>>19462543I find the reuse of assets more than a little annoying. There is a square/block shaped building ruin that usually sit half-way sunk into the ground. It pops-up regularly enough I'd say there are at least 20 of them in the world. When you come across the same enemy, your brain doesn't think it's a big deal, because you want to identify an enemy, learn it, and then take advantage of that knowledge later to feel better informed about the dangers around you.
However, if you see a castle in one area and then the exact same on in another, you want a lore related reason as to why it's the same. Going around and seeing reused assets in a world from a game series that has explicitly used its surroundings to help tell the story is VERY distracting.
Despite this, I agree there are some very unique and well made areas of the map that really make it feel like you entered another world. But I still prefer the smaller, more detailed and focused environments of past Miyazaki games with beautifully painted sky boxes that made you just wonder about the world around you. I don't care that you couldn't go there or that it didn't have real-time day/night cycles. It was a magnificent painting, frozen in time that told a timeless tale.
I feel ER lacks this.