now, i’m way too lazy to get into each level of Woa, so i’m only going to do Paris
(Note: when i say WoA has the worst level design, it doesn’t mean it’s always bad, just not as good as the other games).
Paris
Most of it is empty space, makes sense because i remember that IOI advertised it as (i think) 6 times bigger than King of Chinatown.
There are 2 “main” areas (Inside/Chateau and Outside) to the level and i’m going to explain both seperately.
- Outside
Too much empty space, let me give an example
In the starting area, you can go to the right, when you go to the right there’s a parking area with guards prohibiting you to get into that area, if you do get into the area, you can go to the left (towards the tree i think) you can go to the right side of the chateau.
However if you go to the right there’s just some green plants and absolutely nothing (maybe a screwdriver or something but that’s not important now is it).
the whole back “garden” of the chateau is also useless, there’s a helicopter in the middle of the field (why? but that doesn’t matter), to the right is a small area with 3/4 guards patrolling, and you can go to the sewer to get to that massive “thing” to snipe the targets.
To the left there’s the meeting place with Novikov, which is too big, too easy to navigate through the guards.
all of that is bigger (in surface) than the chateau when it could have been so smaller, 47 was made very clunky in the new game and moving feels painfully slow many times, it’s like the level is the Bjarkhov bomb.
Anyway, bad level design because too much empty space
This is similar to the problem above, but not exactly for the same reasons.
The attic is fine, same goes for the 3rd floor
The 2nd floor though, has many rooms i have no idea why they exist and never end up visiting them, the best example is the the area with the firework controller, it’s connected to many rooms, but they all look the same, contain nothing (except maybe screwdriver or crowbar), and generally do have nothing in them.
Similar for the first floor (or ground), there’s areas i don’t see the point of, for example the weapon showroom, the room with the camera, etc.
The main problem with the design in all levels, is not exactly the design itself but rather how it ties into the (not very good) mechanics of the game, like Absolution, it’s heavily encouraged to use the “Instinct” mode, the map is static, and there’s A LOT of waiting.
Actually that might be my real problem, not the level design but the mechanics of the game which are really clunky compared to Blood Money.