Because I’m playing both Diablo 3 and Dark Souls 3 and realized that scale is more than just a number, please list games where the difference in scale of things is really kind of amazing.
Grow Home
Shadow of the Colossus
All of the Souls’ series
Earthbound
Earth Defense Force
There are a lot of games. Please list the weird ones. Thanks.
Several early 3D FPSes have a sense of scale that any FPS released in the last 10 years can’t touch. Particularly thinking of Jedi Knight when I say this, but figure those that played a lot probably know of others.
Where does Earthbound qualify in this?
This is harder without any of my games in front of me!
Bayonetta has some pretty dang big set-pieces, but none that I felt the “woah” you are looking for.
The game is about growth and size. You’re a boy that starts out getting beat up by snakes by your house but eventually you beat up Gigyas and save the world. And unlike other young-boy-grows-up games, I think it sacrifices a lot to focus on the growth of a boy in a real genuine world. First, the epic journey starts from the cosmos. Your quest giver is a tiny bee, but he turns out to be a huge badass. Your mother and father are always a phone call away supporting you but ultimately clueless with what you’re doing. Each town is named after numbers because dumb names like that are important to the story. There’s that house in the first town that you can buy when you have enough money, and I dunno, maybe I’m stretching here, but I feel like this is a thing.
I guess this thread isn’t just about games that represent imaginary spaces that are big. It’s about games that have spaces that are small and big and how those interconnect. I’m looking for games that look at tiny nooks and crannies while also providing much bigger pictures. Playing with scale in that way is interesting to me.
The Katamari series it is, definitely, and seconded itt.
What's also awesome, and I often forget about that, is the Nordschleife in any racing game, and more recently, the Nordschleife + GP-Track hybrid. There's something about fighting to keep a car on track for 7 to 12ish minutes, only to realize you've done _one lap_. You do the numbers, and realize that you'll be in and out of the box every few laps, instead of 20-30ish as you normally do.
That track’s actually brutal the first time you tackle it, but when you’ve spent days on it (virtually and also physically, you don’t realize this as much as you normally should.
So yeah, going from the GP track to the real 'schleife, that’s scaling, I’d say.
Maybe a weird choice but Donkey Kong '94 kinda fucks with my sense of scale by opening with the original arcade levels, then blowing open the doors on 72 additional levels. Plus Mario has a bunch of special moves that probably make this his most precisely controlled game.
Symphony of the Night is game that feels like it expands infinitely in both directions. That is to say, the castle is very large and seemingly unending, but the details also never seem to dry up. You discover very big things and very small things on a regular basis.
Another World always seemed like a Russian doll to me, but this sensation is probably only specific to me. It’s maybe not the definition of scale you were looking for, but this game always seemed BIG to me in a way say GTAV doesn’t.
I think the final boss of Serious Sam 3 was a really good showcase of fighting a giant monster with a jetpack and watching other enemies scurry and shoot at you from the ground with some of those enemies being rather large themselves in most normal situations. And it runs pretty smoothly.