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2c34d1  No.16762907

For a long time the most amazing one for me was in Montezuma's Revenge (PC). Sure, the levels were… well, not astonishing, but there was this one room that was HUUUUUUUUUUUUGE (for the time). That was amazing. I could feel it, massive! However, it was just a huge box with ropes and platforms (and enemies), so it wasn't distinct architecturally.

What doesn't count: that awesome waterfall in Laura Croft. awesome, but it's not man-made.

A lot of places seem to have tons of work done on them, but they make it so you can only see part of the building or something weird like that. I haven't played the latest Shadow Warrior, but it looked like the kind. The same seems true of the latest Star Wars game, really expensive stuff, it all looks good, but architecturally nothing seems quite to strike, but I haven't played them, so correct me if I'm wrong.

Goldeneye had a few places that might work, but I never played it, so, seeing it from the future it looks repetitive and generic.

I feel pretty safe in saying that Doom only just barely has some architectural moments, due to engine limits. let me know if there's a good one. I at least can recall the level 1 room where there was green ooze or whatever it's called. The designers were clever and added walls that looked like pillars.

Duke Nukem 3D pushed it a lot, but I never played the full version. I'm not really sure much of anything had an impact, architecturally, though certainly places manage to be memorable. The church is an example of a missed opportunity, it was really freaky and sort of built into a building. But who hasn't wanted a jet pack while sitting through a boring sermon, so you could jet out of there?

Tekwar, I really like it. It wasn't a good game, and I only had the super short demo. However, unsurprisingly, nothing stood out. It was quite repetitive. I remember there was a hospital lobby, but I can't really remember what it looked like. It wasn't that much like a real hospital.

tldr what architectural spots were awesome in your experience?

to me, doom & similar are the absolute ground minimum. I remember a tree in Hexen, but a tree isn't manmade. Still, that level of tech had potential. So that's why I chose Doom for the embed.

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2c34d1  No.16762909

bump, because apparently there's a bug (still true?)

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d00f71  No.16762945

In the first level of the first Jedi Knight game, you attack a stormtrooper base. It's got one of those endless shafts that showed up in the movies. Looking down gave me a real sense of vertigo, the first time I'd ever felt that from a video game. It's not so amazing these days but it was pretty awesome for the time.

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174186  No.16762954

>>16762937

A place that left an impression on you, as a place. A man-made place (as opposed to, say, the waterfall in the start of Unreal, which was cool, but a representation of something natural).

Another example that's wrong is from Uru. It has Ayer's rock, which is pretty, and you really feel something looking at that strange thing, but that's natural.

Tex Murphey games were basically in 3D, but nothing was memorable in the ones I played, except for his apartment building. Everything else seemed nondescript. The apartment building, though, hardly rates, because it was precisely not remarkable, though that was the point, and they succeeded. There was a space station greenouse, in one of them, but that's pretty much nature, the architecture left no impression.

>>16762945

I've wanted to retro play it. Nobody who played it hated it.

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9764e0  No.16762956

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36ebd9  No.16762975

I remember walking around Mournhold in the Tribunal expansion for Morrowind and just being awestruck at how huge it seemed. It was the first time I felt like I was in a proper city in a 3d game. Vivec sometimes gave me this feeling as well, especially the Temple and Vivec's palace.

Majora's Mask was good for this too. Watching everyone go about their daily schedules in Clock Town was pretty amazing and the town seemed much bigger than it actually was thanks to all the detail put into it. Stone Tower and its Temple were kind of annoying to play through, but from a purely aesthetic standpoint, they succeeded in seeming very vast and imposing.

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dc0a93  No.16763090

Invidious embed. Click thumbnail to play.

>Metroid Zero Mission

>my 8 year old self somehow manages to powerbomb the glass walkway and go back to the main area of the game

>start going back to get items that I couldn't before

<i wonder if i can go back to tourian since i blew it up

>absolute destruction

>post-boss ambience

>a few references to Super Metroid

bliss

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5aa127  No.16763293

>>16762975

I liked the silt striders, of Morrowind, but they weren't manmade. Still, they were as imposing as a building.

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0c320b  No.16771795

>>16763293

Their backs were carved out artificially tho

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0fc479  No.16772081

File: 11c09bef1a3bc1b⋯.jpg (710.75 KB, 1600x900, 16:9, 025.jpg)

File: b5d464439739aca⋯.jpg (1.03 MB, 1920x1080, 16:9, Sekiro_2019_03-06-19_008.jpg)

File: 3282f0a3f27c029⋯.png (3.21 MB, 1920x1080, 16:9, 1564549691-3.png)

File: 45f0c68d0f2ce74⋯.png (3.5 MB, 1920x1080, 16:9, Okami_Warrior_02.png)

>>16762907

>tldr what architectural spots were awesome in your experience?

I fell in love with all the temples and shrines on Mount Kongo and also the semi ruined Fountain Head palace in Sekiro.

Nioh had some nice places too although oddly enough the nicest areas seemed to be mostly in the side missions rather than the main missions. My absolutely favorite place though is the youkai bathhouse. I wish that I had it in real life. It is the comfiest shit.

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