Swapping versions wouldn't fix any of the real issues, only the more superficial ones that were more immediately noticable in my mage playthrough. The thought of slogging a third time through the overly lengthy tunnel dungeons of Orzamar, and the tunnel dungeon in the Elven ruin, and the annoying to traverse tunnel dungeon with sky for ceiling that is the second half of the Elven forest, and the tunnel dungeon with trippy effects that is the fade, and the tunnel dungeon in a circle that is the mage tower, and the tunnel dungeon of the dragon layer, and ... Ugh!
Yes, I really, really hate these corridor obsessed area designs! Especially ones with such drab visuals and plodding "Go the long way just because" design. What is it with modern RPGs and creating more confined spaces than their predecessors? Why are more open and free areas like the Kokari Wilds or the first area of the forest so rare in modern RPGS? I was tired of it by Oblivion, sick to death of it by Fallout 3, and by Dragon Age the mere thought of a tunnel dungeon fills me with loathing. :thinks longingly of the open spaces of Baldur's Gate:
EDIT: Here, an overworld map of Baldur's Gate which displays maps of each main area. Look at all that open space where you are free to wander about as you will! That made the tunnel dungeons feel like a change of pace and something special. Since the advent of 3D RPGs even the outdoor areas have been closer to corridors than spaces.
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