Forum Overview
::
Hotline Miami 2: Wrong Number
::
I agree
[quote name="cant tell if you're sarcastic thoug"]Like, what exactly is gained by a big open area of wandering around and having to manually note which ability-unlock gate is where? It was novel when the first Metroid games did it (not to mention simple), but I just don't give a shit and the patience for pen & paper map notes died out over 20 years ago. Why just have more tightly crafted linear levels that introduce new obstacles to overcome with new abilities? The absolute worst of this is that new Carrion game. It gets playing the Blob right, but everything else wrong. It makes thematic sense why The Thing doesn't get a map, but it's a fucking tedious slog navigating through. Rogue Legacy was a recent one to get it right. No hard ability gates, and the big open layout is the whole point with the randomization every run (unless a strategic fee is paid). [/quote]