It ain’t easy being Adam Jensen, and not because his body had to be filled with robot parts after terrorists blew up his job and kidnapped his girlfriend. The Sarif Industries security chief and hero of last year’s Deus Ex: Human Revolution is cool enough to deal with this type of adversity. The guy has sunglasses built into his face.
But being Mister Cool is hard in 2027 Detroit. Consider this Saturday night scenario: Jensen, taking a break from brooding in the dark, is watching an X-Files marathon in his swank Chiron Building apartment when he becomes desperate for a bag of Sun Chips and some Fresca. After he dons his elaborately embroidered overcoat and makes sure the swords in his arms aren’t popping out, he heads off into the night to procure his munchies.
He can’t, though. The guy with the luxury apartment lives in the worst neighborhood, a place violent enough to make 1950s Jerusalemites nervous. Go two blocks in one direction, and he finds a blighted slum called Derelict Row that’s ruled by a paramilitary hate group. In the other direction, there’s a collection of jumbled tenements, home to gangsters and vicious spies. Present-day 8 Mile is an urban paradise by comparison—at least you can hit a gas station for some Doritos there.
Adam Jensen doesn’t have to pick up snacks, though. His Detroit was built with other concerns in mind. The Chiron doesn’t need to be in a secure neighborhood with ample parking, surrounded by robot butler-staffed dog parks. It simply needs to be surrounded by the landscapes where video game hero Adam Jensen plies his trade: walls to break through, fire escapes to scale, subtle arrangements of bombed-out cars and construction materials—ideal for ducking gunfire. And small, glistening population centers where Jensen can fade into the crowd. Jensen’s Detroit has these in abundance, and by their measurement his city is a tiny marvel that seems bigger than its few dozen blocks.
Jonathan Jacques-Belletête is one of the secret city planners that made this strange Detroit of 2027. As the art director on Deus Ex, Jacques-Belletête knows all too well that the needs of a video game city are unusual. In fact, a game’s city must be more than a city. “My first concern was to make the city look as interesting as possible,” Jacques-Belletête said in an interview.
It’s not that expected conveniences like bodegas aren’t useful; they just take a backseat to grander plans. “The mundane should be considered and produced in a video game,” Jacques-Belletête explained, “but there are issues: Production time, production costs, and of course gameplay and level design constraints. At the beginning, we had this whole vision of Adam living in a posh neighborhood full of cyber-renaissance-inspired buildings and skyscrapers. But we eventually had to cut this out for most of the variables I just mentioned above. Having a super-photorealistic in-game reproduction of a well-known city is all well and good, but what does it say about the themes and messages your game is trying to convey? Boring. We all know what a real city feels and looks like. In a work of fiction, it needs to be hyper-realistic. It must feel like more than what it is.”
Deus Ex’s Detroit certainly does feel like something more. Walking through the Detroit subway station feels delightfully familiar for the average city dweller, its grimy tiled walls providing a natural venue for the teenage breakdancers collecting spare change in the corner. When you emerge, though—never stopping to wonder why you didn’t even see any train tracks—you’re met with the elegant façade of the LIMB Clinic, its curved white front segmented like cells in a massive, frightening body.
The spectacle is so overwhelming, you can forget that this place is a 40-second walk away from a bombed-out demilitarized zone. In a real city, it can be hard to maintain a sense of overall structure and scope because the geography is so crowded and the sight lines so short. The constraints of a game world are well-served by this limited perspective, but even then it can be hard to shake the feeling that you’re trapped in a box.
The goal, then, isn’t to make the city big, but to make it seem big. It’s all about how you wrestle out that illusion of urbanity. “The player must feel like he has freedom of exploration, that he can be creative with the environment,” Jacques-Belletête said. “At the same time, we need to set limits and boundaries in the world and these boundaries must feel ‘natural.’ We think a lot about what these boundaries will be.”
The boundaries can be superficial. A police barricade, a boarded up door, a chain link fence that’s just too high to jump. Those boundaries can be masked, though, by any number of perceptual means. “A great trick to make the city feel bigger and livelier than it actually is with the sound. Having dogs bark in the distance, the echoes of police sirens, and people talking and babies crying when you get near windows of apartment buildings. The streets of our game don’t have cars moving in them. But with each opportunity we had, you can see moving cars in the distance—on overpasses, on the other side of fences, and other such places.”
The Yakuza series’ Kamurocho, a fictional but faithful homage to the Kabukicho red light district of Tokyo, doesn’t have the same problems of scale that Deus Ex’s Detroit does. The roughly 17-block neighborhood has been used in not one but five games now, and it has changed little during that time, because it’s so effective as a setting. The street grid isn’t massive as in games like Grand Theft Auto, whose cities sprawl in realistic ways to evoke an “endless playground” vibe. Rather, Kamurocho is contained and filled with exactly the sort of domestic minutiae absent from Deus Ex.
Score one for advertising executives: Kamurocho is a convincing argument in favor of, if not in-game advertising, littering a game with replicas of real-world goods. Toshihiro Nagoshi, the creator of the Yakuza series, argues that the game’s heavily populated stores and Boss Coffee vending machines create the illusion that Kamurocho is part of thriving city. “Although it may be difficult to understand for players living abroad, streets full of authentic brands indirectly contribute to generate realistic atmosphere,” Nagoshi said. “If you have an opportunity to come to Tokyo, you can understand the feeling well.”
Hearing a jaunty theme song erupt from the crowded entrance of a Don Quixote convenience store certainly goes a long way towards making Yakuza’s version of Kabukicho seem more tangible than Deus Ex’s Detroit, even though the store sits against an invisible wall that keeps you, as lion-hearted mobster Kazuma Kiryu, from wandering into Japan’s capital city. Walk outside the Don Quixote, and there’s a row of railings on the curb, where a few bikes are secured. Try to slip between them, and Kiryu will just push against the impenetrable membrane of the world.
Those streets beyond Kamurocho’s guard rails aren’t where the game is, so Yakuza works to keep you engaged within its borders. The majority of Kamurocho’s buildings are inaccessible. Forget the interiors—in most cases, Kiryu can’t enter them. There are certainly more buildings in Kamurocho than in Detroit, and they’re more convincingly rendered, with clotheslines draping between alleyway windows and walls smeared with accumulations of dirt, but Kiryu can’t even touch them, let alone plow his body through them like Deus Ex’s Jensen does. They’re just walls, though, decorated supports keeping up the single structure that is Kiryu’s neighborhood.
The city-planning success of Kamurocho is found not in the buildings that fill the street grid but in the alcoves in between. The town is littered with dead ends, pocket-sized city parks, playgrounds, and parking lots. You don’t drive a car in Yakuza, but that doesn’t matter. All that matters in the mundane burg is that there is a place for cars to be parked, maintaining Kamurocho’s dignity as a city. Tottering into these places, like the natty little patch of dirt called Children’s Park, gives Kamurocho a hominess absent from 2027 Detroit. This place is familiar and mundane, the opposite of the LIMB plastic-surgery clinic’s bombastic futurism in Deus Ex.
It seems at first like the hyperrealism Jacques-Belletête described as being so essential to game cities is missing from Kamurocho. As with any city though, Yakuza’s microcosmic metropolis comes to life through its citizens, and it is built to accommodate their peculiarities. Children’s Park isn’t empty. Sometimes it’s the site of gang violence against homeless drunks. The dirt patch proves to be a perfect array of low walls and urban detritus when Kiryu needs to slam delinquent faces into a hard surface. The parking lot on the north end of town? There’s a martial arts master that hustles cash out of people by dodging their punches, and it just so happens that the car park makes a fine arena. When the transvestite with a crush tries to get with Kiryu—who’s something of a homophobe—the untouchable façades of Kamurocho’s buildings provide a ready speedway for an old-fashioned street chase. These daylight gang fights and RuPaulian antics aren’t exactly common, but they’re the kind of outsized event that makes Kamurocho as ordinary in its strangeness as any actual city.
The ordinary can dull the magical, though, if game makers are a little too exacting in their city planning. Final Fantasy XII is unique among its siblings for its dignity. It still trades in the steampunk-cum-Tolkien pastiche that’s defined the Final Fantasy series, but its story of an occupied city-state—and the deposed soldiers, royalty, and pirates who wish to save it—trades in more complex and coherent themes than “good vs. evil” (at least until the final act). Its world, Ivalice, a vaguely Persian chunk of land, is equally staid and proud. Archades, Rabanstre, and Bhujerba are all well-considered fantasy cities, convincing in their scale and regional architecture. They’re vibrant places too, full of art and activity. Their life seems more substantial than the typical display of empty bodies walking back and forth, waiting for you to press a button so they can spout a line of dialogue about some cactus-monster causing trouble outside town.
There’s a problem in all of this prettiness though. It’s impossible to tell where the hell you’re going. Rabanstre’s streets are so idiosyncratic that it’s a chore to remember where the tavern is in relation to, say, the town’s western gate. Do I take a right at the item shop or swing south once I get to the palace? This central plaza is an otherworldly delight, but I need to get back to the bar, and the signage around here leaves something to be desired.
Familiarity breeds comfort in Ivalice’s cities, so like anywhere else, you just need to get to know it first. And until you do, there’s a map that’s just a pause button away. This is Final Fantasy, though, not Final Getting To Know The Place. Rabanstre is a believable city, but as a result, there’s a niggling barrier between you and all the things you might want to do in Ivalice, like buying swords, exploring killer-blob-infested sewers, and flying airships. Time spent wondering how to get back to the airship port is time wasted.
Doing, not living, is the paramount concern of the video game city planner. Jonathan Jacques-Belletête may point to Future Detroit’s looks as his first interest, but it’s the city’s guts that really come first. That’s why the city is filled with accessible sewers, and the buildings are packed with man-sized ventilation shafts. How much consideration does the actual utility of those sewers and vents get? “Not much consideration, I guess,” Jacques-Belletête said. “Deus Ex is pretty much a game about walking into air ducts. Put as many of them as possible all over the place!” So what if Adam Jensen can’t go downstairs and get a Fresca? You both have better things to do in this town.
Words by Anthony John Agnello. Illustrations by Richard Hofmeier.







Interesting article!
On the subject of invisible boundaries (a necessary evil) I’ve noticed that the GTA series seems to go out of its way to avoid them. In the process they just make the play area an island in an infinite sea. I actually find this more jarring than if there was an invisible wall blocking access to the mainland. It’s definitely a difficult design question because you have to have borders but you don’t want it to feel like they are there.
Just Cause 2 also does the “infinite sea” trick, which makes at least a bit more sense because the game is set on some fictitious Pacific island.
GTA 6: Easter Island
The problem wasn’t there before GTA let you fly, of course. Personally, especially with the somewhat lackluster flying in GTAIV, I wouldn’t have an issue sacrificing that for a more realistic continental setting…
Hell, even invisible walls for airtraffic aren’t really that big a deal. As long as they don’t stop you dead in your tracks and make you crash.
Very interesting read. I wish it were longer, if only because Final Fantasy XII is the only one of these games I’ve played and the only city I know from experience.
One of the things that always peeves me in video games is the logistics of a city, particularly the way there never seem to be quite enough houses to hold all of the people who live there. Some give you a sense that, even if you can’t place every citizen you meet in an actual occupation and residence, such places do exist just off screen in a plausible way. Others don’t bother because the city isn’t actually important (or at least the developers don’t consider it important); it’s just one in a series of environments to navigate through.
That’s definitely a complaint I share. It seems especially prominent in MMOs. I remember the buildup to World of Warcraft’s release, where screenshots showed gorgeous houses in Stormwind…but upon playing, you find out the city appears big enough to house maybe a few hundred people tops.
At least in games like Deus Ex, even if your explorable area is limited, you can see the rest of the city outside, so it’s a convincing enough facade.
(Side note for Deus Ex: I have arm swords and a fist that smashes through walls, but I can’t cut up a chainlink fence? Yeah, that wasn’t thought through very well.)
Fanwank: in the future, chain-link fences are made from super-strong metal through which arm swords can’t cut.
WoW is done in by the fact that everything you can see, you can either explore or circumnavigate. As a result everything is miniaturized; I think what bugs me the most aren’t cities, but mountains. To be fair to them, though, its aim was never to be believable, but to offer a theme park ride.
Vanguard attempted to be a bit more naturalistic with its scale… and the result was mostly barren landscapes.
I’ve always had that little feeling when I play City of Heroes. Yes, Paragon City actually looks interesting, but I just beat up so many thugs and crooks that, statistically, I should have ended all crime in the USA for the next 10 years. But 20 seconds later, another Hellion will be mugging some lady. There must be a parallel dimension where all these guys coming from.
…Though given the game is based on comic book super hero stories, yes, there are invasions by parallel dimensions rather frequently, so that is an actual, valid explanation.
They’re from the Fringe Earth-2.
The “Not Enough Houses” phenom usually appears in fantasy cities, where presumably everyone lives together in a few big huts.
You can literally observe this in Kakariko village in Ocarina of Time. Especially in the future, everyone’s just crammed into three houses.
Anybody remember the city in Revelations: Persona? I used to get lost on those grids all the time, although maybe that’s just because I was constantly getting killed whenever I tried to get anywhere. One of the cleverer changes for Persona 2 was the way they broke the map into “neighborhoods,” so that you could cut directly to places — acknowledging the size of the city, but not forcing you to walk through all of it. This, in turn, would lead to the shortcut system of Persona 3 & 4, in which you could see a map, but you’d just select the exact location on it that you wanted to go and cut out the travel in between. (In terms of a real-world application, this helped enormously in establishing the reality of Parasite Eve, which felt close enough for this New Yorker.)
I guess what I’m saying is that city design is interesting, and I loved this article’s take on it, but I think I’ve reached a point at which I’d rather feel constantly immersed in the action than to wander aimlessly around an area, no matter how organic or natural it seems. (To wit, I preferred playing Syndicate to Deus Ex; I know that probably makes me a horrible human being.)
Nothing wrong with liking Syndicate. Jeez, who would say that? It’s comparing apples and oranges anyway, right?
Funny that you should mention Persona 4, because that’s a game that tried the opposite of what this article is about. A central, running them of P4 is that Inaba is just a boring suburb in the middle of nowhere. The fact that the town is, apparently, so small that everyone knows everyone plays into the mystery several times, noting that someone new in town would immediately attract attention.
I rather enjoyed this part of the game. (Admittedly, the game is one of my all-time favorites, so that isn’t surprising) The small-town feel adds to the charm. Even though you don’t know the name of every NPC in the game, they’re still all mostly identifiable. You don’t get the huge crowds of people like in DE:HR or Yakuza, but because of that you get to know the repeating faces.
I was speaking of Persona 3 & 4 in terms of the ways in which it had shrunk down from the city that *was* used in Persona 1 (and to a more specific degree in Persona 2) — my point was that given the type of game I like to play, I actually prefer the shorthand approach and can do without the time-sucking roaming. Or a blend of the two, as Rockstar has been doing: you *can* drive around and experience the (literally) scenic route, or you can skip directly to the next area.
Incidentally, the Devil Summoner series allowed you to roam a lively city; didn’t enjoy those, either.
I see your original point, I suppose I just used it to make a tangential jump.
I also sort of agree. I don’t really need to be able to walk down every alley and see every storefront to be immersed in a location. Showing me how big a city is ala the maps in Persona 2-4 while only letting me really explore the places I need to actually go is fine.
And yeah, I liked the Devil Summoner games, but running across several maps to get to where I want to go is a pain in the ass.
I also appreciate the fast-travel options. I enjoy how big Liberty City is when I’m in the middle of a high-speed chase and need some impressive locales to drive by. But when I need to get to the mission before the chase starts? I’ll just take a cab and avoid the 10-minute drive.
Wait, did two people on the Internet just sort of agree on something? Now that’s a non-cancer AIDS-y firstie!
(One more tangential point: people keep telling me that FFVIII was actually pretty good. I wouldn’t know, as the load times combined with the massive areas kept me from playing past Disc 1.)
The canonical game that did everything it could to not impose odd scale and invisible walls was Daggerfall. Anyone who’s bothered to try walking between any two cities in that game knows how successful it was.
Ultima VI and VII are both notable games for city design, because they actually had to provide homes for their (admittedly small) city populations. You have to accept the idea that a city might only have 30 people living in it, but once you adjust for scale, the towns are impressively real.
Another game which did a good job building a city that felt like a city: Shadows Over Riva. Third in the Realms Of Arkania series of CRPGs based on the Dark Eye (Das Schwarze Auge) tabletop system, it featured the titular city, which was amazingly detailed. Rich neighborhoods, slums, commercial districts, etc., all built at roughly realistic scale and populated with people who mostly don’t give a fuck about your shit. And it had useless shops, which is something I’ve always cherished in RPGs. It’s not a great game to play — it’s either punishingly difficult or boring because you figured out how to cheese it. But it’s still an impressive work of worldbuilding.
Those Ultima games also had NPCs with schedules and tasks they actually performed, rather than just going through the idle animations. For example, bakers grabbed dough and went through the process of baking bread (something that was open to the player as well, even though, IIRC, it didn’t serve any purpose in the game). Ultima VII, in particular, just had an attention to detail and procedure that I’ve never really seen since, and as a result its cities are still to my mind some of the liveliest places in gaming.
No wonder it’s one of the most beloved games out there.
The Arkania games got very, very weird after the first one. Didn’t 2 model diseases and medical conditions based on what your characters wore and where they traveled through?
Riva was the best in that regard, since you spent most of the time in the city. But yes, I think in every part of the series your boots would get worn out during long journeys and three days later you’d walk through marshes and subsequently die of fever.
I played the P&P at the time and was looking forward to the Arkania games, but they’re clearly an example of staying way too faithful to the source material as far as mechanics are concerned.
All the Arkania games were pretty hardcore. Not having enough blankets and wandering around the country could get your party dead.
Their cities were also textbook cases of “This is why we don’t do this”. In this case, they were realistically huge populated and full of buildings that could be entered and were 100% useless because 99% of the people didn’t care about you.
Unfortunately, with verisimilitude you also get WALKING INTO HUNDREDS OF HOUSES LOOKING FOR THE MAGIC PRIZE TO ADVANCE YOUR PLOT.
Be careful what you wish for, gamers.
Riva didn’t have those travelling mechanics but it did have plenty of “fuck you” moments. One of the first dungeons you get to is only accessible by walking across a field of scree. Each of your characters has a chance of falling and getting hurt. Hit point recovery is not particularly cheap in the game, but there’s also the risk of contracting tetanus — which you can’t cure yourself. So if you get tetanus, you have to go back and have it cured (expensively) and then go across the scree field again. Once I got tetanus three times in a row.
You can also get it just by fucking up a ‘heal wounds’ check.
The other shitty thing about that series (actually, about DSE in general) is that skill gains on level up are randomized, and the chance of increasing a skill decreases the higher it is. So you end up with a bunch of skills with low scores, or a few skills that you sunk a lot of attempts into to get to a high score.
I played this game a lot as a kid.
There was a small benefit to making bread — you could eat it, and you need food to survive. But in the same amount of time you can go stab a deer and get five (5) venison legs.
Ultima actually had NPC schedules as early as Ultima V, although more primitive than the ones in VI and VII.
God, isn’t Daggerfall something in the neighborhood of 200,000 square miles? Oh, Wikipedia says 487,000 square Km or about twice the size of great Britain– 15,000 cities. Jesus Christ. I have a disc for that, I should load it up on my DOS machine instead of goofing around with Sierra games (worth it for the music, though. But I can’t find a floppy disc copy of Secret of Monkey Island– I hear that the CD version strips out MT-32 support)!
The screen shots don’t look as rough as I remember them, either, though I do remember bugs-apleanty. Especially falling between stairs and getting trapped in the wall– stupid 2 dimensional body!
That is one thing that I do like about ES games, you can probably find the house of everyone you meet on the street, if you were so inclined. Unless that person is homeless, of course.
Even then, the homeless person will have a bedroll to sleep on. ES does a great job setting up cities that at least appear to cater to their population, save for the re-spawning guards. The only issue I have with Elder Scrolls is that their major cities always seem to be too sparsely populated. If the Imperial Capitol is supposed to be one of the largest and grandest cities in the world, why does it only have a population of about 50?
I understand the technical constraints, but it kind of short changes the supposed grandeur of the capital cities in the game.
The other side of the coin is sometimes that worlds seem generally sparsely habituated. Skyrim, Oblivion, Morrowind… they all made sure that every person had a bed to sleep in, but in order to do that, cities were not only small, but also really, really low on population. That shows in many aspects of the game. The great civil war between Empire and Stormcloaks seems really rather silly when both sides can only muster about 50 soldiers at any time. Scale becomes a big issue when you try to incorporate every area of the game as playable. A few dozen houses with no entry, hidden in some locked alley or inaccessible courtyard would have made it easier to fill both cities and action sequences with more people.
Otherwise you end up with an epic conflict that’s been lasting years… fought out by your average Saturday afternoon Walmart queue.
Also… it’s hard to believe that the 10 or so farms in Skyrim feed the entire population. Again, some farmland in the distance would not have hurt.
@Effigy_Power_also_plays:disqus Of course, there are eras and settings where 50 men would be a notable army. Setting a game in Homer’s Greece would be an example of that. So it’s not that strange to me that populations in games like Skyrim are low. But you’d expect something like thousands of residents of these big capital cities at least.
@itisdancing:disqus I get that, but what I don’t get is that the Empire, huge and densely populated, can’t muster enough soldiers to kill the few dozens of Stormcloaks and be done with it, Altmeri Dominion or not.
It suits that there are only a few Stormcloaks, but it doesn’t suit that neither Empire nor Thalmor can field enough people to just wipe the rebellion off the face of Nirn.
After all, if that’s the balance of power, the whole Thalmor plan to weaken both sides makes fairly little sense, since they should just be able to overrun both realms…
I understand that we have to take some hits since we’re not using organic supercomputers, but seeing 15 imperial soldiers celebrating after I killed Ulfric is just a bit disappointing.
I bet on Bill Gates’ computer there are 5000 soldiers… -_-
@Effigy_Power:disqus — NETCH Team Six.
I don’t recommend Daggerfall for “immersive” large cities. I seem to recall they had that many because they were constructed out of huge building blocks, so that often you could look on a map and say “Oh, I’m next to the blue one story square, that means five buildings east of me should be the Armory!”
Same with the dungeons. “Ah, a spiral staircase with a door at the bottom, that means there should be a large two-story room to my left, and a pit in the floor twenty steps ahead.”
You must have been a better dungeon navigator than me…if I didn’t cast recall at the entrance there was a decent chance I would never find my way out after giving up on ever finding whatever the hell I was looking for. Better to just wait til the Mage’s Guild gave me a kill the intruders mission.
The building block quality isn’t quite as bad as Arena, though (it even requires that you have a VESA local bus card or better!), but I remember that it’s pretty damn rough.
Also, I do just want to try it out to see what the music is like. My DOS box is really a DOS music machine:
SB AWE32
Yamaha SW60XG
Roland SC-55 MKII
Roland MT-32
I think that’s it… I always wanted nicer music back then (though I did buy the AWE32 new for almost 300 bucks IIRC), and I’m actually curious if the tunes I remember from Morrowind on were in midi form in Daggerfall. I’m sure that if I start it will be just to be like, “Ohhh yeah… that’s why I stopped playing. Nice to see it again, though.”
One thing I love about the city design in Human Revolution is how well the aesthetic balances “clean” and “dirty.” In the original Deus Ex, almost every place I visited felt dank, dirty, and grimy. Human Revolution, on the other hand, shows how a beautiful, clean LIMB Clinic and a dark, dirty alleyway can exist side-by-side. It’s a nice reflection of some of the ideas in the game: haves vs. have-nots, the augmented vs. the unaugmented, a façade of sophistication and scientific progress vs. the reality of dirty backroom deals and illegal corporate espionage, etc.
(Wow, that was a super-pretentious comment.)
No, it’s great.
I also liked the art design of Deus Ex: HR a lot more than the original. It’s certainly less openly derivative. That and the takedowns are the only thing I prefer about it to the original, though.
Not at all, I completely agree with you. The atmosphere and style in that game was top-notch.
I think what made that game’s style so effective was precisely that it DID completely embrace the haves vs. have-nots idea.
I mean, the world of DE: HR is essentially the first step towards the world of Gattaca, with cybernetics standing in for genetic engineering. If you can afford to be “made better”, your world is one of infinite opportunity. If you can’t, then it isn’t.
That the world design did a great job representing that is a credit to the game’s artists.
I agree that Human Revolution was wonderfully though through in art direction.
Let’s see if I can up the ante in pretentious observations… (setting spoilers)
I enjoyed that one of the sole sections of the game taking place during the daytime was when you infiltrated Tai Yong Medical in Upper Hengsha. You’re in this gorgeously appointed building with these giant plate glass windows overlooking the most idyllic landscape presented in the entire game, and Adam is unable to experience it. Like Moses being unable to enter the promised land, he’s stuck performing his shadow mission and will never be able to just walk around in the sunlight.
If I’m not mistaken, the mission takes place as the sun is setting, which makes what you’re saying all the more poignant: even if Adam hurries up, by the time the mission is over, the sun will have set.
Let’s keep the pretentious observations flowing!
DE:HR leans a lot on the notion of contrast, and I think that doesn’t get much clearer than in Panchea, the last level.
I don’t want to give out spoilers, but this level comes straight after a very serious event in the game’s story, and is set up as the conclusion to the game from the outset.
You suddenly find yourself outside of a city for the first time; it’s daylight for the first time; there isn’t anybody around, and there isn’t even any opposition for the first ten minutes or so of the level.
It all works towards establishing in a very definitive manner that *things have changed*, and it really demolishes the sense of security one tends to develop towards the end of RPGs.
As a Khergit Lancer I am generally distrustful of your opinion, @SwadianKnight:disqus .
The fact that you’d choose to lead the Khergit scum instead of the übermenschen that make up the Swadian army is clear evidence that your judgement is not to be trusted.
I’m sure this comment is full of interesting insights and I promise to read it as soon as I beat the game. (I just finished the part at the Hengsha port and I’m playing through The Missing Link DLC before continuing with the main campaign.)
The empty corridors of that level could teach a bunch of modern survival horror games about spooky. Going down an empty hallway that every part of you knows SHOULD be filled with assault-rifle armed guards is incredibly unnerving. That feeling of “something is definitely not right here” is immense.
Oh baby, I adored this article. One of my own dream project videogames (be honest, we’ve all got ’em) is not only set in, but is really about, a city, and sticks to themes of urban living and the sorts of people who inhabit large cities. Living in a fairly substantial city myself, and being a city boy at heart, I’ve always been drawn towards stories with a strong urban element- not just set in a city, but really a meditation on city life. In my mind, this game is the third in a trilogy that begins with Jet Set Radio and continues with The World Ends With You.
I have tonnes of shit to say on this subject, so I’ll try to be concise. Sandbox games: not my jam. I know they’ve always striven for the opposite, but to me sandbox metropolises always felt kind of small. I think it’s for the reason Mr. Jacques-Belletete above goes into- in most of these sprawling GTA style cities, I feel like there’s too much nothing. Whenever I play GTA I always end up under a highway or at the beach with nothing around, bored, and wondering where all the cool stuff is. It seems counter-intuitive, but by offering less actual space, and stuffing more stuff into that smaller space, you give the impression of a much larger world.
Another thing that drags down game cities shooting for sheer scale: population. It’s an atmosphere killer for me to go to Times Square or whatever in Liberty City and see like 25 guys. The World Ends With You kills this, every screen has like a thousand people on it.
AGH, one more thing: FFXII was alright, I had a pretty okay time with it, but I LOVED the cities in that game. I know it was a bit of a nightmare to traverse, but it was one of the few times I felt like a game city was actually BIG, like toweringly, enormously big, and that it had a history, and a diverse population, and that stuff was going on there that had nothing to do with me as a player. Especially in RPGs towns often feel like they’re there for the benefit of the main character. Which they are, of course, but from the player’s perspective they should never feel that way. Rabanastre really felt alive to me, while Liberty City felt really anemic and sterile.
Yeah, I’d never gotten into the GTA games, mainly because they tonally weren’t my thing. I’ve only just recently started trying GTAIV (it was on sale for $7, I have a new computer, and things I’ve heard about its Slavic bent and “novelistic” storytelling make it more interesting to me than the others).
It’s…kind of interesting. But mostly really boring. It’s a big, giant city that takes lots of boring time to get to all of the boring samey-shooty tasks you have to do. At least so far. They really rub salt in the wound, too, whenever I fail a mission (I’m not a good action-gamer), and have to repeat the 15-minute drive up to the crackhouse or whatever, crossing my fingers that I don’t get shot in the head again.
I’m not writing it off yet, but I can’t say I’m super into it.
I’m the biggest sucker around for open worlds, but the whole lots-of-space-but-nothing-to-do-there problem is still surprisingly consistent. A few games come close, though. Just Cause 2, for one, has more space than just about anything else I’ve played, but also has enough stuff to blow up and randomly distributed (if ultimately valueless) collectibles that you can always feel like you’re either doing something, or on the way to doing something. Of course, the crazily unfeasible magic stung parachute method of travel is pretty enjoyable in itself.
GTA San Andreas had a fairly drastic amount of races, collectibles, challenges and minigames–in its cities, anyway. A Little disappointing for those of us who like to roam the countryside, but still.InFamous 2 put in more random events than the original, although I eventually found that the most enjoyable thing about its city was the sheer variety and thrill of movement options available to you. Assassin’s Creed games loaded their cities with events and mini-RPG/sim elements to occupy your downtime between stabbings.
Of course, on the flipside, you have your L.A. Noires, your Getaways, your Silent Hill: Downpours, your Borderlandses, and countless others that give you a thousand streets with absolutely nothing to find on the other end, and you wonder why on Earth they bothered to render the space. Unless it’s because chumps like me reflexively open our wallets the second we hear words like “open world” or “sandbox”.
Weirdly enough, I LOVE Windwaker. I think because it punctuated the long sailing stretches with combat, and because the space was actually wide open, there was always the chance you might see a new island to explore on the horizon (unlike a cityscape, where a single enter-able building in the midst of a jillion false facades isn’t really going to stand out).
Oh man, it never even occurred to me to discuss the Silent Hill games, which place a huge importance on urban design (for obvious reasons). Here’s a series where including (can you tell I just learned how to italicize?) the boring mundane stuff from a middle American tourist sinkhole actually bolsters, rather than hinders, the atmosphere of the game. All the bowling alleys, apartment complexes, and hospitals add up to give you the impression that this is a totally normal town, like the type you might even be living in, and that sense of realistic normalcy makes the juxtaposition with the screaming madness all around you even stronger.
Bonus points for Silent Hill: while it does use shamelessly contrived artificial barriers to separate the player from the rest of the town, the barriers are consistent with the internal logic of the game, and actually reinforce its themes. Seeing that the quickest route to the park is straight up the main road, then going up the main road and finding a gaping chasm where the pedestrian crossing should be strengthens the themes of the powerlessness of the player, the malevolence of the world around you, and the unpredictability (which bolsters the horror) of the town. Plus, by blocking off huge sections of your map, it gives the impression of a substantial urban environment, but by not forcing you to slog through it to get to where you’re going it maintains the tightness of the gameplay and narrative experiences. Best of both worlds!
@caspiancomic:disqus Re: Silent Hill: I agree 100%. The thing that capped the atmosphere to all of those segments was the insane feeling that this was a completely normal town five minutes before you stepped foot in it.
I don’t know if you played Downpour, but it turned a complete 180 on this. The Silent Hill of Downpour is basically a decrepit shantytown that gives every indication of having been abandoned for decades. So when Murphy, soon after entering it, wonders aloud “Where is everybody?!”, it really underscores the fact that the designers (and I assure you, it pains me to use the most cliched internet bitching phrase in existence, but there’s no other way to put it) missed the point.
@caspiancomic:disqus The second game, for all that’s been said about it, has a really great world. It’s mostly empty, but that works with the plot. I’ve played SH2 more times through than probably any other game. All the odd details like tourist brochures and photographs and notes from one person I’ve never met to another who I only know as a dead body really sell the world. It’s actually unsettling for me to think about the game, which is rare for me because I’m generally really jaded when it comes to horror.
The first two games also had just a few buildings you could enter which were more or less empty, like a storefront or the bar in SH2, which added just enough realism. It wasn’t quite “people were just here!” but more, “people were here a month ago, and this place has been empty since.” I also know the map of Silent Hill a little too well, better than I know my hometown in some cases.
Also, in places it really strongly resembles/reminds me of certain parts of Door County, WI, a quaint/cute resort area which I’ve been spending a chunk of my summer in since I was a baby. I’m always impressed that a Japanese game could so easily mimic small-town/resort America.
Thinking more about this, it reminds me how good of an idea it was to have games have cities generated from SimCity 2000. The buildings inherently space themselves out into a reasonable way, with rundown convenience stores surrounded by slums and highly fashionable malls near high-income suburbs.
It’s a shame that such a thing couldn’t be used for SimCity 4 or the next one. It would be interesting, but it seems to have been an idea abandoned after SimCity 2000.
I have never played a SimCity. I saw the original one (I think) on one of my friend’s Mac Classic and thought it looked dull compared to the Macro-management of Civilization (Dah dah daaaaaaaaaaa, da da daaaaaa) and then never really gave it another look. If I were to randomly grab one to try out, which would you recommend?
2000 is my favorite. The biggest gripe I hear about it is the water system, but it’s not that much more complicated than the electrical system — connect things to stations.
I haven’t played the most recent games in the series, though, so maybe they introduce improvements I’m not aware of. The thing I really like about 2000 is the general aesthetic (not as plasticky and Sims-y as the subsequent games) and the humor.
My favorite Sim City is the SNES version, but you’ll have trouble finding that one unless you’re into emulators. I recommend Sim City 2000, it has not grass but it’s the simplest Sim City to play that has the element of height (for mountains and hills).
Civ and SimCity are two of my favorite games, but they’re not like each other, give it a try.
I love the SNES version, although I miss being able to lay out my own terrain. The way it’s been “Nintendo-ized” is very charming, though.
My cartridge still works and has my pretty much maximum-sized city on it. A while back I put it in just to look at it and smile.
There is something to be said about SimCity 4 Deluxe, which is available for cheap. It looks nice, is sufficiently easy for beginners and forgiving. Mind you, the emphasis on traffic is a little overbearing… Still, I’ve made some interesting countries with island-cities connected only by ship and plane that worked out well… apart from Paradise Gardens, which was basically a huge garbage dump. The people didn’t like it too much there.
I’ll have to echo the sentiment of the others. SimCity 2000 is my personal favorite, but it is very dated although it does run on Windows 7 x64 for some reason. SimCity 4 came out 9 years ago and is a very good game, and is probably the best place to start with the series.
Thanks, everyone (the “@” command isn’t working to address you directly). I’ll try out 2K! I might go back and dig up some really old ones since I have about every OS installed on some machine or another (or at least available– I don’t have Win 3.11 installed, but I do have discs). My old mac probably won’t run any version of OSX. Ohhh I’ll bet there’s a SimCity for Amiga! *Points to Amiga ClosetJust give me an excuse!
I hope I’m not the only person who used to play SimCity by building one residential block and an international airport and wondering why I went broke inside of a year.
Chiba City 4 Life!
Another chance to bag on the Mass Effect series’ design choices!
Of the many changes they made to “streamline” the series, I was the most bothered by the paring down of The Citadel. Granted, there were always areas you could look at but never actually visit, but ME2 & 3 transformed The Citadel from a sprawling futuristic spacer station buzzing with activity to a series of disconnected levels. Because you came to know The Citadel so well, the final charge to the Citadel Council chambers is especially resonant; The game’s safe haven suddenly becomes your next battleground.
I’ve heard several people mention this now, but at least in ME3 I don’t see a problem with it. You can still see how massive the Citadel is from any of those levels (I like how Huerta Memorial is built into one of the bridges above the fountain area), and it’s a heck of a lot easier to get somewhere than it was in ME1.
Yeah I replayed ME1 recently, and it managed to make the citadel feel both small *and* tedious. There’s like 4 places in there, but it takes forever to get between them. I have no idea what people are on about.
The rapid transit function can cut down on some of the tedium, but for some odd reason, they didn’t put a terminal in the wards access corridor. *grumble*
Though getting from point a to point b in the citadel wasn’t the most fun part of the game, I think that the designers really nailed the atmosphere in the Presidium versus the Wards. They managed to make the Presidium feel stately and important, and the Wards really did seem to bustle with the life of ordinary folk.
@Merve2:disqus The atmosphere certainly does feel different, but I think they nailed the wards way better in ME2. (And the refugee area in ME3).
@The_Guilty_Party:disqus: Oh yeah, for sure. I wasn’t too fond of how scaled back the Citadel was in scope in Mass Effect 2, but the designers made up for it with impeccable attention to detail. Every store in Zakera Ward has its own unique character, for instance. Plus, the customized ads are a really nice touch.
But I absolutely love what they did with Ilium. First off, it looks absolutely gorgeous with the tall, curved skyscrapers against the background of a setting sun. Secondly, they really nailed the “everything is corporate” vibe. The thing I like most about it, though, are the random NPC conversations, particularly the ones in Eternity. The Salarian bachelor party is priceless, as is the convo with the Quarian who put a vibrator in her enviro-suit.
“Having a super-photorealistic in-game reproduction of a well-known city is all well and good, but what does it say about the themes and messages your game is trying to convey? Boring.”
*coff*L.A. Noire*coff*
Yeah, the most gorgeous and believable cityscape is perfectly pointless if you can’t do anything in it.
The amazing LA Noise map is so wasted on that game, it’s not even funny. I wish Rockstar would just recycle the exact map for a new GTA and fill it with machine guns, gangs and dollar-spewing pedestrians.
Honestly, it would be better than what L.A. Noire did with it.
Mind you, I liked L.A. Noire well enough, but the simple fact is that it had no need to be an open world game. It probably has the most beautiful map that I’ve seen the least of.
It really felt like living in a huge mansion and only running between 2 rooms forth and back at speed, never taking in the whole thing…
Wow, that was a pretty shoddy metaphor.
Actually it felt like living in LA in the 40s, but only driving at high speed and never taking in…
Bah, you know what it means. ;<
I really feel that if the map wouldn't be used anywhere else, it might have been the biggest waste of effort in gaming history to date.
I actually have a crack pot theory that the reason the open world was shoe-horned into LA Noire was a test for GTA V’s faux-LA setting.
I like that theory, and if only because I hate wastefulness at this level.
Great article. I just started playing Deus Ex HR last week and I felt the same about Detroit. In real world terms it’s tiny and not particularly realistic, but all the incidental details and noises make it feel really dense and lived-in. A game environment like that is better than a gigantic but barren city.
Other great game cities: I liked Markarth in Skyrim, though that was more to do with how I ended up there and that weird, labyrinthine conspiracy plot I was slapped into the middle of. I find all the modern GTA cities to be absorbing, though as someone pointed out the fact they’re all in the middle of a seemingly endless sea is a bit weird (particularly with the desert sections in SA).
Skyrim cities are tricky beasts, aren’t they? They feel very dense when you first walk in thanks to there being literal walls containing them, but then they reveal themselves to be just a few streets and a handful of homes.
The big problem with Elder Scrolls cities? Violence. Whenever there’s a large scale conflict or panic, for example the rebellion taking Whiterun, the streets feel strangely empty. You don’t get that all too important sense of people actually protecting their homes.
Wish I’d played Yakuza: Dead Souls before writing this. That game really breaks what works so well about Kamurocho.
In Skyrim’s defense, at least every single house in those cities can be entered, and 90% of them have inhabitants that wander the city during the day. That’s a lot better than the walls full of inoperable doors to simulate houses.
I’ve always hated that. I think I really started thinking about unopenable doors when I was playing Leisure Suit Larry 5 and wandering around the airport not sure what I was supposed to do (and giggling at the incomprehensible chatter on the intercom). There were a lot of closed doors and the game wouldn’t even give me snark when I tried to open them. That might be the first time in a game that I really thought about how artificial the environment was and considered that there wasn’t really anything behind closed doors. Hey, I was young!
Arena was an awesome experience in that, yeah, you could smash down doors at night, rob places… there really wasn’t such a thing as a closed door if you had a 2H mace.
Fable has been doing this also and, well, has been on-and-off when it comes to the success. Seeing how Bowerstone evolved through the periods has been a fun thing regardless of the game-quality though, I always felt very happy to recognize a small part from the last game. It’s that kind of familiarity that makes me go back.
Thoughts like “Hey, that bridge is now within the city limits” or “At least the old clock-tower is still there” really make me think of Bowerstone like a real place I’ve known for a long time.
Too bad no other area of the game ever managed that, well, maybe short of the quick, sad glance at Oakvale consumed by swampland.
I kind of justified the lack of people on the street during those moments as people sort of staying inside and letting these be matters between the Thanes and other nobility. They have their armies, I’m not a part of that army, I’ll just stay inside. Since it wasn’t genocidal war, just a war over who would have control over the peasants, it’s probably hard to get too riled up as a member of the lower class. War was something for upper classes. I don’ know, that’s how I interpreted it. I tried really hard not to let anything spoil my illusions about Skyrim, I guess.
ETA: SPOILERY Oh! Whiterun! Crap! That’s where the monsters attack not where you do battle with an opposing army. Yeah, okay, there should have probably been more people out fighting then. But by then I’d waaaaay overestimated my story progress and had ground out many, many levels and was too overpowered for that fight. NPCs were mostly annoyances in that battle and I wouldn’t have wanted more. I could imagine that if I’d been level and gear appropriate I would have really wondered where the hell everyone was at.
I have always thought that the Elder Scroll games did a good job of making the towns feel like they could house all of the people who live there. “Feel” is probably the key word there.
@@facebook-1362601810:disqus : i’d just like to say that this is exactly the sort of article i was hoping to get from this site. it was well written and thoughtful and didn’t evoke the slightest bit of nerd rage.
skyrim is a great game, but the cities aren’t exactly a jewel in the ol’ crown. too small and lifeless. the whole of skyrim, on the other hand, always felt more alive and rich to me. eg: walking through the forest and coming upon a band of bandits fighting a troll vs. having the same asshole in Whiterun tell me that i don’t make it up to the cloud district very often.
another game i felt had a pretty immersive city-scape with plenty to do was Saboteur. you spend most of the game running around Paris killing nazis and i was rarely bored or frustrated with the setting… so credit where its due.
I remember playing one of the Final Fantasies for GameBoy a while ago (admittedly not great, very formulaic games, but I still played them), and in the instruction manual, the authors wrote a short story of a journey the heroes take early in the game. In it, they wrote something about how it took a few days to travel from one town to the next, a journey that in the game took maybe two minutes. It stuck out to me for some reason, and I’ve always remembered that, and it’s always made me realize something about games. The good games are pared down so only what’s necessary to the journey is displayed. I’m sure heroes need to sleep and shit, but we don’t need to take part in that part of their lives. And I apply that to cities. We, as gamers, only see what we need to see…at least that’s how it should be (I’m looking at you GTA!). It’s not that Adam Jensen never goes to the gas station to pick up an Orange Fanta, it’s that that doesn’t matter, so we don’t see it. I imagine all the interiors to unenterable buildings are there, and sometimes your character even goes in them, just not when you’re looking.
This is why I think the urban design in DE:HR works (although there’s plenty wrong with that game anyway) and GTAIV doesn’t (especially when you need to take the same 10 minute trip over and over again when you fail the mission), and also why the quick trip option in Elder Scrolls is such a godsend. And even though this article is about urban design, I think Shadow of the Colossus is a perfect example of Occam’s Razor in action in video games. There’s no way, in real life, it takes only a 15 minute horse ride to go from a desert to a rain forest, but that’s just enough time in a video game to realize the vastness and beauty of an area without getting sick of it.
You remind me of a moment in Legend of Dragoon, which I’ve been playing recently because dammit, I bought it ten years ago, I should finish these things. Anyway, you go up to kill some big dragon, and it takes an hour or two in game time – a straight run, no napping scenes, so on. But, when you get back to the city, it reveals you’ve left about a month ago, and it’s been a couple weeks since the scary thing stopped making noise.
It’s kind of what you’re talking about, it skips over big parts of what happens, but in that case it was actually kind of jarring, since it doesn’t feel like a month-long journey. I think you have to kind of make the passage of time felt in some way without making it tedious. Like how in some old Dragon Quests it’d jump from day to night and back relatively quickly. It made it feel like you’re on a lengthy journey that’s taking days, but you also moved quickly.
This is why David Cage will never make a good game. He thinks that letting you take a piss and wash your hands and do your laundry makes a good game, not sympathetic characters or a believable plot or, you know, gameplay.
Despite its plot holes and overall pretentiousness, I enjoyed Heavy Rain. I’d never play it again or even play a game like it, but as an experiment, it was good enough.
Have you played Indigo Prophecy? It’s basically Heavy Rain except with a slightly more entertaining plot. Knowing about that substantially decreased my opinion of Heavy Rain (which was not good in the first place).
@itisdancing – Indigo Prophecy is one of those games I’ve always wanted to play but never got around to it, unfortunately. I may try again sometime now that you’ve reminded me.
@doyourealize:disqus @itisdancing:disqus
Indigo Prophecy kinda slides off the rails at the end, but I do love the way it made a believable world. You play as a few characters, and while you have to do a small number of stupid little things–take a shower, take your meds, put on clothes, grab coffee–it’s just enough that you feel like you’re living this person’s life without being bored by it. You also get to see, for each main POV character, their apartment, where they work, and a place or two extra. There aren’t a ton of locations in the game but they’re very detailed and full of things to poke and prod. Characters have stereos where you can play some music, computers with e-mail to check, musical instruments to play, whatever.
It’s one of the few games where I feel like it actually approaches something “novelistic.”
The end is a real dog, though.
I hope you’re not talking about Final Fantasy Adventure or Final Fantasy Legend 2, those two games are works of art.
So, YOU’RE the 1 who loves the Saga series. (Okay, it’s actually pretty neat, but its weird mechanics are not for me. His Final Fantasy II is brilliant, though.)
SaGa is great. SaGa III’s mechanics are a bit less weird, and the English translation is pretty good (it was Woolsey’s first).
It also gives you a time-travelling space-jet four years before Chrono Trigger.
I don’t see how you can dislike the weird mechanics of SaGa and like Final Fantasy II, the type specimen of RPGs with interesting but thoroughly broken mechanics.
ETA: It’s next to impossible to beat FF2 without exploiting the system badly, and it has an entire quest dedicated to finding the Ultimate Magic which is so broken as to be mostly useless.
@itisdancing:disqus I’m going to say “music, importance of characterizing protagonists, and there only being 1 of it.” Saga’s music doesn’t quite reach those heights, and the rest is a wash.
Overall, arbitrary. Agreed!
@GhaleonQ:disqus Fair enough. I really love FF2’s music. Maybe the characterization is deeper in the Japanese. I only have the fan translation to go by.
It does have one of my favorite scenes in any RPG — the setup for the Lamia Queen boss fight.
Question: Is it worth playing the PS2 Romancing SaGa remake? I’m still tempted after all these years, but boy do those SaGa games piss me off. SaGa Frontier II was worth making for the soundtrack alone though. Dat Hamauzu.
Huh? SaGa 2 in particular is pretty famous and beloved. The remake came about because fans asked for it. There’s a DSi special edition and a Mr. S keychain and everything.
There was only one weird thing about SaGa 2, and that was the fact that you had to be overpowered as hell to effectively wield the best sword in the game. Breakable weapons just means that you have to think about which one
you’ll use, which in turns balances the activity-based stat increases if
you know what you’re doing. Monsters transforming into other monsters by eating meat is exciting (and a good way to catalogue enemies’ stats and weaknesses) and so is saving your final headbutt for the next boss. Plus it’s Kenji Ito’s best work in my opinion.
I think it’s awesome that some people here really enjoy it/them. I never meet them in the wild. Even role-playing superfans I’ve encountered online are more likely to say Saga-II-and-that’s-it.
I’m not sure really. I just remember getting so annoyed at fighting every two steps, that I just started running all the time until I got to a boss I couldn’t beat, and then I stopped playing. I could be wrong about the game being generic, it’s just how I remembered it.
One thing I know for sure is there was a little story in the instruction manual.
whoever is doing your design and typography stuff is doing a good job!
Detroit in DX:HR was SORELY missing a dive bar, how can you have a Deus Ex game without a dive bar to hang out in at some point?
that was one of the many reasons why I thought DX:HR, although a pretty sold game by and large, just fell short of truly feeling like a “Deus Ex” game
IMO, the only thing DX:HR is missing as compared to the original is a ridiculously overpowered nano-sword that you can use to slice everybody to death. The Dragon’s Tooth was fucking boss.
hell yeah, the dragon tooth plus the invisibility upgrade makes you an unstoppable killing machine in that game, it almost makes it too easy, I’m been meaning to replay Deux Ex without using that method to make it more challenging
You never see train tracks because it’s not a subway. It’s a monorail station, and the platform is upstairs, y’know, behind the bars? WHich are locked because service has shut down for the night, which numerous people comment about being stuck downtown because of?
When you fail to mention something as relevant to what you’re talking about as that, it kind of casts doubt on your competence to write about it.
Not sure if anyone’s mentioned Dishonored? Very excited for that game, and the setting sounds intriguing. Has the potential to be like New Crobuzon – dense, mysterious and atmospheric. We’ll see though.
Oh and Dunwall (the city in Dishonored) is apparently designed by the same guy behind much of City 17 in Half-Life 2, so it should be highly evocative if nothing else.
http://lnk.co/IL4JS
The city I always remembered is the one in Return to Krondor, it actually feels like a city, from the map, from walking around, it just always gave me that “Wow, I’m in a really big city” type of feel.