I've been thinking a lot about Xenoblade Chronicles X lately (still waiting on the Switch port, Nintendo) and I think the most remarkable achievement of the game is the absolutely masterful level design of the open world. Monolithsoft have garnered a reputation for excelling in this area, and for me this is key in making an open world feel engaging to explore. Xenoblade X offers terrain with many winding paths, extreme levels of verticality, and areas that are not accessible until way later in the game which offers an enticing hook to keep playing.
Perhaps the most impressive aspect of Xenoblade X's design is the skell, which is unlocked about 30 hours into the game. This completely recontextualizes the level design by allowing you to reach completely new areas with an enhanced jump and transformation abilities. What's more, the flight module (unlocked around the 60 hour mark) changes the level design again by allowing you to reach vertical terrain inaccessible to you earlier. X's feeling of slowly peeling back an onion as it's level design opens is unrivaled in my opinion.
The world of Xenoblade X has extreme variance in it's terrain, often subconsciously pointing you to interesting locations
On foot, your ability to traverse the world is relatively limited
Unlocking the skell and it's flight module provides a new outlook on the world's level design
I now post the question to you ERA: What are your favorite examples of level design / field design in an open world?
Perhaps the most impressive aspect of Xenoblade X's design is the skell, which is unlocked about 30 hours into the game. This completely recontextualizes the level design by allowing you to reach completely new areas with an enhanced jump and transformation abilities. What's more, the flight module (unlocked around the 60 hour mark) changes the level design again by allowing you to reach vertical terrain inaccessible to you earlier. X's feeling of slowly peeling back an onion as it's level design opens is unrivaled in my opinion.
The world of Xenoblade X has extreme variance in it's terrain, often subconsciously pointing you to interesting locations
On foot, your ability to traverse the world is relatively limited
Unlocking the skell and it's flight module provides a new outlook on the world's level design
I now post the question to you ERA: What are your favorite examples of level design / field design in an open world?
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