>>712795941>Explore the map, kill everything, go to a faraway corner to pick up a key/flip the switch, go back through the whole level againNot really, unless you count the 100 meters you need to go back in the Mall level "backtracking". Most people don't call that backtracking, they call that "open level design" and generally see it as a massive positive asset, something classic "boomer" shooters were highly praised for.
And even that only happens in the Mall level. In the rest of the game, you always get either a shortcut back where you need to be, or the level design is looped, meaning an entire new segment of the map opens that eventually leads you back to the start through new pathways. See: the maintenance and waterwork levels, looping you back to the central area with the security office (but never forcing you actually walk back the same path for more than 30 second, eventually looping all the way back to the very start via the bar you unlock at the end.
And even then, the exit is actually in that bar, meaning you don't even need to enter the starting courtyard if you don't want to.
The game is, for the most part, the most classic boomer shooter imaginable, in terms of structure and progression. The option to backtrack via the Security Offices is entirely vestigial.
Selaco has some issues with it's level design. Mostly, it's just them being visually very boring and samey. The whole cloning facility is also just bad in terms of encounter design.
But backtracking is NOT one of the game's actual issues. You CAN backtrack if you want, but you never NEED to. If you ended up excessively backtracking in your playthrough, that is entirely on you. Not the game's fault, but likely your obsessive-compulsive need to clean the place up and double-check for secrets.