Every scout room is huge and terrible to wake up, every supply path has plenty of enemies, especially giants. Ironically, it does actually throw a lot at you. It is a very easy level, but it absolutely did not feel that way back in the day.ĭ1, on the other hand, has a very difficult aesthetic. Big level, tight (for the time) resources, lots of alarms with very few doors, very foggy, packed rooms, and shooters are pretty hard to deal with if you have no idea what you're doing (higher base health, fast animations, and nobody can dodge for shit). These two factors come together to give you R1. Where should paths diverge? Where should specific threats go? How many resources should players have access to? What makes a level engaging or hard? This is usually why expeditions will jump around in terms of difficulty or give you wildly different resource amounts, they legit just didn't have a good gauge on how their design decisions would play out. The difficulty curve is mostly a gradual increase in expedition complexity, and the rest is dependent on the game itself being challenging at a baseline.įor the devs, they have next to no level design experience, so they're figuring it out as they go. Stealth is very simplistic, alarms are consistently short, and most objectives are pretty ordinary. R1 is, in that regard, meant to meet people where they're at. Every single player was absolute dogshit, because the game was completely new and nobody knew what they were doing. This expedition, to this day, has the single lowest clear rate of any expedition to date. R1 was baby's first rundown, both the players and the devs.įor the players, the only level prior to R1 was an expedition that fit in around C-tier today called the Alpha Network Test.
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