Yes, but I couldn't KEEP ANYTHING IN MY OWN DAMN OFFICE because the game design didn't allow for a persistent universe :|. For whatever reason I found that really irritating (as I've ranted about before

).
Let's face it, most of the time revisting an area in a game is an easy way for a developer to add "content" to a game at minimal cost (don't get me started on Boss levels

). It CAN be used effectively as a story telling device. Thief and SS2 did it, for example. Usually the thrill of revisiting an area is that either: 1.) something has dramatically been changed, so in effect its NOT really just the same area again, or 2.) there is a gameplay benefit-to-risk factor at play that makes it challenging to go back. The second case usually involves access to some power-up, side quest or storage opportunity if it's an inventory restricted game. In DX you got a little of the first case, some of the second case in terms of power-ups (augs) or side-quests (decisions made about where to send NPCs), but no place to store any of my crap. Yes it was character defining, challenging and fun (sometimes) to agonize over what stayed in my inventory and what got tossed, but as a device to add "realism" to the game, it seemed like a lost opportunity.
UNATCO HQ was just NOT that interesting of a place to make me want to go back there as many times as I was forced to. I mean 007 usually visits Q once at the beginning of the movie and THAT'S IT

.
I'm not sure what my point is here, so let me remind everyone again that I DO like the game. If anyone is worthy of trying something a little too over ambitious it's Warren Spector. Then again Ion Storm is definitely NOT ot be trusted with over ambitious projects

. Maybe that's the problem...
