A thing that gets me is how only certain objects can be climbed. In the game it often feels like I'm a rat in a maze, stopping at every corner to see if I can jump on that ledge, but 99% of the time I try this it's not possible.
I went through the first couple of hours without being seen by guards and though, "Well, maybe guards only attack you if you're sneaking around and being shady?" So I stood up and casually walked into the light on the street and all the guards pointed at me and drew their weapons and attacked. Isn't that a bit weird? When in history has someone just casually walking down the road grounds for immediately being hacked to death with bladed weapons? Later on there's a saloon you go into where those same (kinds of) guards are there chatting it up right next to you like you don't exist. I guess hacking random people to death with large blades is just their day job?
Some things are disconnected, too - like how at one point Garret climbs a pipe and suddenly you're in third-person mode playing a Tomb Raider climbing mini-game that completely ruins the immersion.
Probably the thing that bothers me the most is something that the article didn't touch upon: that lack of positioned audio. It would have been awesome if you got closer to guards and could hear them talking louder the closer you got to them - you know, like in real life. Instead, when you reach a certain point on the map the audio is triggered and you can hear the guard that's 50 feet away talking like he's right in your ear, clear as a bell - which direction you're facing just doesn't matter, as if you were listening to him over a radio.
Strangely, despite how this is a game that highlights exactly how not to make a game, I'm actually kind of enjoying it. At times I truly feel lost in the world (in some sense literally - I didn't know the game even had a map until I read this article, and I've been playing for 6 hours) and fully immersed. Usually those times have nothing to do with any kind of strategy or gameplay, though - it's purely a side-effect of the wonderfully-realized graphics. Although the level design is a mess, the way it looks is pretty amazing. It kind of reminds me of RAGE in this regard. Heaps of rubble look great in the thousands of dead-ends you'll run into.
Something went horribly wrong with this game - it was pushed and pulled in too many directions. Was there no director? No unified vision for the game? How can such an expensive game go so wrong?