* AlternativeCharacterInterpretation: The Runners. Are they freedom fighters, as they believe, or small-scale terrorists? The story would be the same either way, [[spoiler: and would even have a happier ending if the latter were true. Not for Faith, but for the city.]]
* AnticlimaxBoss:
** [[spoiler: The FinalBoss, Jackknife, who you ''[[CurbStompBattle kick]] [[DisneyVillainDeath off a helicopter]].'']]
** Minor villain Ropeburn is [[CutsceneBoss even less climactic]], although he makes up for it in [[PressXToNotDie sheer frustration potential]]. Ropeburn charges at you with a metal pipe, and you are supposed to press the disarm button as it turns red (due to Runner Vision). The problem is that you need to actually press the disarm button quite early (just as the pipe starts to turn red). However, the frustration potential is totally subverted when you realize that the game doesn't punish you for pressing disarm before you're supposed to, so you can get through this scene 100% of the time by simply mashing the disarm button.
* [[AwesomeMusic/VideoGames Awesome Music]]: Faith is [[http://www.youtube.com/watch?v=SzmUde_EK5Y Still Alive...]] To emphasize how awesome the song is, if you listen closely to the in-game music, they all seem to subtly build up to the end of the game when the song finally plays in full. In fact, the main menu music is a stripped version of the main melody.
** The rest of the soundtrack easily qualifies, fitting the game's clean, minimalistic, futurist visual atmosphere perfectly. Particularly the main menu theme.
* BreatherLevel: One could consider the elevators in the game as this. Also, Faith takes a few breaths, literally as well while in them or when you stop.
* BrokenBase: The animated cutscenes. Some like the distinct style and think it adds to the atmosphere, others think it's a waste of a beautiful-looking game engine and that it's a jarring and unnatural shift in art style.
** Catalyst reboots the entire franchise, meaning that the first game is possibly non-canon. This has led to debates over whether a reboot will make the entire original game pointless, or if the plot was weak and isn't a big loss.
* DisappointingLastLevel: Chapters 7 and 9 (out of 9). Everywhere else you're gleefully flying around like an amphetamine-overdosed monkey. In these two levels you're a mouse in a maze being chased by amphetamine-overdosed ''cats.'' At least in Chapter 9 you can learn to be a ''sneaky'' monkey.
* DemonicSpiders: The "[[SuperpoweredMooks Pursuit Cops]]" are (almost) always avoidable, but the battle rifle-wielding bad guys aren't and can be nearly as frustrating to kill. They actually wear... [[GroinAttack protection]].
* EsotericHappyEnding: [[spoiler: Yay, Faith rescued her sister! Nevermind that Callaghan still has an iron grip on the city, her only major political opponent is still dead, PK has effectively taken over the police force, and while you ''did'' wreck a server room that apparently has something to do with mass surveillance in the city, there's no real expounding on how lasting of an impact you actually made. Oh, and those anti-Runner [=PKs=] are still out there to make your life hell later. In fact, how exactly are Faith and Kate going to escape from the Shard, since Kate is handcuffed and assumedly doesn't have Faith's LeParkour skills, and there's no indication that security has stopped combing the building looking for them? Who cares, time for hugs and credits!]]
* SugarWiki/FunnyMoments:
-->'''Merc:''' (after Faith jumps off of a crane, onto the load of another crane, onto a crash pad) Goddammit girl! Did you just do what I think you did? I just spilled my Joe all over the keyboard!
* GoodBadBugs: If you kick a mook off a ledge, they die. Regardless of how high up the ledge is. This is particularly helpful in the last fight, when you can take out one of your ambushers incredibly quickly by running up the stairs, kicking him off the landing, and watching him fall three feet to his death.
* SugarWiki/HeartwarmingMoments: Every time [[spoiler:Faith and Kate hug one another, specially in the Ending's one.]]
** The soothing power of the "Puzzle" themes for the [[http://www.youtube.com/watch?v=fQ5SdMaQ0Dk last two]] [[http://www.youtube.com/watch?v=1_XmY09uRJ4 levels]] (warning: possible spoilers) makes up for all those times you've fallen to your doom.
* ItsShortSoItSucks: Just like [[VideoGame/{{Portal}} another experimental game]], some people complain about its length.
* NauseaFuel: The camera perfectly follows Faith's eyes, meaning when she rolls to break her fall, you'd better hope that little dot in the middle of the screen does [[http://en.wikipedia.org/wiki/Spotting_(dance_technique) what it is supposed to do]].
* NightmareFuel: When Faith falls to her death. It's accompanied by ''very'' realistic sounds and cinematics, to the point of inducing vertigo. Made even worse if the player is wearing the UsefulNotes/OculusRift, as they would literally see themselves falling to their death as opposed to just watching the monitor.
** As if that wasn't bad enough, it ends with a very quick fade to black and a disquieting splat sound.
** [[https://www.youtube.com/watch?v=36YhOECHpSM This is the sound]] that plays when Faith is falling to her death. If you think it isn't horrifying enough, look through the comments and read the reports of people who heard this while having sleep paralysis, but ''louder''.
* PortingDisaster: The PC port suffers from some severe performance issues whenever broken glass is involved. Go to the shootout at the server room and watch the framerate drop to one frame every 2 seconds even on modern rigs unless you crank the graphics down to the lowest possible settings.
* TheScrappy: [[spoiler: Jacknife for being a pretty generic, cocky villain.]]
* ScrappyMechanic:
** First-Person SheFu is '''''hard,''''' and unwanted. Disarming is particularly difficult, especially more armored Blues who need to be taken from behind.
** Wall jumping to a parallel platform is near impossible without BulletTime. Too bad the hardest puzzles all need it.
* TearJerker: Not an outright one, but fairly depressing - in the Maintenan- er, Janitor's "Office" in the subway, he has a hand-drawn and very sloppily-spelled "Diploma" on his wall in crayon, along with a certificate of appreciation in the same style.
** The lyrics to "Still Alive" about a city that's artificially clean and pretty:
--->But inside my head so loud and clear\\
You're screaming, you're screaming\\
Covered up with a smile I've learned to fear
* ThatOneBoss: [[spoiler: Celeste]], the "white runner" at the end of Chapter 7, is a one-on-one SheFu match. Disarming her before she can headbutt you away is a major hassle that will likely take a few tries. Many consider it one of the most annoying points in the game.
* ThatOneLevel: A few candidates, depending on if you're playing a PacifistRun or not:
** The shootout inside Pirandello-Kruger has several guards up on walkways, so you have a lot of exposed ground to cover before you can get a gun. On Hard mode, they can potentially kill you before you even reach the walkway.
** Opening the door at the end of the parking garage in Chapter 7 before the machine gun Blues get you can be quite difficult, especially since it's a valve door that takes time to open.
** The lobby shootout at the end of Chapter 8 is fairly tough even with a gun. Doing it with your bare hands will make you scream.
** For a more peaceful example, the CRC building has plenty of places where you can accidentally vault over a platform you meant to climb onto.
* UncannyValley: Faith's animations look fine from a first-person perspective. But if you install a mod to play it in [[https://www.youtube.com/watch?v=t3VnWYt9flM third-person]]...
* VindicatedByHistory: When the game initially came out, reviews were mixed and lukewarm. Sales weren't of EA's liking. Now the game is developing into a CultClassic and the second game was eagerly anticipated.
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