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What games do you consider having the best sense of scale?

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Castlevania symphony of the night made by Konami, in this age its Bloodborne



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I would add Resistance 2 and Killzone 3 to that list. I was just blown away when that Chimera walker stepped over me in the opening level of R2, and the MAWLER fight in Killzone 3 always amazes my friends when I show them.

XCX is my main pick but I have to give a mention to Wind Waker. I know it's not the biggest Zelda, but just starting the game on Outset Island and looking out to the vast ocean and realizing that you can explore its entirety is just so overwhelming (in a good way).

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EVE Online. Player's can pilot ships that are literally thousands of times the size of smaller ships other players are piloting.

Bought a Switch after it was cool.

I don't think you are using "scale" in the same sense that everyone else uses. Scale in a game means being able to integrate huge enemies, bosses and locations seamlessly. With that definition, I would say that SoTC, GOW 3 and Ascension come to mind.

You seems to talk about how open a game's enviroment is. But SoTC isn't exactly "open".

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torok said:
I don't think you are using "scale" in the same sense that everyone else uses. Scale in a game means being able to integrate huge enemies, bosses and locations seamlessly. With that definition, I would say that SoTC, GOW 3 and Ascension come to mind.

You seems to talk about how open a game's enviroment is. But SoTC isn't exactly "open".


Shadow of the Colossus was open in the sense that it had a big world where you can go anywhere, anytime, you want and everything you see is an actual "physical" place that you can go to. If I remember right, God of War had a lot of fake backgrounds that show "visual" places you can never access.


It's been a while since I played a God of War game but they definitely didn't feel nearly as open as SotC was.



Kyuu said:


Shadow of the Colossus was open in the sense that it had a big world where you can go anywhere, anytime, you want and everything you see is an actual "physical" place that you can go to. If I remember right, God of War had a lot of fake backgrounds that show "visual" places you can never access.


It's been a while since I played a God of War game but they definitely didn't feel nearly as open as SotC was.

Of course, GOW is a linear game. But linearity doesn't have anything to do with scale... If the objective is to make you feel small, GOW is a prime example of that, by the very same reasons than SoTC. What do you mean with scale?



Fallout 3; especially when you finish the prologue and your character is dazed by the sun.



Wright said:

Fallout 3; especially when you finish the prologue and your character is dazed by the sun.


Aye was thinking that just stepping out of Vault 101 into the huge wasteland, does a really good job of making you feel small in a giant world.



Fancy watching me Flawless Kill a Remix boss of Rogue Legacy? (Ponce De freon)https://www.youtube.com/watch?v=bC0yCu2iY2o

god of war has a great sense of scale

this is just one example that came to mind immediately

https://www.youtube.com/watch?v=lHklYI7af7w

anyway i don't really think anything beats gta 5 at this point because in addition to large structures the level of fine detail is pretty much unmatched by any open world game

My pronouns are REX and REY