Greatest locations in video games?

Turbo Kid

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Arkham Asylum - It felt almost like an actual character itself the way it was so completely infused into Batman Arkham Asylum, and they managed to make a great little metroidvania style environment out of it too with lots of cool secrets detailing its history and the history of its occupants.

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Dracula's Castle from Castlevania: Symphony of the Night - With the North American cover art being based on Mont Saint-Michel in France, already we could tell how big a part of the game this would be. The game that really made the interconnected worlds of Metroid games more popular by not just giving us an awesome castle with memorable sections (with incredible music for each of them), but then literally turning them on their head with a second, UPSIDE DOWN castle as well in one of gaming's most surprising moments!

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Subcon - I love Super Mario Bros. 2 a.k.a. Doki Doki Panic for having a world that feels so distinct from other Mario games. The dreamlike nature of it is fun and memorable and it introduced its own set of enemies and mechanics into the mainline Mario games. I also loved being able to navigate it in different ways depending on which character you played as, Peach's glide was awesome. And I loved every time I got to go in one of those red doors and access subspace Scott Pilgrim style.

This game literally changed the franchise with its dreamlike world bleeding into the real (so to speak) Mario world.

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I like the locations from pretty much all the Batman Arkham games.

In addition, I love the town of Greenvale in Deadly Premonition. Although, that's probably more due to the quality and effort put into the townsfolk that makes the town feel lived in, despite the actual game world being a bit too big and empty otherwise.

Traverse Town in Kingdom Hearts. It's a really chill location with a hint of unease bubbling beneath the surface now and again.

Kamurocho in Yakuza. They really got some mileage out of that location over the years, but not in a bad way. RGG Studio usually seem to find a smart way of re-using assets, and having Kamurocho as a base to fall back on seems to help them when making completely new locations.
 
The Police station in resident evil 2 always was so memorable to me, it wasn't your average police station to say the least, it was a repurposed museum, which gave the location a distinct look, much better than the generic office that we almost got in resident evil 1.5
 
The blue woods in FF10 with the scene when Yuna and Tidus are swimming.
 
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Byrgenwerth from bloodborne
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hunters dream from bloodborne
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seaside hill from sonic heroes
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westopolis from shadow the hedgehog
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station square from sonic adventure
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marble zone from sonic 1
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lethal lava land from super mario 64
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new moon island from pokemon platinum
 
Moga Village (Monster Hunter 3/3U).
Digital World (Digimon World 1).
Driftveil City(Pokemon BW/B2W2)
 
My favorites:

- From Bioshock Infinite:
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- From Metro: Last Light Redux:
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- Europolis from Dreamfall Chapters:
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- The Ruins of Adal Empire from Absolver:
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- London from Assassin's Creed Syndicate:
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- The Federal Bureau of Control from Control:

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- The Undead Settlement from Dark Souls III:

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- Irithyll from Dark Souls III:
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- Ptolemaic Egypt in Assassin's Creed Origins:

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- Beauclair from Witcher 3:

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I didn't take their SS (because I couldn't find a decent shot) but I also like Radiata Stories' and TES Morrowind's gamemap and Dunwall from Dishonored 1. Probably many other places too but I forgot now.
 
I was thinking about this just a couple days ago!

So, I didn't exactly enjoy the SH2 Remake personally (WAY too much combat), but there's this one room in it that really left an impression on me - the center of the Labyrinth. Specifically before the game introduces you to that room's puzzle.

Since I couldn't find a good image and this doesn't really translate via screenshots/video anyway - before the puzzle the room is pretty much just a platform made of concrete overlooking an empty, dark void with seemingly endless concrete walls to the left and right that stretch into the dark.

There's also absolutely no audio playing during this bit either - which sounds like it's not exactly interesting, right? Just darkness and concrete. But when taken in contrast with the rest of that segment of the game it really works.
Very calm, kind of disconcerting, but in a non-aggressive way - it's just... empty. Affected me way more than the loud, in-your-face bits that surround it.
 
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