(bright tones) - [Falcon] Open world games
are filled with surprises, and some of the places
you'll find, kind of spooky. Hi, folks, it's Falcon,
and today on Gameranx, 10 creepy locations discovered
in open world games. Starting off with number 10, it's the Children of the Ark ritual site in "Cyberpunk 2077 Phantom Liberty." Out of the Badlands south of Night City, you might stumble upon
this unnerving location. It's an unpleasant spot no
matter what time of day it is, but at night, it's especially disturbing. All you see at first is
a group of dead bodies and some kind of ritual
circle, which is bad enough, but under closer inspection, you can see they've all
got heavy wires attached to their heads that are
all seemingly blown out. At night, these wires are still
glowing menacingly though, leaving you to wonder what's
supposed to be happening here. Keep searching, you'll find
a lootable body in a chair where all the wires converge. They have some useful hacks and a note on them called the
children of the Ark Testament and goes on to give you a
clue about what happened. Essentially, these are cult members, but I mean, you probably figured that out just from looking at it, some kind of cult thing
going on here, right? But they believed that the
AIs behind the black wall are gonna lead to the end of the world, so they wanted to upload
their brains into an ark and launch it into space. To transfer themselves into the computer, they all had to die in the process. There is, of course, no way to
know for sure if this worked. And also, we all know how Soma worked out, so if it did, I don't
know if that's great, but it's unlikely a bunch of people in the middle of the desert had the tools to launch a satellite into space. Looks like they tried
at very least though. (tense music) (footsteps crunching) Moving on to number nine, it's the Safe House Gamma in "Starfield." Sometimes "Starfield"
can really surprise you with an especially
creepy point of interest. Most of the places you end
up exploring this game, they're just filled with enemies or loot, but Safe House Gamma on
Andromedas II is different. There's a sinister atmosphere to the place the moment you step inside with this unpleasant banging sound echoing through the halls,
there's nothing else here at least at first, just a
bunch of totally empty rooms an uncomfortably long hall, and a whole lot of
unnervingly loud noises. (eerie music) (metal banging) (metal banging) (metal banging) It's like how a Silent
Hill game will just hit you with these loud industrial
sounds to overwhelm your senses and maybe throw you off some. It just goes to show that
when it comes to horror, sometimes less is more. All you need is some dark rooms and an oppressive soundscape. The horror kind of just flows
in naturally with that stuff. Another thing that makes
this place so unnerving is how normal it looks. The place appears almost
untouched. There's nobody here. Clearly there's something wrong, but it's not clear exactly what is wrong. At the end of the hall, you
finally get a solid clue about what's happening with this message. It says how everyone's dead, they're probably next, beside a switch, turn on the power, blah, blah, blah. So you turn everything on and
that makes the banging stop, but there's something new. There's a tunnel dug into
the wall on the opposite end of the long hallway. If you go inside, you come face to face with the creature that killed
everybody, a terrormorph. (dramatic music) (gunshots) If this is the first time you
have encountered one of them, it's gonna be a shock,
'cause at low levels, these things hit like a dump truck, and what makes this so effective
is how unexpected it is. It's got a slow buildup.
The reveal's well done. Even if the actual creature at the end isn't the scariest thing in the world, the mindset the game puts you into makes it scarier than it is,
and this is the kind of thing that I think "Starfield"
deserves a little more credit on. This game was called a disaster for what seems like no real reason. I mean, it's not like an
innovative game or anything, but like I said previously,
it's got a lot of content in it and the content is pretty good. That's really what you're here for with a Bethesda game at
this point, I would think, and this is a good example of what they know how to do right A good example of what
they know how to do wrong is continuing to use that damn engine, but you know, we'll take what we can get. And number eight is "Like
a Dragon: Infinite Wealth," Dondoko Island waterfall. One of the most bizarre mini games in the entire Yakuza/Like a Dragon series is this Dondoko island. It's "Animal Crossing," but you have a barbed wire baseball bat. The crossover episode
everyone wanted apparently. If people in mascot costumes
give you the creeps, this place isn't gonna do you any favors with its two disturbing
mascots, Gachapin and Mukku. Look at 'em. Yikes. And this game knows
exactly what it's doing with these little weirdos,
which is why after you complete the Dondoko Island side story, you get a few bonus missions at the end. They're pretty easy to miss unless you're really into Dondoko Island, 'cause there's nothing
to do here at this point, so most players move on. If you do stick around, some
of the employees will notice a strange figure at night
under the waterfall. They think this mysterious character is the Dondoko Island hermit, and of course, you have to investigate. Swim to the waterfall at night and you're treated to
this frightening, scene. Well, frightening at first. It's pretty obviously a joke, but there's something uncomfortable
about Mukku's dead eyes and weird mouth. It's played for laugh, but that moment when the camera zooms out and there's another Mukku
at the top of the waterfall, I get chills, t's weird, - Dondoko, a go go! - [Narrator] Let's have fun
together on Dondoko Island. Get ready for nature and
dreams, even trash and danger. - We can't say that, you know? - [Narrator] From kids to adults, they have something for everyone here. - The ultimate getaway, Dondoko Island! - Feelin' low? Just Dondoko! - [Falcon] And number seven is "Spider-Man 2" strange hideout. Another little secret thing that isn't exactly creepy visually, but it's placed in the
game makes it strange and off-putting. In the Upper West Side, you can find this
weirdly detailed building that never comes into
play in the main story. It's got a fully modeled interior
with these strange symbols and racks of machine guns everywhere. It's one of the few city interiors you could just see from the outside, but what purpose does it serve exactly? Why is it here and what's
with all the firepower? Go to the opposite end of the building, you find a fully modeled bookstore that's actually attached to this space. And funny enough, you
can actually go inside. Looks like your average bookstore,
but the weird cow skulls and occult symbols suggest
there's more going on. Oh yeah, and the see-through
bookcase that opens up and there's a hideout. Like I said, there's nothing
particularly terrifying about this stuff, but whenever
you're exploring a place that feels like you're not meant to see, it feels off putting. Now, this place is probably
going to tie into a future DLC or something, but right now, it's just a weird kind
of half finished area that's in the main game. Being in this place feels like you're not supposed
to be in this place. I mean, you can clip
right through the chair beside the see-through bookcase, which sort of gives us
liminal feeling of a place that isn't quite right,
and that puts me on edge. I don't know if it does with you, but it's one of those unique things only video games can do. They can make even mundane
places seem kind of creepy with the right context, even if that context isn't
entirely intentional. And number six, the Stargazer
Ruins in "Elden Ring." The game's open world
setting is as much horror as it is fantasy. There are some straight up
scary locations in this game, but they stand out and are
generally easy to notice. The list is all about outta the way or easy to dismiss locations, and the Stargazer Ruins
are a perfect example. It's an odd, obscure,
kind of melancholy place that frankly, it's the type of place these games do fantastic. When you first pass by, it seems like another crumbling ruin in the middle of nowhere. There aren't any noticeable
landmarks or buildings that make the place seem worth exploring, so a lot of players
just walk right on past. They might notice its
most defining feature, this strange jellyfish
creature that, for some reason, seems to be looking for their sister. You can hear whispers all over the place, but it might take a while
to realize that, yes, it's the jellyfish doing that. - [Jellyfish] Where did you go? - [Falcon] That might
seem like the end of it, just a weird encounter in a game that's full of weird encounters, but there is something you can do. If you have the spirit jellyfish ashes, you can summon them here and the two jellyfish will
actually have a conversation before disappearing. - [Jellyfish] Ah, dear sister, you're finally here. No time to waste, let's see the stars. - [Falcon] This is, do
I even need to say it? Extremely weird and off-putting. It doesn't just confirm that
these jellyfish creatures are basically ghosts and that they're not
just mindless monsters, it also shows that spirit
ashes that you have and control aren't mindless. Some of them are little
girls who died tragically, never having the chance
to look at the stars. It makes implications about something that generally doesn't really come up the nature of something. It's neat, but also, as with
most things in "Elden Ring," it's equally tragic and bizarre. At number five is "Red Dead Redemption II" Tall Trees mass Grave site. You think you know
everything about this game, but it keeps on giving. I'm serious here, I didn't
know about this location before starting this list. I thought I knew everything
there was to know about "Red Dead," but nope. What makes it so easy to pass up is there isn't really
any reason to find it. There's nothing nearby, no
quest associated with it. It's just a creepy little
detail you can find out there that's unnerving, and that's about it. Around Tall Trees, a
little south of the L, you can find this easy-to-miss location, a ditch just filled with dead bodies. That would be unnerving enough, but these guys are all
wearing matching clothes and it's unclear how any of them died. A lot of them seem to have been gagged or have bags over their heads, and from the level of decomposition, it seems like these guys
haven't been out here that long, like they're mostly intact. Stumble across this place at night, it's pretty dang freaky. I mean, look at this, it's kind of horrific in a strange way. Some of these guys have clown paint on some of their masks too,
which is what happened? To top it off, there's a B, like the letter B made
out of human limbs nearby, which matches the letter
on their uniforms. As it turns out, these
guys were all members of the Blackwater Athletic Club. You can find out more about
them in a newspaper article about how they've gone missing, how their families fear the worst. Well, their families were right. But that's where the trail runs cold. You never investigate this. You never really find out who did it. It's just something left
unsolved in "Red Dead II." And number four is
"Ghostwire: Tokyo" school, probably the most elaborate
quest on this list. I think it earns a spot 'cause of how easy to pass it up it is. It wasn't even in the game
when it first launched. They added it over a year,
kind of outta nowhere too. There's just something
about a school at night that makes it perfect for horror. The long hallways, the empty spaces, the uniform, repeated features that make a school appear
perfectly normal during the day, but much creepier at night. "Ghostwire" plays into that perfectly with this unpleasant school
quest that starts with you clearing the halls of
corruption before having to deal with a murderous life-sized organ model, which may be the scariest
thing in the entire game. It plays by weeping angels rules, where it only moves if
you're not looking at it. That, of course, wouldn't
be much of a problem if all you had to do was get away, but the game throws puzzles at
you and exploration as well, so keeping your head turned
at all times could be tricky. Makes dealing with this guy a challenge rather than a roadblock. It is, I mean in all
seriousness, an excellent quest. It makes great use of the setting. If you were maybe a little
disappointed by the lack of horror in a game
about ghosts and stuff, give this side quest a try. It's creepy as hell. (eerie music) (footsteps echoing) And number three is "Star
Wars Jedi: Survivor," the local recluse's house. A "Star Wars" game is about
the last place you'd find something legitimately creepy, at least that you would expect, but this game pulls this
weird little encounter off absolutely perfectly. In Rambler's reach,
there's this little hut that you can not get into
for most of the game. It's just sitting there,
taunting you into entering, but it takes so long to
finally get the tools to access this place that it's likely you'll just
forget about it and move on. If you actually do go inside, there's a surprisingly creepy moment where you talk to the owner
and have to mind trick him into letting you stay, and
then if you explore downstairs, you find a dead body on
a chair, you touch him, you remember his final moments, revealing the guy
upstairs that killed him. - [Soont] Brother, don't
ignore me. You can't stop me. I won't let you! There's still time, time
to go, to walk away! - [Falcon] It's creepy enough, but you turn around and he's right there. Killing him isn't hard, but
man, it's a hell of a jump scare and it's super effective because it's a game that
does not have jump scares. And number two is "Baldur's
Gate 3" Chosen's Room. One of the games that's packed with detail no matter where you go, there's
tons of easy to miss secrets and little hidden stories
all over the place. A lot of the game has a kind
of creepy horror atmosphere, but there's one spot in particular that's so easy to overlook, but
it does have a ton going on. It's the Chosen's Room
in the Temple of Bhaal. For most players, you
won't even see this room until after you've dealt
with it, the whole temple, so you're probably ready to head out and there's not really
any noteworthy loot, so it's easy to just come in, not really notice anything, and leave, but there's a lot of
creepy little details here, like the dead body for instance. You might dismiss it as
another corpse among many, but if you take a second
look at it, it's easy to tell that it's actually the sinister urge, a special origin character
that has no canon appearance but is always shown as
being an albino dragon king. This implies that if
you don't play as him, you're doomed to meet his grizzly fate. That's strange enough,
but look over by the bed, you'll find his grotesque
mummified, corpse impaled on spikes and on display. It's a disturbing image, but there's so much more
to find if you use a spell that lets you talk to the dead. Yeah, it doesn't just
work on in-game corpses, you can use the spell on any, any corpse, and this guy's got a story to tell (tense music) - [Narrator] The corpse
regards you Lifelessly. - [Falcon] It's a disturbing
tale of family intrigue I won't repeat here, but
to make a long story short, it's gross, murder, incest,
more murder, messed up. And finally at number one is
"Assassin's Creed: Valhalla" creepy ghost spot. I don't know what really the deal is here, but this random clearing in Jotunheim, you go here and outta nowhere, there's this creepy as
hell shadow creature that appears to loom over you. Doesn't do anything, it only
appears in this one spot, but it's super detailed
and very mysterious. There's nothing around
that really explains it. It's just there, projected
onto the deep fog and there's nothing you
can do to interact with it. Just this weird thing that's
not terrifying or anything, but it's creepy, especially if you're playing
late at night at the point where you're tired but
not necessarily sleepy, everything makes you jumpy and paranoid and you start thinking of
stuff that you know is dumb, but it doesn't matter. This particular location
isn't the most terrifying or anything, but it's
exactly the sort of place that sticks in your memory a long time after you experience it, just because it's
something you stumbled onto rather than something the game was slowly pushing you towards. Like, again, you could
completely miss this, you could never see it, and
there's something about that that makes it much, much weirder. It's little things like this that make open world
games really memorable. You got hundreds of hours
of mindless crap hunting, but these weird little events
that really stick with you. And that's all for today. Leave us a comment, let
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