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Post by magic89 on Dec 25, 2016 8:39:37 GMT -5
Hunter(Amiga) First 3D Sandbox game(As my friend says) Wolfenstein 3D It said its first FPP game, its not true, but it first fpp game who becomes most succesful hit on his genre. The Neverhood emmm most everything are made of clay? Discworld 2(I am not sure) Rincewind said he wants be first person who said F.ck! in sequel
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Post by ommadawnyawn2 on Dec 25, 2016 9:04:09 GMT -5
The 1996 adventure game? What do you mean by postmodern and metafictional in this context? I think you could argue for some earlier games forcing you to kill innocent or defenseless NPCs for that purpose. Kinda depends on if you want to take the author's outspoken intent into consideration. I'd have to look into it though, not really something I'd thought about before heh. Non-spoiler version: The game's main theme is video games and people's reactions to them. Cool, thanks. Off the top of my head, Golden Axe (ARC) did the meta thing is a surprise ending.
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Post by ommadawnyawn2 on Dec 25, 2016 14:01:41 GMT -5
WIP 80s arcade games list: minirevver.weebly.com/arc-games-ahead-of-their-time-80s.htmlNo. 1 pick for each year: Pac-Man (ARC, 1980/ ) - Collectathon/Maze hybrid, top down view, cutscenes, enemy AI (different behaviors for the ghosts), temporary weapon power up Donkey Kong (ARC, 1981) - Vertical platformer; temporary weapon power up, slopes, ladders and moving platforms/elevators, fairly expressive sprites, hidden point locations (points add 1-ups at certain intervals - pac-man or space invaders?), boss fights (minor puzzle - pull out the bolts to make donkey kong fall), fall damage (more than Mario's height), conveyor belts, wall jump/bounce (off of the edge of the screen - can't be used to gain more height though), Joust (ARC, 1982) - Side view 2-player action; flight (mash the button-style), kill enemies by hitting them from above, change direction in mid-air, acceleration and deceleration Major Havoc (ARC, 1983) - Rail Shooter/Maze Platformer hybrid, Low gravity, Collectathon; map feature, fuel mechanic (need to collect oxygen to survive in platform levels), avoid hazards, escape sequences, 3D-like graphics, scaling effect, warp feature, platformer levels scroll in 4 directions, locked doors, I, Robot (ARC, 1984) - TPS, Cover Shooter, Rail Shooter; polygonal graphics, semi-fixed camera and movement (can't turn and have the camera follow from behind), drawing mode Dragon Buster (ARC, 1985/NES, 1987) - Platform Adventure/Maze Platformer; double jump, downstab, hub map/level select feature, run move, lifebar, alternate paths, mini-bosses, alternate attacks (spells), sword and shield upgrades, alternate endings (minor changes), Renegade (ARC, 1986/SMS, ) - First tilted view BEU?; grabs and throws, jump kicks, scrolling pauses, alternate melee weapons, throw enemies into water, bike riding segment (SMS & NES only?), Wonder Boy in Monster Land (ARC, 1987)/SMS, 1988) - Action Platformer w/ ARPG/Adventure elements, Maze (final level); new gear shows on the avatar, mini-bosses (usually optional), item trading sequence, bar gossip, hover boots, HP drain/hunger system (WB1), Hard Drivin' (ARC, 1988/MD, ) - Driving Sim; polygonal graphics, loops, replay feature (satisfying crashes for the time), 10 second timer starts when off road (then the game puts you back on track; there's also a button for this on the cabinet), automatic or manual transmission, S.T.U.N. Runner (ARC, 1989/Lynx, ) - Race against the clock/Rail Shooter; hover car, polygonal graphics (course and cars), good framerate and draw distance overall (occasionally gets pretty choppy), boost pads, the car falls apart gradually as you take damage, round tunnels (later used in Wipeout), jumps via ramps, some courses have alternate paths
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Post by cambertian on Dec 25, 2016 16:43:31 GMT -5
Atari's Xybots comes to mind: - Third-Person Shooter before that was even a thing
- Pseudo-3D Mazes (similar to Wolfenstein)
- Roguelike-style gameplay
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Post by Colonel Kurtz on Dec 25, 2016 17:36:00 GMT -5
So ahead of its time, and more strikingly, such a good game! Yeah, HZ is THE poster boy for games that are ahead of their time. I don't know if it's been mentioned, but Gradius (Nemesis) shook things up, with its completely new upgrades system. (And this is my 3000th post. So I'm gonna make me a coffee (it's 11:30 PM here in Switzerland) and play Asura's Wrath as long as I can (I love this game!). ... my posts number is but an echo of the pleasure it has been sharing things with you guise. So big love and respect to everyone here.
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Post by cinnamon on Dec 26, 2016 15:36:41 GMT -5
I think Pathologic is the kind of game that was ahead of the curve and weirdly behind it at the same time. Its place as a first person survival open world art house game is something that definitely feels modern but the tech behind it is pretty bad, especially for its EU/NA release. New Vegas is kind of the same deal, with its really old school development philosophy (which has been revived as of late), aging at release engine, and similar survival FPS CRPG hybrid. Hope Obsidian gets another shot at the IP like Ice-Pick is getting with their remake.
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Post by Woody Alien on Dec 29, 2016 13:53:38 GMT -5
I agree - this game looks phenomenal for its time, not only from a technical but also from an artistic standpoint. But I suppose by "polygons" you mean filled polygons, which are even visibly flat shaded at times (meaning that some objects look like they are rendered with an actual light source), as opposed to wireframe polygons (like in Tempest, the early Star Wars arcade games or even Asteroids). And actually both of those rendering methods are based on vectors. Hopefully this does not seem rude. I just think that this is a common misconception, probably coined by games journalists, which could use some clarification. For some time I also did use those terms incorrectly (and since I'm not a mathematician I still may lack some accuracy in my description). Yes, I did mean that, thanks for the correction, of course I meant they weren't in wireframe.
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Post by ommadawnyawn2 on Jan 1, 2017 18:23:07 GMT -5
A WIP 90s western PCs list (still need to add amiga, mac and c64 exclusives): minirevver.weebly.com/pc-games-ahead-of-their-time-90s.htmlPreliminary top pick for each year: Alpha Waves/Continuum (PC/Atari ST, 1990) - First polygonal 3D Platformer?, TP view; bouncing physics, Catacomb 3D (PC, 1991) - FPS, Maze Shooter; smooth framerate, item inventory, compass, enemies leave corpses, basic radar system Ultima Underworld: The Stygian Abyss (PC, 1992) - FP Dungeon Crawler RPG; great map feature (lets you add your own notes), Wolfenstein 3D-style engine with slopes and stairs, very large dungeons, non-linear structure, compass, voice acted cutscenes, dialogue trees, swimming and flight, play instruments, in-depth world interaction (fishing, different ways of opening doors, make popcorn with magic), hunger and fatigue, deteriorating weapons, angled ceilings and ceilings with varying height, look up and down, dynamic music system (changes the music on the fly based on your actions), Dark Sun: Shattered Lands (PC, 1993) - Open World RPG, Top down view, RT exploration/TB battles; non-random encounters, post-apocalyptic fantasy setting, alternate solutions to problems, party creation (or premade option; some interesting new races like half giants and insects/thri-kreen), dialogue trees, fast movement during exploration, start out as a slave (KQ3), mouse-driven interface with tooltips, auto-mapper (can also look around using it), sleep safely at campfires, no banks or trainers, dialogue portraits, System Shock (PC, 1994/PC, 201?) - FP ARPG/FPS/Survival Horror, P&C hybrid controls; cyberpunk theme, audio logs, cyberspace (zero g environment wich affects the real world), different ammo types for each weapon, slopes, leaning, detailed difficulty options, memorable villain that communicates with the player throughout the game, basic stealth (security systems), Descent (PC, 1995) - Flight-based FPS, Maze Shooter, Vehicle avatar; Fully 3D environment and enemies, mouse look and strafing, hostage rescue (choplifter?), 3D map screen with manual camera (shows locked doors with color coding), proximity bombs, Tomb Raider (PC/PS1/SAT, 1996) - 3D Platformer/TPS/Exploration-Based; lock-on feature in combat, jump in each cardinal direction, context sensitive action button, 180 degree turn move, dynamic music changes, some large models, save anywhere (save points on PS1/SAT), no map, skippable cutscenes, nice tutorial except it doesn't show how to fight or pick up items (voiced tour around Lara's house), fairly varied death animations, basic ranking after each level, new gear sometimes shows on Lara's model, strafe and sideway climbing/shimmy (too slow though), Dungeon Keeper (PC, 1997) & The Deeper Dungeons (PC, 1997) & Gold Edition (PC, 1998) - Dungeon building and management combined with creature caretaking (each creature has its own personality (needs, weaknesses, skills, rival creature)), MP Vs. Battle; top down or isometric view, units gain levels through combat and training, control units one by one in FP view, play as the bad guys, pick up and drop units (8 at once, within conquered areas), good voice acting (the narrator), players can cast spells anywhere they can see without a unit, sacrifice creatures at a temple to gain stronger ones, slap creatures to make them work harder, imprison and/or torture enemies (can convert enemies, torturing can also make parts of the enemy dungeon become revealed), research spells and traps, battle overview message window (lets you use spells and pick up wounded creatures more efficiently), hidden bonus levels and power ups, you sometimes gain the power to keep one creature for the next level (but you won't know beforehand in which levels this happens), sellable room tiles and traps (C&C), you can make unwanted creatures leave by dropping them at an entrance Starsiege: Tribes (PC, 1998) - FPS/TPS, RTT, Plane vehicles; limited flight via jetpack, three character classes (heavy, medium, light), bases (turrets, ammo stations, command station (control turrets, see station statuses), shops, power generators, radar; can deploy turrets and manually repair stations), team combat and capture the flag, save favorite sets to buy in the shop, open landscape levels, decent char model editor (voice, gender, skin), voice comment hotkeys, zoom feature (several levels), interactive map (waypoints, orders/notes to other players), shoot mines in mid-air for more damage, remote inventory unit (more basic shop, makes you slower), drop items and weapons, mortar aim beacon, skiing (build up speed in slopes), Homeworld (PC, 1999) - First fully 3D RTS, Space Battles; pretty impressive gfx and sound, persistent units and resources/perma-death, alternate paths?, take over enemy ships, voice acting changes depending on how a fight is going, useful formations,
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Post by GamerL on Jan 1, 2017 20:07:13 GMT -5
System Shock (PC, 1994/PC, 201?) - FP ARPG/FPS/Survival Horror, P&C hybrid controls; cyberpunk theme, audio logs, cyberspace (zero g environment wich affects the real world), different ammo types for each weapon, slopes, leaning, detailed difficulty options, memorable villain that communicates with the player throughout the game, basic stealth (security systems), Absolutely, System Shock is incredibly advanced for 1994.
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Post by Woody Alien on Jan 4, 2017 16:01:49 GMT -5
Recca (also known as Summer Carnival '92: Recca) for NES is absolutely ahead of its time. I usually dislike bullet hell games, but I still can't believe how they got what is a precursor of this kind of games, and without slowdowns to boot, on little old NES! Enemy design and graphical effects are top-notch as well, and the acid techno soundtrack is something hever heard of before or since on the NES (outside those who use old console hardware to make music, of course).
Also after having completed it, you have to play a "remixed" version of the game with more levels, revamped bosses and more, not to mention the secret option to turn it into a bona fide bullet hell ("Zanki attack")... that would have been incredible just for a normal commercially-released game, but for a game only supposed to be played during a tournament in '92 and never again it's just mind-blowing.
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Post by ommadawnyawn2 on Jan 4, 2017 23:28:36 GMT -5
But there's plenty of slowdown (and flicker) in Recca? Not that this makes it not qualify as ahead of its time. It's also an interesting blend of old and new design with its lack of credits and weapon inventory.
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Post by elektrolurch on Jan 5, 2017 15:01:51 GMT -5
Hunter(Amiga) First 3D Sandbox game(As my friend says) I'd say it's kind of true. at least the first fully 3D sandbox game to feature quests and vehicles and such. Though one COULD argue that mercenary (1985) did a lot of those things as well, and came a few years prior;)
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Post by Dee Liteyears on Jan 5, 2017 15:14:46 GMT -5
But there's plenty of slowdown (and flicker) in Recca? Not that this makes it not qualify as ahead of its time. It's also an interesting blend of old and new design with its lack of credits and weapon inventory. Slowdown in Shmups? It's not a bug, it's a feature!!
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Post by ommadawnyawn2 on Jan 5, 2017 16:09:07 GMT -5
"I'd say it's kind of true. at least the first fully 3D sandbox game to feature quests and vehicles and such. Though one COULD argue that mercenary (1985) did a lot of those things as well, and came a few years prior;)" The Terminator (PC) from the same year is another candidate as it featured many of the same things and also let you play as both sides, though it's in first person. But there's plenty of slowdown (and flicker) in Recca? Not that this makes it not qualify as ahead of its time. It's also an interesting blend of old and new design with its lack of credits and weapon inventory. Slowdown in Shmups? It's not a bug, it's a feature!! It certainly can lower the difficulty in some cases, so it's not objectively a bad thing. The worst kind happens and disappears suddenly and/or delays control inputs.
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Post by jcrankin on Jan 6, 2017 4:47:13 GMT -5
But there's plenty of slowdown (and flicker) in Recca? Not that this makes it not qualify as ahead of its time. It's also an interesting blend of old and new design with its lack of credits and weapon inventory. Slowdown in Shmups? It's not a bug, it's a feature!! "The hidden genius of Super R-Type" ( ͡° ͜ʖ ͡°)
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