The Surge

The Surge

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Zorlond Jun 16, 2017 @ 3:31am
Biolabs: Bad level design?
Yeah, not talking about enemies here. First to say 'git gud' admits to functional illiteracy.

I'm talking about the level itself. The shape of the terrain, the decorations, and the presentation of enemies (no, not fighting, how you see them, how you initiate, everything that happens before weapon his mob, or mob hits player). For instance, why put a two-foot gap in the floor in the middle of a hallway that is just an instant death? For another, why make a three-foot drop down instant death as well? Why make enemies myopically dumb? Why stick a hoverdrone in a stairwell such that it only serves to make 'pew' noises without even being able to hit the player, or for the player to get rid of it?

Then there's all the useless clutter. The wood boxes which serve nothing except to make a mess and screw with the camera. A 'jump scare' which smashes through a box and then completely fails to notice the player in front of it. Such poor presentation.

I haven't even gotten far in, and this zone just says "badly made" to me.
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Showing 1-6 of 6 comments
So what you saying is, you don't like falling to your death, or being in a clumped space

Being that the place is very well made in terms of the environment logic, the issues you refer to are merely obstacles that the game throws at you to keep you on your toes

I'm afraid that the very nature of your post is in it's entirety begging for the comment you rush to denounce as illiterate.
Zorlond Jun 16, 2017 @ 4:13am 
Originally posted by Vee_Spade:
you don't like falling to your death,

Being that the place is very well made in terms of the environment logic,
... Standing in a circular tunnel that resembles a sewer pipe and falling to death is somehow 'well made in terms of environment logic'?

I don't know of any sewer tunnels that have no floors.
Originally posted by Zorlond:
Originally posted by Vee_Spade:
you don't like falling to your death,

Being that the place is very well made in terms of the environment logic,
... Standing in a circular tunnel that resembles a sewer pipe and falling to death is somehow 'well made in terms of environment logic'?

I don't know of any sewer tunnels that have no floors.
You think the environments are build based on what you will find easier? There are reasons as to why the place looks like this, and in terms of functionality it makes even more sense
Baron01 Jun 16, 2017 @ 5:07am 
I admit I was angry when I realized infamous fall to death mechanic from Souls series was introduced in full power in Biolabs. Walkways lined up by death-trenches (that is what I call it) and jumps that often relied on faith rather than my ability to clearly see where I'm heading. I lost 2.5m scraps in Biolabs when both deaths were due to falling to death-trench but 2nd death was especially infuriating since I carefully fought an enemy but an execution animation cased my character to fall to its death ...
Rest of the complaints are petty or I have not encountered them. I saw few drones got stuck under stairs but next time I passed through there those drones were flying around just fine. I do not have any issue with boxes other than the physics on them has still a lot to desire.
Mr_Meanie Jun 16, 2017 @ 12:00pm 
Sniff sniff I smell a wuss. Man up and stop crying. Kids now a days. Sheesh
gary.hop Jun 16, 2017 @ 1:03pm 
Your crying about Bio Labs, I just realised I have to go from Nucleus back to the research labs to kill a robot doctor "after" triggering all the Crystal mass butt wipes and security bots in all areas.

Technically I don't have to, but the completionist in me demands it, lol.
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Date Posted: Jun 16, 2017 @ 3:31am
Posts: 6