>>32389614Big open routes still means easier and more intuitive travel, and less annoyance, and that is good. It all being interconnected and open is important because it feels fucking good going through it. Unlike previous games, where your bike is hitting things left and right, interrupting your flow, you can ride Tauros at max speed without interruptions, and there's still enough curves and interconnected routes that it isn't all a straight path. You're still claiming that SM had the weakest level design, so what is good level design to you? Something that just throws in puzzles randomly? Shit puzzles, to be specific? Like that fenced route in Kanto? It wasn't open or straight, so it must be amazing level design to you, despite being nothing but a hassle to explore?
I'm not going to defend the dungeons in SM. They were a disappointment, except the last one. I wanted more of that. But that's still hardly the worst the series has to offer. Most of the dungeons in this series are shit. There were a few good ones, like Distortion World or the one with Lapras in Johto, or Ho-oh Tower. I miss them as much as anyone. But most of the shit from Kanto and Sinnoh was just that: shit. Oh look! It's DARK! How about you use Flash to explore this otherwise empty cave?! HOW EXCITING! Oh look! Some boulders! How about you use Strength to push them in a few holes?! HOW SMART OF YOU! Oh look! You need to precisely time your bike to jump from these ramps and even a little mistake means starting from the beginning! Don't forget Repels, or you're fucked! ISN'T IT FUN?!
Fuck that bullshit. I am disappointed by SM's dungeons, I liked a few dungeons from Johto and even Unova, I HATED Kanto and Sinnoh shit. Between disappointment and hatred, I pick disappointment.
If I'm playing a game, I'm not playing to be annoyed. It's to have fun. And I don't find those sad excuses of puzzles fun. If there is no puzzle, at least I'm not being annoyed by shit.