Much as I liked Freedom Fighters, I can't honestly say it didn't suffer from linearity; you were given the option of doing things in any order, but more often than not it was somewhat illusory, since failing to do things out of the suggested sequence was nearly impossible, and not in a satisfying extra-challenge way either.
Additionally, the various possible routes to your objective almost always included one that was almost completely undefended and let you sneak up on your objective with impunity. This could have worked on levels when you were working against the clock -do you blast through the heavily defended main gates or take a long detour round the back?- but Freedom Fighters didn't contain a single timed mission. These shortcuts weren't even particularly well-hidden; I usually spotted them on my second playthrough.
Rollercoaster level design and you
Moderator: Thanas
Re: Rollercoaster level design and you
There are hardly any excesses of the most crazed psychopath that cannot easily be duplicated by a normal kindly family man who just comes in to work every day and has a job to do.
-- (Terry Pratchett, Small Gods)
Replace "ginger" with "n*gger," and suddenly it become a lot less funny, doesn't it?
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-- (Terry Pratchett, Small Gods)
Replace "ginger" with "n*gger," and suddenly it become a lot less funny, doesn't it?
-- fgalkin
Like my writing? Tip me on Patreon
I Have A Blog