Flaking paint and rusty areas can be simulated well, but the right dimensions are still missing. The game designers haven’t dared to think too big, so it is rare that the buildings that can be entered are more than three floors high. Here there is a fear of distances—in multi-player shooter games, people get lost, the range of the weapons is too low and the visible area on the PC is limited either by the 3D performance or the card limitations.
Not High Enough
By Tino Kreiss