But sometimes it felt vital - especially on the game's hardest Insanity difficulty.



"This is why we kept the weapon wheel to pause combat," Condominas continued, "and then for the squad - there's another reason which is more mechanical. So already we're not happy with how it feels, but then as we're going down the path of adding jump and evade, you need balance. At that point, we took the decision that a couple of things needed to go away.



"So we decided to take these things which were actually the best and the worst," he continued, referring to the jump and evade on the one hand and the power wheel on the other, "and just remove [the latter]. Also, because we wanted to go more open and diverse in our combat spaces, the level of the AI increased considerably - including the squad. So it was less needed."