I never said visuals arn't important, but they SHOULDN'T be the main focus. They simply are there to enhance the experience, and make it memorable and special, not the main spotlight. No game got off visuals alone. Maybe. I dunno, given people these days, maybe a few did, but whatever.
What I got from this level was that it was just nothing special, with some fancy textures (The GFZ connection was just stated because thats what it felt like: GFZ, IE something that's basic, which is okay for the first level of a game, but I honestly expect a bit more from an addon). It didn't feel like there was any connection between the level and the visuals. They were like two separate worlds. I didn't feel like it was apart of it, I felt like it was just there.
A levels visuals should be based around it's design: it should flow from it and grow with it. It should play a role in the level's structure and challenges. It should feel- no, BE combined with the level design to feel like it was more than just some background pieces and platforms stapled together: It should feel like a level. While levels do need beautiful visuals, they also need brilliant design, combining the two in an experience you'll remember. Not just that "One level that played okay but was so boring to lok at" or "the level that looked good but played just meh" or anything of the sort. It should be the level that people WILL remember, and care about.
I shall say this: Levels should not be based around visuals.
I repeat: Levels should not be based around visuals.
One more time: Levels should not be based around visuals.
They should be made with the visuals being PART of the design.
DESIGN AND VISUALS MUST BECOME ONE: A LEVEL.
What I got from this level was that it was just nothing special, with some fancy textures (The GFZ connection was just stated because thats what it felt like: GFZ, IE something that's basic, which is okay for the first level of a game, but I honestly expect a bit more from an addon). It didn't feel like there was any connection between the level and the visuals. They were like two separate worlds. I didn't feel like it was apart of it, I felt like it was just there.
A levels visuals should be based around it's design: it should flow from it and grow with it. It should play a role in the level's structure and challenges. It should feel- no, BE combined with the level design to feel like it was more than just some background pieces and platforms stapled together: It should feel like a level. While levels do need beautiful visuals, they also need brilliant design, combining the two in an experience you'll remember. Not just that "One level that played okay but was so boring to lok at" or "the level that looked good but played just meh" or anything of the sort. It should be the level that people WILL remember, and care about.
I shall say this: Levels should not be based around visuals.
I repeat: Levels should not be based around visuals.
One more time: Levels should not be based around visuals.
They should be made with the visuals being PART of the design.
DESIGN AND VISUALS MUST BECOME ONE: A LEVEL.