Nice places

Places to rest or to watch everything end

Anatomy
Anatomy
The house itself. Let the isolation consume you.
ZeroRanger
ZeroRanger
The illusory dream. It's a looping set-piece. Its looping aspect gives an spatial propery to it: you get out of it by performing a specific action. If not, it's like being stuck inside a room without doors.
Dark Souls
Dark Souls
Firelink Shrine. When you get home after a long day full of exercising your limbs. You rest on, reflecting on what you could but didn't do. Coward.
The Legend of Zelda: Breath of the Wild
The Legend of Zelda: Breath of the Wild
That one snowy mountain
The Legend of Zelda
The Legend of Zelda
That one fairy fountain
Pathologic 2
Pathologic 2
You might not have a home to return to, but where children gather still lingers a sense of normalcy
Lisa: The Painful
Lisa: The Painful
That one minuscule place where some rando is blasting your ears off with some unbearable and repetitive techno insanity. At least you can't hear the world dying.
Amnesia: The Dark Descent
Amnesia: The Dark Descent
That room with the weird fountain is my favorite "safe haven"
Disco Elysium
Disco Elysium
The room you wake up in is the most unconfortable place I inhabited in a video game.
First Land
First Land
The final zone of the game. This thing is full of nice places but the last one takes the cake. It's a place where life and death coexist, like suspended in time.
The Legend of Zelda: The Wind Waker
The Legend of Zelda: The Wind Waker
Hyrule Castle. Another place suspended in time, in this case shrouded in some kind of "epic mystery"
The Space Between
The Space Between
The theater's basement is an amazing depiction of hell
Zones
Zones
From The Witch of Agnesi. Be free, like an animal, you are nature.
Subnautica
Subnautica
The Aurora. In a world where everything has the chaotic touch of nature, inhabiting a man made space gives a much needed order for your sanity to keep afloat.
Kingdom Hearts
Kingdom Hearts
The whale. It showcases excellently the philosophy design of this game's places as shattered proto-spaces. Which must be connected, forming an unlikely but needed whole by the game's very own premise.

1 Comment


1 year ago

This list is a good place heheheh.


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