I’ve always admired the inside of buildings in PS1 JRPGs like Xenogears and especially Final Fantasy VII. Those game had big teams working on assets that were quick to make, and to me those interior locations always felt rich with detail.
When I played Xenogears this year I tried to draw interesting details as I went along. It gave me a ton of appreciation for how handcrafted many of those interior spaces are unique. One that immediately comes to mind - one of the rooms in Bledavik’s castle has a strange, old-timey cannon. It’s never highlighted in any way. The only place I could find it in the entire game was isolated in that easily-missable room. There’s lots of stuff like that. Interior walls are full of bright posters and thick cracks and captivating scratches. FFVII, in 2D, is even more so.
It’s not that newer games aren’t full of interesting detail. In many HD, 3D games, though, you see a lot of the same assets. That’s completely understandable in modern design. It also, to me, makes interior spaces lose some character. It was really cool that at one point Square had a big budget to make imaginative 2D backgrounds for some house in Midgar.