Title pretty much sums it up: even if you don't mind a sewer level every once in a while as long as it was well designed, you have to admit that there are plenty of reasons for the hate they receive.
What with their repetitive corridors of dull colour, high enemy encounter rate, often minimal links to the story, little reason this couldn't have been done at some alley or underpass (not to mention the characters probably don't appreciate the smell), tight corner that my camera gets stuck on every single time !!
...Ahem. Anyway, like all things in life, there are the worst of the worst, and then there are the more 'meh' parts of the worst. My examples being:
Worst of the worst: Dirge of Cerberus' sewer level.
This game wasn't exactly stellar to begin with, and the last thing it needed was a dull colour schemed dungeon, filled with weird enemies, and very little reason why we couldn't have just charged through the enemy ranks (you know, like we did pretty much every other time in the game) instead of detouring through the sewers.
Least worst: Eternal Sonata's sewer level.
Once again, this suffers from similar problems of confusing (for first time players) pathways, high rate of un-dodge-able enemies, and the fact it feels like it was sort of just thrown in. However...
It IS one of the more atheistically pleasing sewer levels I've seen, not to mention fairly short and useful to introduce players to the fact future dungeons will be even more maze like later on in the game.
Anyone got some examples?
What with their repetitive corridors of dull colour, high enemy encounter rate, often minimal links to the story, little reason this couldn't have been done at some alley or underpass (not to mention the characters probably don't appreciate the smell), tight corner that my camera gets stuck on every single time !!
...Ahem. Anyway, like all things in life, there are the worst of the worst, and then there are the more 'meh' parts of the worst. My examples being:
Worst of the worst: Dirge of Cerberus' sewer level.

This game wasn't exactly stellar to begin with, and the last thing it needed was a dull colour schemed dungeon, filled with weird enemies, and very little reason why we couldn't have just charged through the enemy ranks (you know, like we did pretty much every other time in the game) instead of detouring through the sewers.
Least worst: Eternal Sonata's sewer level.
Once again, this suffers from similar problems of confusing (for first time players) pathways, high rate of un-dodge-able enemies, and the fact it feels like it was sort of just thrown in. However...

It IS one of the more atheistically pleasing sewer levels I've seen, not to mention fairly short and useful to introduce players to the fact future dungeons will be even more maze like later on in the game.
Anyone got some examples?