Critics had mixed feelings about the scale of the game. While some reviewers noted the distinctiveness of the game's five regions, they also noted their lack of new enemy types or gameplay.[65][68] While Miller praised the location design and described the locations as a "visual treat",[65] Kelly criticized the uninspiring environment design and the game's "sludgy, muted look".[69] Kelly felt that despite the abundance of systems in the game, many were not integrated properly. Elaborating on the game's bloatedness, Kelly added that the game was "constantly screaming at [players] to do things", and described its side content as a "fantasy to-do list".[69] Carter, likewise, felt that some of the systems, such as the gear featured in the game, were overly convoluted.[64] Andrew Webster, writing for The Verge, added that Monolith's intention to introduce more content to the game unexpectedly backfired and diluted the experience, causing great moments in the game to be overshadowed by unnecessary content, boring missions, and map markers that failed to elevate the experience.[77]


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