The First Berserker: Khazan
Can we admit the level design is 0/10 terrible?
Might be the worst I've ever seen in a souls game. Complex, intricate areas with multiple paths and lots of secrets are out. Simplistic, uninspired corridors are in. The environment poses no threat whatsoever.

A perfect early example is Sen's Fortress vs. Forgotten Temple. The Temple is basically a direct knockoff in fact -- another fortress full of lizard people and traps. Except unlike the ingenious design of Sen's Fortress, the "traps" in Forgotten Temple consist of an easily visible arrow-firing pressure plate in the middle of a large room in front of a chest, that only a complete ♥♥♥♥♥♥ would step on. And there are a couple of clearly broken floors that will drop you onto spikes. There is only one way through the level. Zero exploration. Complete amateur hour, like a student project.

Sen's Fortress on the other hand, was like an onion where you just keep peeling back the layers and discovering more and more. And as you climb, it only gets more intense, with traps like swinging blades as you walk on narrow catwalks. There is no comparison whatsoever.

I am getting far into the game, and while several of the bosses have been fun, I have not seen a single "good" level yet. And this doesn't even touch on the visual aspect, which is also mediocre and uninspired.
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Сообщения 115 из 51
The levels get more threatening and annoying like Nioh later on. Idk if that's a good thing though. Still boring. But the bosses are great.

But I've been mega scaling my DPS and wrecking everything including bosses.
I kinda agree. Falling in random holes or water ain't fun, that's really bad design.
Автор сообщения: Nemo
I kinda agree. Falling in random holes or water ain't fun, that's really bad design.

That's not really bad game design lol. You can see the hole and should avoid it. Gaming 101.
Автор сообщения: Retsubty
Автор сообщения: Nemo
I kinda agree. Falling in random holes or water ain't fun, that's really bad design.

That's not really bad game design lol. You can see the hole and should avoid it. Gaming 101.
While fighting 3-4 mobs that push you when blocking and can't evade cause you'll fall into one? It's bad design. What are the random holes even doing on a map? You think I'm just walking into holes? Wtf 😂
Отредактировано Nemo; 2 апр в 9:24
Автор сообщения: Nemo
Автор сообщения: Retsubty

That's not really bad game design lol. You can see the hole and should avoid it. Gaming 101.
While fighting 3-4 mobs but push you when blocking and can't evade cause you'll fall into one? It's bad design. What are the random holes even doing on a map?

You shouldn't be putting yourself in those situations. We have the ability to get the attention of one mob at a time also.
Автор сообщения: Nemo
Автор сообщения: Retsubty

That's not really bad game design lol. You can see the hole and should avoid it. Gaming 101.
While fighting 3-4 mobs but push you when blocking and can't evade cause you'll fall into one? It's bad design. What are the random holes even doing on a map? You think I'm just walking into holes? Wtf 😂
welcome to souls games
completely disagree, this game is NOT trying to be dark souls, the comparison doesnt even make sense. the levels serve the combat, the game is not about exploration, not in the slightest.
I actually prefer larger corridors compared to smaller ones. The Macecrossbowman level for example I do not like. As for holes and cliff edges? The game very early on communicates that they are there and they will kill you.
Just gtfo out of the tutorial area and stop judging the whole game by the intro
Автор сообщения: jonnyleon52
completely disagree, this game is NOT trying to be dark souls, the comparison doesnt even make sense. the levels serve the combat, the game is not about exploration, not in the slightest.
i think you are in the wrong forum, this is khazan we are talking about.
Early on I would say the level design is basic, but later levels are much longer, with much more interesting exploration and player interactivity.

However, I will say that whoever made the decision to put a stupid tanky bat enemy in EVERY section where the player is on tiny platforms....... I don't like them lol.
Автор сообщения: Mike
Early on I would say the level design is basic, but later levels are much longer, with much more interesting exploration and player interactivity.

However, I will say that whoever made the decision to put a stupid tanky bat enemy in EVERY section where the player is on tiny platforms....... I don't like them lol.
There is also that retarded spider-tank, who will show up randomly in some locations after the cave...
I'm fairly happy with the level design. Honestly, it's pretty grim dark and there isn't a lot of color going on unless there is a boss fight but the level design serves itself well. It's not trying to be Dark Souls but I do appreciate the inter connectivity of the levels when it comes to looping around and making shortcuts.
Everyone report the OP clown. He has made actual dozens of threads for days just crying for jester awards and hasn't even played the game.
Hard disagree. The level design in this game is amazing and the art direction is so on point I cant stop playing it because I want to see more.
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Дата создания: 28 мар в 19:31
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