Jak: Great, more mucking in the mud...
Daxter: I hate to burst your bathtub bubbles, baby, but that ain't just mud down there!
The rules here are pretty simple. Are you making a Teenage Mutant Ninja Turtles game? Your first level may be set in a sewer. Are you making any other game whatsoever? Then the moment you start working on a sewer level is the time to put down your keyboard and back away slowly from the games industry. These levels have precisely one purpose – to make every other kind feel better in comparison.
—Richard Cobbett, PC Gamer's Saturday Crapshoot
"Were sewer levels ever compelling? From the beginning of gaming history, all they ever were was a way to needlessly pad out the game with mazes, insane jumping puzzles, bullshit death traps, switch flipping and giant rat stomping. It's just about the fastest way I can think of to kill my enthusiasm for any game [aside from main characters talking to their pet rats.]"