buckle up, buckaroos; it’s a long one.
sunless sea
in the words of samuel taylor coleridge, being a sailor back in the day “fucking sucked” [citation needed].
they were isolated for extended periods of time in a flimsy and vulnerable floating coffin. they were tasked with traversing a terrifying and fickle alien environ that may or may not hide any number of unknowable and fatal dangers. that’s not taking into account getting lost, dwindling food and water supplies, deadly personal disagreements, shattered morale, the whims of weather…
sunless sea does - i imagine - an incredible job of quantifying those feelings within its freewheeling, surrealistic, alt-victorian steampunk setting, primarily through its punishing, rogue-like mechanics.
putt-putt-putting around slowly on your rickety vessel, death from starvation, madness, engine failure, fuel loss, cannibalism or mountain-sized ships composed entirely of eyeball gobbling spiders are an inevitability. with each death the locations around the sea shift just enough for you to need to relearn the map. thus you are always on the backfoot, always exploring the unknown, and never atop the food chain. it’s one of the few open world games where traversal is never short of nerve wracking.
while the graphics are beautifully rendered and dread-inducing, it’s the whimsically nightmarish writing that sells the space. it feels like anything can happen here and it would make perfect sense: malignant artificial suns; getting caught smuggling crates of souls; mummified colonists bursting open to unleash monstrous moths; stuck on an island mediating a war between rats and guinea pigs - you name it, it makes sense.
sunless sea is easily one of my favourite worlds to inhabit and i implore everyone who likes a good read to give it a go. it is endlessly fascinating.
cyberpunk 2077
i’m going to try to put my opinions about cdpr’s shitty business practices aside for a moment.
while i remain unconvinced that there is a good ‘game’ to be found here (or in any cdpr release i’ve tried so far), night city is undoubtedly a phenomenal achievement in physical world building.
what i mean is, its environmental design and architecture have a verisimilitude only rivalled by later rockstar games, and a sense of urban scale completely unmatched in the gaming space. just looking at one of those monolithic mega-corp skyscrapers from a ghetto hidden beneath a bypass creates an existential class horror in me that’s hard to find in other games.
if only the world didn’t hold the player at arms length, refusing to engage with them. if only its content didn’t feel so shallow and superficial, constantly reminding us of its gameness; it feels less like a space to inhabit and more like a pretty display behind inch thick glass, remote and untouchable; a city built and maintained on money made from selling junk to the larger old gen userbase, a userbase they would happily discard after the bare minimum effort.
(what? i only said i’d try)
red dead redemption 2
rockstar - for all their really really shitty business practices and static design choices - make the best open worlds, imo, and there is no better a realised open world than in cowboy-sim-meets-cowboy-movie epic, rdr2.
there is, of course, the gorgeous fidelity the world is rendered in. i don’t think it’s an exaggeration to say that everywhere you look is a feast for the eyeballs: valentine feels lived in and jaggedly imperfect; the teeth of industry jut into the skies over saint denis, vast plains realistically give way to oppressive, fog-ridden swamps. it’s a technical marvel, especially given it works perfectly fine on old gen hardware.
i never fast-travelled in this game. traversal never felt like a chore to me. travelling on horseback (christ, the horses in this game are phenomenal) was as much a part of the gameplay experience as hitting my marks during the set pieces or being surprised by a cougar - those damn meat-seeking missiles - while picking berries. i found simple, unrewarded pleasure in walking through a dense forest, leading my horse by the reigns, and soaking up the atmosphere.
besides the abundant beauty, it’s the realness that hooks me. the way arthur is affected by the elements and his realistic reactions to them sell the world as real, as inhabitable.
equally, systemic events in the game world trigger and complete without your input, creating the illusion of a world that isn’t built just for the player; a trick a lot of games (coughcyberpunkcough) fail to replicate convincingly.
disco elysium
(shut yer face hole, it counts)
for all of cyberpunk’s unmatched scale, rdr2’s wide-open realness, and sunless sea’s whimsy-tempered dread, this little district in revachol - the focus of disco elysium - is my favourite open world (shhh).
okay, so the map is pretty cramped. there’s only 3(ish) main areas. it takes only a few minutes to cross its entire length and a full 3 in-game days for the whole map to open up. there’s not much to directly interact with outside some bins you can kick to shit. sure it doesn’t even tick all the boxes to be considered ‘technically’ open world, but it is open world and i will brook no further dissent so stop going on because i want to goddamn write about it, okay?
okay.
please understand: disco elysium isn’t only the story of an investigation into the murder of a hanged man, or a personality test style piecing together of one’s psyche after an alcho-pocalyptic spiritual suicide, or the beauty found in carrying on in the face of abject and total failure.
it’s about investigating the murder of a whole city.
unlike the other games i listed, this open world is an active participant in the game. martinaise has a distinct character, one as fractured as the protagonist, chained to a 4,000 year old backstory and innumerable dreams of dead futures.
every part of it can be uncovered by exploring it’s derelict buildings, picking through its detritus, and speaking to its well-drawn (but ultimately broken) denizens. hell, if you build your character just right, martinaise speaks to you in the only way a city can: through the wind, through the feel of the road beneath your feet, through the bullet-holes in the walls and the footprints etched in frozen mud.
martinaise is beautiful too. not in the same way rdr2 is, of course; this isn’t a photo-realistic world and nor does it aspire to be one. it is a painterly one where lines are blurred and colours merge. blood and dirt are sweeping brushstrokes of colour. architectural lines bleed into the textures. the music is the icing on this deliciously sad cake; at once mournful and triumphant, embedding us comfortably in a world absent of comfort.
so while it doesn’t have realistic physics or a stunning sense of scale or a great traversal system, to me, no other open world (shut up!) has such a vertiginous and dizzying sense of time and place to it.