That really is it. It's funny because games these days have all these buttons to press and use, but they just aren't very fun.
I was just recently thinking about that because back in the day games like Doom, Wolfenstein and Blake Stone only had shoot and use buttons, yet they were a ton of fun to play due to the intricate and very elaborate level designs and enemy placements.
These days most FPS games either have "realistic" levels that are blockaded off and extremely static with no destructibility (something that I really appreciated about Black on the PS2, making shootouts feel dynamic and weighty thanks to the physics), or they are fantasy levels with zero ingenuity, designed around arena play and -- as you mentioned -- repeatable play experiences to sell cosmetics.
I'm still enjoying Prodeus for what it is, but the levels still aren't quite as inspired as classics like Duke Nukem 3D or Shadowrun. They still feel like the devs are trying to be clever with the layouts, rather than focusing on playing up the strengths of the game's mechanical design.
That really is it. It's funny because games these days have all these buttons to press and use, but they just aren't very fun.
I was just recently thinking about that because back in the day games like Doom, Wolfenstein and Blake Stone only had shoot and use buttons, yet they were a ton of fun to play due to the intricate and very elaborate level designs and enemy placements.
These days most FPS games either have "realistic" levels that are blockaded off and extremely static with no destructibility (something that I really appreciated about Black on the PS2, making shootouts feel dynamic and weighty thanks to the physics), or they are fantasy levels with zero ingenuity, designed around arena play and -- as you mentioned -- repeatable play experiences to sell cosmetics.
I'm still enjoying Prodeus for what it is, but the levels still aren't quite as inspired as classics like Duke Nukem 3D or Shadowrun. They still feel like the devs are trying to be clever with the layouts, rather than focusing on playing up the strengths of the game's mechanical design.