Talon- said:
I was speaking about the architectural layout. A man can only walk through so many dark corridors and alleys before he goes crazy. Bungie's at its best with combat design in linear circumstances. Case in point, Sierra 117 is perfectly designed in terms of cover placement and line of sight. Didn't get that feeling in ODST.
OK, on this I completely agree. I am a monstrous whore for open world games, as I love to explore every nook and cranny and see the thought and love that went into crafting whole neighborhoods that are easy to ignore in the quest to advance the plot.
But New Mombassa didn't hold much...
identity, is I guess the right word. It didn't look lived in, and it didn't look much like a slipspace rupture tore its heart out either. The audio logs tried to instill more of a sense of place and humanity to the city, but it only makes the end result stand out more in stark contrast. If anything, the place looks like its been abandoned for years, with no reason for the covenant to be there, much less to keep a constant patrol going.
Would've loved to see more ad-hoc reactions. Humans holed up and in need of medical supplies. Crazies walking the streets with signs of the end times. Seeing Elites being cut down by Brutes from afar. Signal bonfires from ex-cops hoping for rescue, etc. etc. etc. Something,
worth saving.
As it was, all you could rely upon to tell one district from the next was large emblazoned numbers on random buildings. It was a solid first foray into a more open ended world - and if Bungie decides to give it a more expanded go, I hope they give the hub a real sense of place, of purpose, and fill it with more than just random enemies.