Agents Of Mayhem Review: 3 Ups & 7 Downs
3. Procedurally Generated Underground Lairs Get Repetitive Fast
In theory, procedurally generated areas are a godsend for players and developers alike. Get the algorithms right and you've got a 'unique experience' every time, born from a certain set of environment tiles, checkpoints, enemies and everything else in between.
No Man's Sky applied this idea to an entire galaxy, and Agents of Mayhem tries it with underground LEGION lairs. The only issue is, there aren't anywhere near enough 'tiles' to make up these areas, and objectives always boil down to "Kill all enemies to proceed" or "Ping the environment to find a node and hack it".
The latter is especially rote and far outdated in today's gaming scene, as you're literally hitting a 'scan' button, waiting for an arrow to show, and then following it to a terminal.
Truly barebones, basic stuff, which would've been fine in small doses, but combined with the repetitive shooting and try-hard humour beats, quickly ushers in the mentality of "Seen one, seen 'em all."