While wall-running has been removed from the game due to level-design reasons, I had a thought of including it in the game in some capacity as a way to enhance post game content after finishing the story. Maybe this could be a perk that is only unlockable after completing the story content in the game. For instance, defeating the final boss and acquiring the immortality chip or whatever could unlock a secret location beyond de blackwall where you could learn the wall-running perk.
It would probably fit better story-wise if wall-running is unlockable after the main story quest line is completed, but there are some considerations here that may make it better for this to only be unlocked only after all main quest and side quest content is complete. For example, making it unlockable right after the main quest line is done may cause players to bee-line the main quests in order to get the wall-running perk asap. This may not be ideal, especially with the current level design and how some of the journalists who've played the demos reported that enemies way above your level are unkillable. Also, bee-lining the main story before some side-quests may permanently lock the latter from being completed (although it has been reported that there is a warning that pops up before starting a mission that will do this). Additionally, there may be some side missions that become trivial with a wall-running perk due to level design. Therefore, it may be better to only unlock post game content like this after all side missions are complete as well. Lore-wise this may be not ideal, because there is no way of knowing which of the missions the player will complete last. The game would basically have to check if the player has completed everything, and if so, have a cutscene or something to let the player know that a perk or secret location has been unlocked. I don't know if there is a lore-friendly way of going about this, but this would remove the need for balancing this perk.
Another consideration is that wall-running shouldn't be allowed because the devs chose to cut this perk due to difficulties in overall world design. Maybe they didn't want to have to test every wall in the game to make sure that it wall-runnable, or have collisions enabled on even tall buildings, such as the skyscrapers downtown. We don't know the technical limitations, but if wall-running was feasible everywhere and only cut because it made some levels too easy, then it would be great to add that in as post game content after those levels have been completed.
This is just one idea. Are there any other ideas you have for post game content?
It would probably fit better story-wise if wall-running is unlockable after the main story quest line is completed, but there are some considerations here that may make it better for this to only be unlocked only after all main quest and side quest content is complete. For example, making it unlockable right after the main quest line is done may cause players to bee-line the main quests in order to get the wall-running perk asap. This may not be ideal, especially with the current level design and how some of the journalists who've played the demos reported that enemies way above your level are unkillable. Also, bee-lining the main story before some side-quests may permanently lock the latter from being completed (although it has been reported that there is a warning that pops up before starting a mission that will do this). Additionally, there may be some side missions that become trivial with a wall-running perk due to level design. Therefore, it may be better to only unlock post game content like this after all side missions are complete as well. Lore-wise this may be not ideal, because there is no way of knowing which of the missions the player will complete last. The game would basically have to check if the player has completed everything, and if so, have a cutscene or something to let the player know that a perk or secret location has been unlocked. I don't know if there is a lore-friendly way of going about this, but this would remove the need for balancing this perk.
Another consideration is that wall-running shouldn't be allowed because the devs chose to cut this perk due to difficulties in overall world design. Maybe they didn't want to have to test every wall in the game to make sure that it wall-runnable, or have collisions enabled on even tall buildings, such as the skyscrapers downtown. We don't know the technical limitations, but if wall-running was feasible everywhere and only cut because it made some levels too easy, then it would be great to add that in as post game content after those levels have been completed.
This is just one idea. Are there any other ideas you have for post game content?