night, inquisition, people can fly, storm, dungeon, forum, phendimetrazine, invaders, tilton, carmack,
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If you jump off, however, you'll probably die. You can't climb many slopes or attach your rappelling day line to anything but metal hooks. There's little rhyme and less reason to destructible objects, and great variance in what you can and cannot shoot through: Glass, yes. Snow, no. Snow men, yes. Canvas tents, no. The final significant problem is with level design. There's been a trend of late that has seen shooters grow increasingly day linear, with fewer and fewer divergent paths from day which to choose. The worst offender by far is Unreal 2, a game that was quite literally a straight line from beginning to end. XIII is better than that, but not by much. In most levels, the designers attempted to hide this fact by creating the illusion of multiple paths, all of which eventually loop back onto themselves or dump you out in the location to which you're supposed to get. Levels are heavy-handed as well as linear. Obstacles such as shrubbery represent impassible barriers for no other reason than the designers didn't want to include more game world than was necessary.
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