My hands were doing the running "aimlessly". And then I found out I made it. It gave me a sense that I was really running for my life in a strange, new environment.
The most frustrating moments for me were the last boss fight and the first
"monster" encounter
The other thing is I can't go back to Chapter 16. I wanted to fire U2 up yesterday to stroll in the village again. It seems that I can only watch all the cutscenes, which don't showcase the village. Now I have to play it a second time and save the game right at that spot.