In first person games you can make the player feel like they're moving faster just by expanding the FOV and not touching anything else.
A lot of games adjust the FOV in real time while sprinting to make the sprint feel even faster.
A lot of games have enemies shoot just past you or in front of you to make you feel like you're under fire but you're in less danger than you actually are to give the feel of being in a battle.
Long tunnels in video games will often have a hill either natural or made out of destroyed objects halfway through them to hide loading in the rest of the level on the other side. In fact, a lot of 'open' games, any hill or valley you see is often a load zone trigger, intentionally. In Halo 3, the tunnel between the Brute chopper battle and the Cruiser slipspacing over you in Tsavo Highway is an example of this technique, but it's damn near in every game.
This is also why you'll often see this hallway in damn near every 3D game with buildings of some sort:
because it makes the player feel like they were able to walk right into an area, but the developer is just making you walk around a forced loading hallway that appears like an open entrance. Seriously, pretty much any 3D game with transitions has this hallway in it on every console generation starting with PS/N64 up to and including current ones. I call it the vestibull (vestibule + bullshit) (in a loving way) . Even if it's not used to load an area, they still use it to separate visibility portals so that they can give the interior space more graphical density.