How much R2 did you play again?
You traverse the levels a lot in R2, especially if you're playing in larger sized matches. The battle is constantly moving, as is your squad and the enemy squad. Not once have I played a game where the battle stayed in the same area. Be it playing king of the hill, or chasing down the opposition, it's constantly moving and you are constantly spawning in different area's. The big maps offered plenty of scale, especially if you played in a 40 or 60 player match.
The milk was rancid, why would I need to drink the whole carton just to prove that it was?
Two rounds of beta and a bit of retail (didn't like the way MP competitive in R2 was set up to begin with and couldn't really stand playing anymore especially knowing that none of my neogaf clan mates wanted anything to do with it even after having given it a chance by buying a copy of the game, and probably too much co-op during the beta rounds already, didn't like Orick much but I can't stress how much I hated the Chicago map, it was a mess, the subway was totally meh and just not very memorable, none of them particularly fun to fight in, none of them looked good), more than enough to know I don't ever want to touch the MP ever again.
I absolutely hated the execution of the AI general, it was the worst idea ever, basically being rushed from one bloody beacon to another bloody beacon, the player never got to understand the significance of each objective, absolutely terrible compared to RFOM where people were free to make up their own squads and figure out unique strategies to capture whichever node they want, communication was so vital in RFOM, where the teams had to work towards the same overall goal, but they could exercise their imagination and come up with their own tactics.
I wanted quality levels, quality modes, it didn't matter that the map area was large or they could fit a lot of people in the maps, it's like ordering a steak but instead being served cans upon cans of beans, I never asked for beans, I didn't care if they were many, many cans of beans, they weren't even good beans, I would have even settled for lambchop, or a decent meatloaf.
I can agree about your comments with regards to the SP.
Well it's good that after all this time at least we have some sort of agreement on something.
I disagree with regards to you merciless request for HDR etc. It's just not necessary at all. Those resources can be better spent in other area's. The problem isn't the lack of HDR, it's that they baked shadows but not ALL shadows.
Also, the scale wasn't in traversing terrain, it was in the length of the levels you played and the quantity of the enemies you encountered. It wasn't just about a lot of geometry and big bosses. You missed a lot of that, eh?
Sometimes they didn't even bake the shadows for objects right in the middle, that was how sloppy they were, it was like tech art wasn't even allowed to retouch the levels to add in effects and make sure everything looked right after design was finished finalizing the levels, and because objects didn't dynamically cast shadows, they were left with some objects basically without any shadows.
Without HDR R2 looked flat, there's no way around it, they simply couldn't get the lighting to have that "pop" without it, and it's a HUGE difference between a game that has HDR and one that doesn't (other developers didn't use HDR just for the hell of it, it's a bloody pain to figure out a good way to implement HDR, they do it because they have to, it's like self-shadowing, none of these techniques are cheap, they're necessary).
And length is not scale, each combat scenario never really featured an area that was particularly big or flexible.
Why would the "length" even matter if the actual encounters were basically set in linear and narrow hallways where the player didn't get much room to maneuver and flank, or be creative in how to approach every engagement? There was no clever use of cover, no surprises, the invisible enemies were a joke (they weren't even hard to kill, they were just cheap, basically used to punish careless players), enemy behaviours were lacking, there just wasn't much thought put into how enemies would behave or react. It's like they've lost their sense of where the franchise should go and had to basically slap a game together in a very short time, they kept talking during their podcasts about that "Insomniac polish" in the last couple of months but the final product was anything but polished, polish takes time.
I like the party system though.