Level design can be pretty important in games. It’s way easier to navigate if everything is clear and accurately represented. The First Descendant has some pretty awesome landscapes and clever area designs to keep stuff interesting. But, with the sheer number of areas TFD has, some are bound to be below average, or even worse. Such is the case of a certain zone, found in the White-night Gulch.
The Hatchery Is the Most Frustrating Zone in TFD
Hatchery is the final area in White-night Gulch. It is as alien as it can get, the design reminiscing of Starcraft Zerg buildings (but whiter and less fleshy). But, aesthetics can be irrelevant if the area’s design is awful, which the fans discuss on a certain Reddit post. Dubbed the “worst humanly possible area design”, the fans quite dislike the Hatchery, and that is an understatement.
Started by fatepure, the discussion revolves around one thing: the design of the Hatchery is terrible. User mibubyakko123 simply stated: “This is a maze. Took forever to find the reactor”. As you’d expect, people jumped at the opportunity to add their own thoughts. Redditor DoctorFearcrow said: “Totally agree, not to mention the Reactor Boss of that area…” and nbathrowaway5 added: “The Reactor Boss? More like the ‘Frustration Overload’ boss. Every encounter is a patience test!”
Others comment on the zone itself like AllCAPS stating: “Took me an hour to find the mission beacon; this whole place is confusing.” and Negative_Writer5510 adding: “I’m convinced half of the areas are AI generated bc they make no sense”
At Least It Looks Pretty
Apart from all the negative comments for level design, at least the aesthetics are praised. Buffmanly30 said: “The maze and finding your way around is crazy obnoxious, but I LOVE the visuals in this area!!” and more users agreed, with comments like “it was cool seeing this area for the first time” and “generally love the tile sets, especially the more alien Vulgus ones…”
Unfortunately, all the looks in the world will not save you from bad level design. As one user stated, “Would be even a little better if the map showed the pathways“ and we couldn’t agree more. Having a way to see pathways or any other way to aid you in moving about those tough-to-navigate parts would be of immense help. This is a looter-shooter after all, not an exploration/adventure game.