T. Reich what is your party? fyi some areas are closed unless you got party member of that race, like orc or dwarf.
To me strongest part of mmx is balance around classes and races. I like options given to us(im not saying that there are not superior tactics)
I did a good amount of customary metagaming, so I'm aware that seeing the most of the game requires a character of each race, and I built around that.
I made a "balanced" party (2 melee + 2 mages):
* elf blade dancer (dual daggers)
* orc marauder (2h mace) - should've went with hunter instead, marauder's gameplay is too basic
* human freemage (mag focus + air + water + prime + dark)
* dwarf rune priest (mag focus + fire + earth + light)
This composition covers all the bases nicely.
I've also designed pure caster and melee-heavy parties as well, for future playthroughs.
Ok, I'm into act 3, and I detract the "MMXL is linear" statement.
The areas are still cramped AF, but once you level a bit in act 2 (and don't try to go into act 3 areas, which are instant deathtraps), you can handle more difficult areas, and the game opens up.
Also, considering, how exploration depends on acquiring certain elemental blessings, MMXL feels more of a metroidvania, exploration-wise.
And you can still force your way through some tougher fights you're not supposed to handle yet, but it's gonna cost you (some nerves and a LOT of potions).
Nice of you to correct your statement. Too many people keep insisting that the game is linear even though it only proves that they never made it to Karthal.
Or haven't played the old games, which also used tough encounters to structure exploration. Even the metroidvania aspect was present with the exploration skills (mountaineering, swimming, etc) which unlocked new areas and enabled you too find hidden treasures in the old.
Getting to The Crag actually gave me enough of a power boost to be able to pick and choose what areas to clear, my only real limits being getting the air and water shards.
I feel like the game's potential in exploration is limited by 3 factors:
1) The encounter difficulty growth is not smooth. Basically, the "appropriate" A2 enemies have 1.5-2x the stat values of their A1 counterparts, and A3 enemies have 1.5-2x the stat values of A2 enemies. I mean, higher difficulty in later areas is expected and welcome, but the devs could at least smoothe out the curve somewhat. Frankly, it feels like most of the game's bosses are underpowered in comparison to what even a mid-sized non-level-appropriate encounter can do to you.
2) The aforementioned cramped nature of all the maps (even outdoor areas) and the fact that you can't disengage combat (or even maneuver around enemies once you're in melee range) leave very few possibilities for out-of-sequence exploration unless you're prepared to pay the blood toll. That's very uncool.
3) Some story quests' elements can't be done out of sequence, which limits your potential. I've seen 2 major examples of this so far.
First, the air shard (that opens up what's basically A4 areas) is guarded in one of the dungeons near The Crag. It's possible to clear even in mid A2 (with right compo and effort), but you can't get to the 2nd level of the dungeon unless you know the password, and you can only get it from an NPC that spawns only ater you initiate a certain story quest in Karthal (early A3).
Second, the freemage to archmage promotion could technically be achieved in late A2 (the requisite area can be safely reached with water shard and it contains no enemies), but you can't even get the quest until mid-A3 because the quest-giver's state is tied to the main questline's state.