@Pedro While I know for a fact that Metroid Prime is no where near the best example of design in a game, it to me is the last example of good, effective level design that remains interesting, multi-layered and varied through-out in the FPS genre. Far Cry 3 was literally point A to B, they just masked it with a OPERN WERLD11! filled with the exact same boring content you see in literally every OPERN WERLD!111 Ubisoft game and void of absolutely any soul. Regardless, I detest open world games, a clear sign of laziness in design really. I don't have to try hard to undermine them, I simply don't like them, never have and get absolutely no kicks from playing them. Design, gameplay, atmosphere wise none of these aspects come remotely close to hitting the mark for me in any mindless shooter of the last 2 generations, some may get one of the aspects semi-decently done but will be completely lacking in the other areas. If you think games back then were point A to B back then take a look at this awfully true comparison http://www.aspaceman.com/wp-content/gallery/blog_1/fpsmapdesign.jpg which sums it up pretty well, they had open-ended layouts that had multiple paths and multiple objectives and each level being it's own puzzle, the definition of non-linearity in FPS games, think of it being point A-L except mostly many points are achievable in any order. Metroid Prime had a reasonably complex layout with tons of objectives, most achieved in any order you pleased and many being optional which is where it gets my praise over simply just running in a straight line like in Halo and shooting enemies which still makes me feel ill to my stomach when I think back of my playthroughs of Halo 3 and Reach...
That would be true if the game wasn't comprised of hundreds of paths and if every path was specifically intended for an objective in which case is not. While MP didn't have the best AI, and I believe AI really hasn't come far at all since the 90's, combat situations were still really fun and each enemy behaves uniquely in combat, I was actually really impressed with the AI being able to dodge attacks and maneuver pretty well which is certainly more fun than AI crouching behind a rock, standing stagnatly out in the open or just charging you, making them easy to pick off. I'm sorry, given the games nature with backtracking, it would just be stupid if you could kill every enemy on the map lol they did mait funner atleast by changing the combat situations in each room the further you got in the game. True, I did and it does, Halo is a prime example of awful level design in FPS games, just wide point A to B corridors and the art direction was just your generic sci-fi garbage, nothing special at all. It certainly qualifies as massive, especially when compared to FPS games of this era that can be finished in under 3 hours including the large portion of it which is made up of cutscenes. Yeah maybe not essential if you're playing on easier difficulties, hell, the difference between normal and veteran is huge and believe me you'll be hunting down absolutely every powerup.
I don't know what to say anymore, I'm in more shock than anything that design has been completely brushed aside or montonous, boring and drab garbage and there hasn't been a single FPS, my favourite genre no less, that has catered for my taste in FPS. Metroid Prime had many flaws and was in no way near a perfect game but still was a blast to playtrough which is more than I can say for pretty much every shooter I've played in the last 13 years combined..
Funny that you mention Dishonoured which while has decent design compared to games of late it still is absolutely pathetic compared to the greats of the genre.
@excelsior1 I quite liked the pirates but those damn metroids were literally one of the most boring and unsatisfying enemies to fight lol...
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