This is the Valley of Dead Heroes:
Each spot I've marked with red represents a somewhat meaningful interaction with considerable exposition. By this I mean that you have a conversation, or a gameplay-related relatively meaningful outcome (such as skill tests, information, a character to talk to, a quest, etc.). Immediately when you land in the area (red box), you face three cultists that will not let you leave the "area" until two guys that have run away from them are found. This "area" consists of the red box, in which you "search" three spots that are readily apparent by holding down tab - which you have to do in this game anyway, to find anything.
Apart from that small little area being atrocious (they speak as if this was intended for a much larger area, and why can't these people just check the few alcoves there themselves?),
each of these points are practically self-contained and do not relate to eachother in a meaningful way at all. You basically see something, go
"Oh, how weird", take two steps forward, get
another dump on you about something "Oh, how weird", take another three steps forward, find
yet another instance of
"Oh, look, how fucking weird!",
and none of them even relate to eachother. It's an upside-down floating pyramid there, a backflash-inducing floating crystal there, an odd statue overe there, a three-headed dude here, an ultradimensional traveller in the middle, a pool of sulpher, an obelisk, and a memorial,
and more. All within spitting distance from eachother.
It becomes absolutely freakishly absurd after a while. This problem was apparent in Sagus Cliffs already, and I was going to bring it up in theoretical post discussing how Tides of Numenera could be fixed, suggesting that if they ever made a Director's Cut version that actually included another city (which I consider a pure fantasy) that they'd simply move some content from Sagus Cliffs to the new city, but then I got to the "Valley" of Dead Heroes and it's at least 400% worse. It's
shockingly bad.
Well.. maybe no that shocking. But it's still awful.
I get the feeling that they had a ton of stuff worked out and written, but then ended up with nowhere to place it, because I cannot believe that it was intended to be like this, with the "Valley" essentially being one extremely small area that ended up crowded to hell and back. This looks more like the "end area" of the Valley, like the Cultist's fort, than anything near what's even described in the Explorer's Guide. I believe this also happened to Sagus Cliffs when The Oasis was cut - that they had content that was simply "moved" (in a theoretical sense, since it was never really "placed" in The Oasis to begin with), or when many of the Sagus Cliffs areas were cut (Ports & Docks, Crefton, Ancient Tower - the Underbelly also seems like it was supposed to be much larger, not simply a small area with the slums, mines and a factorium crowded together on a single map).
The content density combined with
what DeepOcean discussed earlier makes for an extremely jarring and uneven experience. It's simply amateurish and honestly a bit shocking. A little bit, at least.
It's like they felt a need to include all the content they possibly could, regardless of the impact on the game, in order to somehow compensate for the other shortcomings of the game, but it's honestly just infuriating to see, because I would rather have seen this stuff cut and then introduced later. In addition to all other issues we can discuss (lore-dumping, narrative hurrying in order to advance the plot rather than have the player advance it himself, trying to establish a wider world rather than staying grounded in the here and now, etc.) I think there's tons of content that is simply
begging to be relocated to new areas.