I just got to the second major boss, and its even worse than the first.
Spoilers? Spoilers.
The first boss battle requires you to kill. I'm OK with that actually. As much as I like to play non-lethal, and which is what this type of game seems to be really geared for, its not that realistic that you can get away without sometimes being cornered and having to force your way out.
But the second boss battle (more of a confrontation, really, but same purpose) crosses the line into truly shitty story-telling. You've got augments, implants, weapons, skills, experience, talent, and a burning need to find out what happened to your ex-girlfriend, but you let the end-level boss caress your face and push a dunce hat onto you and make you sit in the corner. I love the franchise, and so far I still like the game, but this little plot-point is a turd floating in the punch bowl. It's sheer laziness. I know you have to move the plot cart along the plot rails, and I'm OK with that, I want to get to the next level as much as anyone. But you can't just make me lie down on the tracks while you roll the cart over me.
Some other game mechanics bother me, though not as much as the aforementioned. Why does every other office drone's desk have ammo for my weapons? More laziness, more stupidity. I know you need to funnel in-game tools to the player so they can play, but put a minute of effort into this, and at least place the tools in a logical place, like a security office, or something. You're the game maker, this is your job to think of these things. It's not my job to justify why office workers are all keeping a small amount of various ammo types in their desks.