I find myself confused on backtracking. I've complained about Halo: Combat Evolved and it's liberal use of backtracking, to the point where one mission's design is literally a copy paste of a previous mission, just that you move through it in different ways. But then I thought, that mission has different gameplay styles and takes you to new places (usually through flying).
And then I thought about BioShock which is a game I really liked, and it's blatantly obvious that you spend the vast majority of your time backtracking through the rooms searching for different objects and ammo. Resident Evil 4 does this as well and I enjoyed it's level design. I've heard that Metroidvania games also involve a lot of backtracking, too. BioShock, Halo: CE and Resident Evil 4 introduced different gameplay styles when you went back. From flying to Big Daddies to escorting Ashley. Bayonetta also revisits old levels during one mission but presents new enemies with Bayonetta's new abilities.
But are these just the exception to the rule? I mean Silent Hill 4 infamously shot itself in the foot when half the game was just revisiting the first half of the game. In general backtracking just seems lazy as one isn't producing anything new and it's the general sign of cutting corners.
TL;DR: Is backtracking bad level design or just another tool in the kit? What're your thoughts on the matter?
And then I thought about BioShock which is a game I really liked, and it's blatantly obvious that you spend the vast majority of your time backtracking through the rooms searching for different objects and ammo. Resident Evil 4 does this as well and I enjoyed it's level design. I've heard that Metroidvania games also involve a lot of backtracking, too. BioShock, Halo: CE and Resident Evil 4 introduced different gameplay styles when you went back. From flying to Big Daddies to escorting Ashley. Bayonetta also revisits old levels during one mission but presents new enemies with Bayonetta's new abilities.
But are these just the exception to the rule? I mean Silent Hill 4 infamously shot itself in the foot when half the game was just revisiting the first half of the game. In general backtracking just seems lazy as one isn't producing anything new and it's the general sign of cutting corners.
TL;DR: Is backtracking bad level design or just another tool in the kit? What're your thoughts on the matter?