In April 1701 a lord drew a blade inside Edo Castle, and two years later forty-seven of his leaderless samurai stormed the mansion of the man he had attacked. The documented story runs from a corridor in Edo, through a surrendered castle and a quiet retreat near Kyoto, to a night raid and a temple cemetery in Tokyo.
The route sticks to dated events and places. The legend of Chūshingura, the later play, is kept to the final stop, where it is set apart from what happened.
Team Ninja's open-world samurai game drops a masterless Blade Twin into the last years of the shogunate. Between 1858 and 1868 the story runs from Yokohama's foreign quarter through the killing of a Chief Minister to Kyoto's Shinsengumi and a plot to burn Edo.
This route follows the game's main story through seven places, from the port to the capital, pairing each scene with the real site that history ties to it. Where the game names only a district, the pin marks the nearest well-known landmark.
Dom Cobb is offered a clean slate — his criminal history erased as payment for implanting an idea into a target's subconscious. To pull it off he recruits a forger, a chemist and an architecture student, then takes the team down through layered dreams, from a raining city to an alpine fortress.
This route follows the 2009 shoot across four countries: the Paris bridge that folds, a fictional bistro corner, Tangier standing in for Mombasa, two Los Angeles action sites and the closed Alberta ski resort that became the snow fortress. Two stops look different today: the bistro was a temporary set and the Heim Bridge has been replaced.