>>720408895
>Wisp Thicket is just that: a thicket. A little hidden alcove next to gloomy backwater village
It is a humid, firey alcove next to a gloomy London cold town.
>That's "cohesive" on your standard I assume?
No. There's no guardhouses or escaped prisoners or penance postings next to it. There's generic carts and bodies. The entrance to the bridge isn't well guarded, it's just a boxy area next to another boxy area. There's no religious walk next to Memorial despite it's importance, or gated entry to the Cog areas despite their differing values. The best example is the Underworks - right under Citadel, full of poverty bugs, and it's just a sewer level anyway. There's no means of transport for material between Deep Docks and Citadel despite their gigantic industrial importance.
Even Greymoor - half the bugs are tasked with falling silk. How? There's a fucking dumbass jungle between them and the Citadel.
Meanwhile, the crossroads has multiple elevators directly to City of Tears to explain how they bring stores down. The mantis tribe has a gigantic transition area to Deepnest filled with dead beasts to explain their truce, the relationship between areas. Blue Lake, directly above City of Tears - they try the same shtick in Silksong and it's both completely off to the east and separated by a giant sewer.
There is not much cohesion. It is a valid argument to make. Not the make or break but definitely a disappointment after how much love the first game put into it. They released promo art that was just the map. It's not perfect but for a Kickstarter game it's pretty fucking good, you'd hope the sequel would be better.