A lot of the side-places are meh, and the re-used enemy types are breathtakingly blatant, so much that I'm shocked the game doesn't get more shit for it (when something like Nioh totally did, despite having superior combat and level design).
A lot of the side-places are meh, and the re-used enemy types are breathtakingly blatant, so much that I'm shocked the game doesn't get more shit for it (when something like Nioh totally did, despite having superior combat and level design).
I'd disagree with Nioh having better level design, but the main reason is that it's at least twice as long as GoW, and can't fall back on any of its characters or story to distract from the combat.A lot of the side-places are meh, and the re-used enemy types are breathtakingly blatant, so much that I'm shocked the game doesn't get more shit for it (when something like Nioh totally did, despite having superior combat and level design).
I'm pretty sure OP is talking about games with most content nothing about design being inefficientOP is basically speaking of inefficient game design, a principle I'm against tbh, I respect efficient design much more.
To answer the question, without a doubt the NSMB series, they are incredibly packed, each level introduces a new idea, develops it, masters it and then discards it like chewed bubble gum.
The Donkey Kong Country Retro games are worse, they will introduce an idea, develop it, then introduce another one, develop it, mix two or three ideas together, master them mixed, and then you'll never see those appear again in the game.
Any of this ideas in the NSMB and DKC games can support a full game on its own. This is why no one does platformers anymore, it's incredibly expensive to try to compare with Nintendo.
Yet he discards games with backtracking.I'm pretty sure OP is talking about games with most content nothing about design being inefficient
because generally backtracking is not new or unique content , is it? And Indie needs to do that because of resources not because they want to. I agree with OPs take on that I dont like backtracking either to me is far more wasteful than an open world bloat in AAA gameYet he discards games with backtracking.
Do you know why there are so many indie Metroidvanias? Because it's efficient game design, and smart developers low on resources can reuse same areas in different ways, so there is a lot of content even though there's not a lot in there.
That's why no one copies Nintendo platformers, they are incredibly expensive to make.