Quote from TaylorI find the Mako exploration to be rather tedious to be honest. Bioware and Bethesda always do this stuff: Run across a (usually) height-mapped generated landscape for 20 minutes, enter a dungeon made of prefab parts you’ve seen a hundred times before, do 10 seconds of fighting or get your lockpick value tested, receive a quest log update and leave. Or, alternatively, you can run around aimlessly hoping something of interest pops up on the map so you can mark off one of the 80 pieces of special rock. I admit, some of these are well written but it’s hard to justify things like the Moon mission (where you clear 3 copies of the same station out in sequence) when the main story is so rich. You just know there was a big white board with a list of how many extra hours, planets and quests they needed, just in case they got called *gasp* linear.
i remember this as well. my guess would be that bioware wanted to created randomly generated 'dungeons' for the different side missions, but then i have no idea whether or not they at any given point change. another thing could be performance, but then the entire game is pretty much stripped for detail except for some large props. if god of war 1 and 2 could have more detail, why can't this game?