Retro Games that feel massive

Donkey Kong 64 is massive. I have been playing it again recently and just the sheer size of the levels, filled with collectibles, has been so enjoyable to just pop in and play for a bit. Despite its infamy for back-tracking, its still very enjoyable with all the variety of mini-games, platforming and of course the music and sound effects!
 
There are many but I would like to add PSO 1 and Final Fantasy XI to the list.

They are massive in many ways
While it wasn't a full blown MMORPG with a persistent world like FFXI PSO was really the first of its kind on console except there was Dragon's Dream on the Saturn but it was mostly about first person dungeons so it barely counted.

I'd almost dare saying that the Forest area from that game is still more interesting than Aelio from New Genesis
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Sonic 3 & Knuckles still feel massive today. All of those levels with alternate paths, three different playthroughs, Knuckles campaign takes place after Sonic and Tails, and you have the option of gaining the Super Emeralds, if you have both games combined, and had gotten the Chaos Emeralds already.
As much as I liked Sonic Mania (and the Advance trilogy to a lesser extent) I still feel like that Sonic's journey through Angel Island was more compelling than having a to travel through seemingly unconnected stages in the game (Sonic 2 is good but I don't see how you go from Chemical Plant to Aquatic Ruin to Casino Night to Hill Top... Perhaps Mystic Cave is set within the later but that's a stretch)...

Sonic Adventure also felt like one big adventure (pun intended) compared to Sonic Adventure 2 where you see Giza's pyramids next to San Francisco.
 
Hill Top... Perhaps Mystic Cave is set within the later but that's a stretch)...
There was some minor implication in some design documents that those two are connected. Most fans go with the theory anyway.

Sonic Adventure 2 where you see Giza's pyramids next to San Francisco.
SA2 is still an adventure, but an adventure of a different kind. More epic and end game kind of way. An end of an era type adventure. A sense of finality.


As for the pyramids, they were donated to San Francisco. Nothing more, nothing less in the Sonic universe.
 
There was some minor implication in some design documents that those two are connected. Most fans go with the theory anyway.
I know that Sonic 2 was meant to have time travelling and that some levels were cut (like Wood, Desert and Cyber City) so this may explain the lack of logic between several zones since some were supposed to be past or future variants.

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SA2 is still an adventure, but an adventure of a different kind. More epic and end game kind of way. An end of an era type adventure. A sense of finality.
Maybe Sega knew it would be their last Sonic game on the Dreamcast (since it was 2001).

As for the pyramids, they were donated to San Francisco. Nothing more, nothing less in the Sonic universe.
That's from the Archie comics, right?
 
Maybe Sega knew it would be their last Sonic game on the Dreamcast (since it was 2001).
They knew.... :cry::cry::cry::cry:

That's from the Archie comics, right?
It's been so long since i've read the Archie adaption of SA2, that I have no idea. Thankfully, I know of some free comics sites that exist.
 
They knew.... :cry::cry::cry::cry:
Yet they made other games (albeit less ambitious).

Sonic Unleashed was also meant to be a conclusion to the series after what happened in 2006.

It's been so long since i've read the Archie adaption of SA2, that I have no idea. Thankfully, I know of some free comics sites that exist.
I still wish Sega could add some surrealism to the world instead of just replicating Earth. Even the first Adventure had levels like Red Mountain and Twinkle Park and Heroes with some of the levels that have massive skyboxes that aren't entirely realistic.
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still wish Sega could add some surrealism to the world instead of just replicating Earth. Even the first Adventure had levels like Red Mountain and Twinkle Park and Heroes with some of the levels that have massive skyboxes that aren't entirely realistic.
At this point, anything is cool with me. They tried somewhat with Frontier, but the pacing of the game killed it for me.

I'm actually hoping in the Sonic 4 film, they bring that surrealism back, and I hope they bring Little Planet along with the time travel aspects. It would change up the visuals and make things more interesting.
 
sorry, the only one i remember this moment is driver 2 (which i think is better than GTA)
 
While it wasn't a full blown MMORPG with a persistent world like FFXI PSO was really the first of its kind on console except there was Dragon's Dream on the Saturn but it was mostly about first person dungeons so it barely counted.

I'd almost dare saying that the Forest area from that game is still more interesting than Aelio from New Genesis
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Agree

this certainly shows that sometimes bigger doesnt always mean better (ufff.... thankfully)

A well crafted map or just interconected zone can have more appeal than just a big map with not too many things to do or just remember. Breath of the wild, GTA of Skyrim always try to have something in their zones, they are not big just for the sake of being big.
 
Agree

this certainly shows that sometimes bigger doesnt always mean better (ufff.... thankfully)

A well crafted map or just interconected zone can have more appeal than just a big map with not too many things to do or just remember. Breath of the wild, GTA of Skyrim always try to have something in their zones, they are not big just for the sake of being big.
I think too many Open Worlds tried to do it like GTA without understanding what made GTA good.

Same with BotW (although I still prefer OoT's maps).

It also reminds me that Station Square from SA1 had much more to offer to the player (even if it was mostly a transitional hub between levels and cutscenes) than the empty "Open Zones" from Sonic Frontiers...

Some of the hubs from Unleashed were fine but they weren't all on the same level.
 
I think too many Open Worlds tried to do it like GTA without understanding what made GTA good.

Same with BotW (although I still prefer OoT's maps).

It also reminds me that Station Square from SA1 had much more to offer to the player (even if it was mostly a transitional hub between levels and cutscenes) than the empty "Open Zones" from Sonic Frontiers...

Some of the hubs from Unleashed were fine but they weren't all on the same level.
I always remember that the main creator of GTA3, VC, sa etc. had a degree in geography. I think it must have really helped those games feel alive
 
I always remember that the main creator of GTA3, VC, sa etc. had a degree in geography. I think it must have really helped those games feel alive
I didn't know about that! This explains a lot.
 
Custom Robo and Viewtiful Joe both felt massive to me for different reasons. CR felt big, but was actually smaller than you realize, but the story campaign gives you a lot to do without felling bloated for full of pointless filler. While playing more through the campaign, you unlock more mechs for the bonus and multiplayer modes.

While VJ feels massive, because of the hidden level interactions and combat depth. The game itself is only 8-10 hours long (even shorter on repeat/NG+ runs), but you never feel the shortness, because of the challenging yet fair gameplay. You can get tons of bonuses and unlockables by beating each difficulty level. Mainly unlockable characters who all play different enough from each other, and with Dante as an extra bonus, if you have the PS2 version.
 
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FF4 is a big one
just when you think you're at the end of the game you get warped to the moon and it keeps going!
 
Tactical shooters like Operation Flashpoint cold war crisis and Ghost Recon 1 feel massive.
 
Elite. 8 procedural generated galaxies with a couple hundred planets each on one floppy.
 
I remember Outcast having a nice world, and it needed a PC from NASA to run at the time.
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The first Legend of Zelda felt not only extremely large, but also alive due to the density of its secrets. It's a neat moment, first realizing that the entire LoZ map is included in Zelda II. Makes the scale of the sequel feel like it's on a different level.

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One person already mention them, but I'm here to second that both of the Tomba! games on PS1 are shockingly large, and easy to get lost in. Especially for a 2D (and 2.5D) platformer(s)..
It's really a shame that Whoopee Camp didn't get a chance to make any other games, besides these two..
PSP Eboots are also available in The Repo..

I actually managed to score my physical copies of both games, along with about 7 other PS1 games, off of eBay for $99 around 8~9 years ago.. ::crack-bandicoot
 
The first Legend of Zelda felt not only extremely large, but also alive due to the density of its secrets. It's a neat moment, first realizing that the entire LoZ map is included in Zelda II. Makes the scale of the sequel feel like it's on a different level.

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It's kinda like when Dragon Quest II had Alefgard from DQ1 as a small part of the map.
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