CleverCover said:
I despise it when they put water in a game and then don't let me swim in it.
Dragon's Dogma, how could you put such a tempting offer there and then snatch it away from me so quickly.
That's evil, just pure evil.
Altair and his inability to swim/water allergy comes to mind XD
MiracleOfSound said:
Anything blue and orange. It was fine at first but now it's just total overkill.
What? You mean like the forerunner levels in Halo 4?
OT: I don't really have any environments that I hate per se, but I'm not too fond of desert levels. Not because I dislike the environment, but because when game designers try to make them feel "lifeless" they often just end up making it feel empty. Having nothing to explore, find, or experience makes for a boring level for me.
Twilight princess is a good example of what I'm talking about. It had this large open area with crevices and sand and desolation, but what did it really have? Basically a temple, the cave of ordeals, and some enemies and a poe or two. It was like a quarter of the total map! How do you have so little in it?
A Desert level that got it right in my opinion was Spargus and its surrounding areas in Jak 3.
Spargus itself was a neat idea for a town in a desert. It had buildings built in to cliffs for defense and had a port for trade. It made sense and felt alive, while also giving the sense of a harsh desert environment. Out side of the town there were several things that you could find. Some of them were important and you were required to go there, like the temple, and others were just interesting flair, like the ruins where you rangle up the lizards. They were interesting. Why were there ruins there? Did the town get attacked and everyone die, or did their water supply run out? Did they move to spargus and the desert swallowed the remains?
These kind of small things make levels interesting to me, and desert levels seem to be the ones that mess it up the most... Jungle levels follow closely behind.