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exactly! the map is designed like a souls like castle from fromsoft itself
Sounds like you are new to gaming.
These are the intricacies of video game design that many people like, or are not at all bothered by.
Video game design is an art. Opening your front door in real life is not.
They have a bout 4-5 'guard' type npcs and they are tthe red shirt guy, the blackshirt/brown pants guy, and the soldier, later with a 'captain' type, and they are the same. Same face, same look, same open shirt.
Textures on non animated objects are fantastic and path tracing is looking solid, but wtf happened to the NPC's faces, and just variety?
Or the same thing with a key magically appearing in a previously empty room, simply because I talked to a NPC which triggered it to spawn.
This is absolute rubbish design.
But when I needed the map to find certain locations I thought that this has been implemented quite well in the game. Because you can open the map, but still walk at the same time. A far better design than if you would have to pause the game every time when looking at the map. And also better, I think, than using a minimap, which would have spoiled the immersion that is created through the 1st person view in my opinion.
???
Yes, I agree. Those two are awful examples of bad design. If a game is open-world (or open-area) some extra attention should be paid. It was superbly done with some doors and secret areas, but the two situations you mention are just bad.
Sukhotai for me is the worst map of all. The use of water really slows the game down.
Gizah is the most straightforward one. It's basically your standard adventure map. Easy and simple.