I hate to be that guy, but I disagree with every one of your points. I honestly think you're playing the game wrong. Crank up the difficulty to the max and then figure out what works and what doesn't. You might be surprised.
1. Part of the appeal of Bulletstorm was the idea that you were this unstoppable one-man force, picking up guns and dropping them for new ones constantly, like any good action hero. I rarely reloaded my weapons in Bulletstorm; I just swapped it for a new one. You don't have to be tactical, and the shotgun is useless because you are always wielding the most powerful close-combat weapon known to the video-gaming man: the Duke Boot. By the time you've put a couple upgrades into it, it becomes your strongest weapon, at least when used in combination with other weapons. Once you get the leash, you should barely be shooting any regular bullets.
2. Red jam is annoying when it blocks your view. I agree. However, it also adds another level to the challenge: the ambiguity of not knowing exactly how many hits you'll take before death. It's part of the fun, and at least its not the God-awful blood flecks from Fallout 3 that actually did hinder your vision. If it really gets in your way, turn up your FOV so you can see more.
3. Hekaton: just aim better, duder. I hate to tell you this, but developing half-decent aim is part of playing shooters. Play with the sensitivity if you can't get comfortable.
Sarrano: You didn't find that kill incredibly satisfying? This one may just be opinion, but I'd rather the final blow be heavily scripted and almost a cutscene (in a game as linear as Bulletstorm, anyway) in order to achieve maximum impact.
4. This goes back to the first point: you're not really supposed to use the guns as much as I assume you did. Opening up the levels would interfere with the boot-and-leash mechanic that drives the game. The beginning levels were more open than the later ones, and I'm guessing it has to do with the increasing importance of your close- and mid-range combat abilities. The game is all about juggling your enemies, and keeping them immobile (or on the other side of some cover) long enough to give them a push into nearby electricity/fire/spikes/etc. The game rewards you more greatly with upgrade points for non-gun-related kills, so why would you use them?
5. If the player moved faster, the enemies would too. Once again, this would mess with how the game moves. I could see it being fun, but you'd have to alter the structure of the game so much (I imagine a much greater emphasis would be placed on jumping; the levels would all need to be changed to match) that it would feel entirely different. It would stop being Bulletstorm and feel more like Quake and Quake II.
6. Humanoid enemies are the bread-and-butter of over-the-top violent games like Bulletstorm. They're more (perversely) satisfying to kill. Sure, there could have been more variety in skins, maybe even in the size of the enemy models (taller enemies, shorter enemies), but levels full of non-humanoid enemies aren't what People Can Fly games are all about. edit: I forgot to mention that removing humanoid enemies would also limit the player's ammo supply, unless the plants/aliens/other-nonhuman-enemies just dropped ammo and guns anyway Borderlands-style.
I'm glad you did like Bulletstorm, though. I've said to many of my friends it's the game Duke Nukem Forever should have been.
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