Great Art is Wasted on Bad Level Design
When playing Dark Souls 3 recently, the art design came across as exceptionally captivating. However, I was also amazed by how such art could be created while the environments themselves made for strategic play. Baiting out enemies into different sections, utilizing elevations for an advantage, kiting foes etc. are all key. Destiny 2 has none of that.
It’s art design is great but the levels are just movie sets, providing mostly linear paths with little to no interaction. It’s not hard to create impressive levels that players interact with in different ways – see Monster Hunter World, Titanfall 2, Dark Souls 3, etc. Seeing Destiny 2 continuously struggle with this is getting tiring (and yes, even the raid is guilty despite offering more interactivity with its large set pieces).















