>>725411728 (OP)
Massive scale so rarely works in games because they don't handle regular scale well. Even supposedly realistic locations have their scales messed up and way bigger than they should be to accommodate the awkwardness of telecontrol and a distant orbiting camera. Even if it's a first person game everything has to be bigger and more spacious to allow the player to navigate it despite lacking all the sensory perception and agility of a physical body.
Player characters also tend to move really fast because it's annoying to control something slow that takes a long time to get places. The default walk speed is almost always what would in reality be a brisk jog.
Lastly in order to impress scale upon the player, you need contrast. It's something games rarely have. A game about giants will usually always be at that scale. A game set in a mundane world rarely has the player experience impossible macroscapes.
Because the baseline ways we measure scale get completely skewed for convenience, it affects everything beyond that. Something can be 5 miles long but if you can dash from one end to the other in 20 seconds it's not going to feel like it.
Anyway my pick would be Dark Souls 1. A thing it does really well is have the player explore and cross massive structures one little block at a time. In the Hollow settlement, you're going through little human sized houses built into a massive towering wall. In blight town you're scaling an incredible height of the superstructure by means of a rickety scaffold built to human scale. You feel like an ant crawling on something that wasn't built for you.