It feels weird to have no choice about how you handle the takedown/arrest of ghosts and sinners.
The narrative implies that the protagonist can bring people in for questioning, but the gameplay only allows killing. This causes ludonarrative dissonance. (Gameplay doesn't support the story and vice versa.)
Consider implementing an alternate approach, like tasing, or handcuffing, then bringing the NPC in for questioning.
It feels weird to have no choice about how you handle the takedown/arrest of ghosts and sinners.
The narrative implies that the protagonist can bring people in for questioning, but the gameplay only allows killing. This causes ludonarrative dissonance. (Gameplay doesn't support the story and vice versa.)
Consider implementing an alternate approach, like tasing, or handcuffing, then bringing the NPC in for questioning.