Yeah this whole thing was solved by Shadow of the Tomb Raider where the levels were designed around naturally attracting player attention to the correct path and you could adjust the visibility on a scale. Even when it was on, it was more like erosion on a well-travelled path rather than somebody off-screen painting the ancient scenery.
Yeah this whole thing was solved by Shadow of the Tomb Raider where the levels were designed around naturally attracting player attention to the correct path and you could adjust the visibility on a scale. Even when it was on, it was more like erosion on a well-travelled path rather than somebody off-screen painting the ancient scenery.