Also, have you noticed that in most ways japanese (well, of course many non-j released games for j consoles obviously) developers are concentrating on characters and enemies (modelling) while environments often were low priority?
And , in opposite, many western devs, mostly on PC titles, often did amazing level design , but character models were lacking in polygons or overall impression?
So, the most notable "rule breakers" were Silent Hill..let it be 3rd one and, from current gen era - Dark Souls, which is closer to western level design of 97-2001 era instead of primitive "snake" modern games often have. Please understand, i m not talking about "how it looks", i'm talking about several layers of walkable space and interconnections of several parts which makes you feel it as the whole 1 world
Returning to PS2.. take, for example, Bujingai by Taito. Player and enemy models are ok, but environments are..you could have them in Duke Nukem 3D, lol.
Once again, in this semi-offtopic post i m not speaking about art direction[/], but about complexity of architecture/landscape. From this point of view Morrowind, for example, is just flat floor with some obstacles generally.
And, if anyone played DM_GOTHIC map from UT'99.. so great construction. That's for western
p.s.
You can ignore this cry, i'm still interested in just impressive environments, either they complex in architecture or just beautiful