The ability to make memorable locations is real art. But even despite the fact that not all developers have mastered it, we have seen many excellent levels during the long years of the game industry – those who have remained in memory forever thanks to an unusual design or a unique atmosphere. We have collected examples of such locations in this material.
Hell Cuisine (Deus ex)

The most famous hub of original Deus ex is one of the first levels of this kind. Before the masterpiece of Ion Storm, almost all shooters were linear adventures, so the authors of the FPS did not see the special need to implement large urban areas with NPCs, secondary quests, secrets and alternative ways. But the makers of Deus Ex have dealt with a bang and made exactly such a location.
Hotel Ocean House (Vampire: The Masquarade – Bloodlines)

The best RPG about vampires, Vampire: The Masquarade – Bloodlines, you can’t call it particularly terrible, but a deserted hotel from the first half of the game will give a headlight for a complete horror.
During a visit to Ocean House, the player must find a way to get rid of local spirits. There are no enemies at the level in the usual sense, but this is not easier. Spirits do not allow to relax: in the hero different utensils periodically fly, he hears a bad smile, sees a mysterious person with an ax and constantly meets some obstacles on his path. Either the elevator will break down, hot blowjob will burst into the walls.
The Ocean House Hotel makes it possible to fully feel what the hero of the “shiny” (the shiny) Stephen Edwin King is, because they love him for this.
How often do you deal with optional research in games?
Ravencholm (Half-Life 2)

Another terrible level in apparently not the most terrible game. Half-Life 2 tries to throw surprises and new situations at Gamer in the entire passage. And in Ravenholm the game turns into a fair, prescribed survival horror.
To survive in a small mining city, which was flooded with zombies, it is important to consider every cartridge and look at the environment. Not only to notice the next monster earlier than he sews you, but also to find useful improvised resources. With the help of engraving you can, for example, tear a chainsaw off the wall and place it in different zombies at the same time, set up in a row.
Ravenholm presses the player with an atmosphere and a feeling of loneliness. Moreover, the presence of Father Gregory, the only friendly NPC in the village, does not facilitate the situation.
Fort Forter (Bioshock)

The cultural center of pleasure under Waterstad is the most memorable location of the first Bioshock. Largely because the level is directly related to the personality of the most eccentric character of the game – Sander Cohen: the artist, musician, sculptor, poet and author of theatrical versions.
While the center is research, the player fights with the students of Cohen and interacts via the audio messages with the genius itself. There are numerous lively moments here: from a fight with one of the followers of the artist in the middle of a kind of ice museum figures to the creation of a crazy quadripty under the personal principle of Cohen itself.
Research and reason (Titanfall 2)

If you have passed a single campaign Titanfall 2 (surprisingly worthy, it is worth mentioning), then they probably remembered the level of time travel. According to the plot, the player arrives at the abandoned military station and receives a gadget with which you can switch between two temporary lines. The station must therefore be investigated in the past and present at the same time and constantly jump over time. Should the abyss overcome, but has the platform touched? It does not matter in the past that she is still in place.
To create a level, the authors had to make two perfectly aligned cards and put them on top of each other to guarantee flexible transitions. Despite the technical difficulties and constant doubts about the advisement of the entire company, the end result was greatly appreciated by critics and players.
Mechanical Mansion (Dishonored 2)

The Dishonored Series has many excellent locations, but the most curious in terms of design is without a doubt the mansion of the inventor Kirina Gindosh van van Second part.
The level consists of two separate spaces: visible elegant zones and hidden industrial buildings behind the walls. At the same time, the entire country house is essentially a huge constantly changing puzzle. Moving walls, floors and furniture when they are printed on the lever, so that the rooms are transformed just before our eyes. To understand how you can continue, you should not think -Standard and adapt to a constantly changing environment.
Anor Londo (Dark Souls)

Arrival in the sun -drenched city of the gods is one of the smartest, in all the senses of the word, the moments of the gloomy Dark souls. Anor Londo with its beautiful architecture and the Gothic cathedral, drawn from Milan, is not like any other place in the game, and because of this contrast, the level is imprinted in the memory. Although, of course, annoying archers, who do not allow to approach the cathedral, he is also remembered.
Central Garens (Bloodborne)

In general, the levels invented by software can spend a very separate selection – they are so good. But somewhere at the top of such a list there will probably be the central yards.
This is an ideal starting location that immediately immerses the gamer in the atmosphere with the head With Bloodborne and at the same time you can quickly make a rather detailed impression of all the important elements of the game. Here you are difficult – but not too much! – Enemies, and a large number of secret paths and buildings that heat up the player’s appetite for future research.
Initiation 4: We will sing (Alan Wake 2)

In Artaussna Alan Wake 2 has enough peculiarities, but it is unlikely that something else will cause the same surprise as the famous musical level.
During the passage of the fourth mission, Alan Wake must break through the crowd of enemies when guiding a full musical. The level is decorated as a living image, where you have to go through different landscapes in the style of Broadway productions. Light, details and background elements change into real -time, synchronize with the rhythm and the text of the song, creating the feeling that you are participating in filming a strange psychedelic clip.
Police Site (Resident Evil 2)

Almost perfect location in terms of both design complexity and atmosphere. Police station, especially his version of Remake Resident Evil 2 is a well -built virtual maze with many exciting puzzles, secret passages and rooms with valuable prices, but also dangerous enemies.
By the way, the authors explain amusing where the puzzle of the police station comes from the police station: in the game you can find a brochure, according to which the building was a museum.
That’s it so far. In the comments on other game levels that you liked and don’t forget to tell what exactly.
Which of these levels did you remember the most?
Source: VG Times

Christina Moncayo is a contributing writer for “Social Bites”. Her focus is on the gaming industry and she provides in-depth coverage of the latest news and trends in the world of gaming.