Sonic the Hedgehog - Green Hill Zone
By the time the original Sonic the Hedgehog came out, Super Mario World had been out for six months in Japan. In almost every way, Mario had the edge on Sonic — more levels, more power-ups, more variety, more gaming. But there was one thing you couldn't take away from Sonic, and that was the sheer dazzle of starting up the game and entering Green Hill Zone. To this day, Green Hill Zone looks spectacular, with its sparkling ocean, lush vegetation and abstract geometry — not to mention Masato Nakamura's unforgettable music. Mario had a lot to offer, but in terms of pure physicality, most of Dinosaur Land seems awfully drab next to Green Hill Zone. (Plus, it was 1991 — "zones" were just cooler than "lands", for Chrissakes.) — PS
Shadow of the Colossus - Valus
Shadow of the Colossus’s opening moments are less mysterious, and therefore less grand, than the opening moments of Ico. As players, we are given exposition and context through narration (however vague it may be) and the game’s protagonist Wander states a clear goal while an evil god tells him how to achieve it. This is a far cry from the confounding and almost entirely silent internment of a horned boy in a decaying castle. But Shadow of the Colossus’ first level, toppling the colossus Valus, is a singular moment in gaming history. Valus stands at one end of an enclosed valley opposite you and, at first, it doesn’t seem that big. Then you run towards it, feeling the ground shake through your controller, the music swells, and you jump on its enormous leg, searching for a handhold. It is, in the truest sense of the word, epic. Even God of War 1 and 2’s opening battles against the hydra and the Colossus of Rhodes seem miniscule in comparison. — JC
Metroid Prime - Space Pirate Frigate
To fully appreciate the beginning of Metroid Prime, play through the beginning of The Legend of Zelda: Twilight Princess. Both openings teach you how to play the game, but Twilight Princess teaches you like you're in the remedial class, instead of someone who (knowing Nintendo's fan base) probably has a doctorate in Zelda. It takes hours of cat-placating, monkey-placating and goat-herding to even get a sword. Prime takes it easy on you, but you never feel condescended to. Its tutorials are thoroughly skippable; expert players can finish the Space Pirate Frigate in five minutes flat. But beyond that, it's a beautiful, self-contained introduction to the game's spooky atmosphere. Every console Zelda after A Link to the Past has started you out in a village full of whiners you have to coddle before you get to adventure. Prime throws you into a dark, eerie spacecraft where something horrible has happened. Get in and get out before its orbit decays and you die. Chills. — PS
Half-Life 2 – City 17
“Wake up, Mr. Freeman. Wake up, and smell the ashes.” As Gordon Freeman, your journey through the bleak streets of City 17 begins a mere sixty seconds after the game’s title has faded to black. The mundane environment tells you everything you need to know about how life works in a world where civilization has crumbled; tired and scared citizens mutter in the corners of a train terminal, Combine soldiers threaten and abuse, and rare familiar faces urge you to escape immediately. Half-Life’s greatest success has always been keeping the player in constant control of the action while still herding them along a set path. Half-Life 2’s opening level, Freeman’s arrival in City 17 and his flight from the Combine across the city’s rooftops, engages and informs in equal measure while providing an immediate thrill through play. It’s remarkable that a first-person shooter’s most memorable level is its first, a level where not a single shot is fired. — JC
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