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Post by GamerL on Dec 20, 2016 9:26:24 GMT -5
Becausse I remember playing it for the first time....it was very impressive, to me it was the first FPS that really succeeded in building a strong atmosphere through its npcs and its enviroments. When you compare it to its contemporaries like Quake 2 or Unreal, I think it becomes clear what I mean. The whole playable intro sequence with NPCs that reacted to you, the ride on the train, etc pp.... it just from the very beginning seemed like a world with a purpose, which was not only there to be an excuse to kill stuff.. When you look at it now, sure, those things are established standards. But before Half Life, FPSes just were not like that.... Half-Life was a ground breaking game, it's true, but it was also a huge success. In my opinion "ahead of it's time" means something that was not a success because it was too radical and the market was not really ready for that type of game yet, again I point to Trespasser, which came out the same year as Half-Life no less and was even more technologically advanced, but too much so for 1998.
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Post by elektrolurch on Dec 20, 2016 15:16:43 GMT -5
Half-Life was a ground breaking game, it's true, but it was also a huge success. In my opinion "ahead of it's time" means something that was not a success because it was too radical and the market was not really ready for that type of game yet, again I point to Trespasser, which came out the same year as Half-Life no less and was even more technologically advanced, but too much so for 1998. Well, if Trespasser or Half Life is more advanced- I think you can't answer that as easily as you do. Sure, Trespasser had the physics engine. But Half Life is king, in my opinion, in telling narrative through gameplay- and Trespasser totally fails in that regard...Both were very ambitious for the time. Trespasser was too ambitious, which finally caused its downfall. But Half Life is way more playable. BTW, seeing the topic......it seems like being ahead of time has nothing to do with success... For a crazily advanced game that flopped, I'd say...... what about Galapagos: Mendel's Escape? It's somehow comparable to Trespasser in that it had way too high ambitions, causing it to stumble and fall.
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Post by Woody Alien on Dec 20, 2016 17:17:44 GMT -5
The Guardian Legend/Gardic Gaiden. Somebody recreate and update this formula already. Yeah, what gives? Why can't anybody make a game like that? The only ones I think of are the mediocre Sigma Star Saga for GBA and the indie homage The Indie Game Legend which is actually kinda cool if short. I, Robot (reviewed on the site) was amazingly ahead of its time, not only for the polygonal graphics that looked incredible for 1983 (not vectors, actual polygons) but also for the gameplay and the fact it included even a free play mode where you could "draw" with the game's models however you wanted.
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Post by ommadawnyawn2 on Dec 21, 2016 13:47:25 GMT -5
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Post by windfisch on Dec 21, 2016 15:04:45 GMT -5
I, Robot (reviewed on the site) was amazingly ahead of its time, not only for the polygonal graphics that looked incredible for 1983 (not vectors, actual polygons) but also for the gameplay and the fact it included even a free play mode where you could "draw" with the game's models however you wanted. 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).
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Post by condroid on Dec 21, 2016 15:10:54 GMT -5
I'm not sure I understand the point of this list. It makes it look like every other game released in the 80s was 'ahead of its time'. There are 35 mentions of 'graphics adventure'. Why? Maybe you should change the title to 'Notable PC Games of the 80s' or something similar. That would make a bit more sense.
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Post by ommadawnyawn2 on Dec 21, 2016 15:42:49 GMT -5
There are 35 mentions of 'graphics adventure'. Why? Because it's WIP, obviously.
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Post by condroid on Dec 21, 2016 16:51:06 GMT -5
Of course it's work in progress. But there are so many games on that list that I don't really understand what the criteria for inclusion is. For example, you have several Infocom adventures listed, but not all of them. Anyway, I attempted something similar a few years ago, if I can find it I'll do a cross-check.
Some games for 1982 off the top of my head: fort apocalypse, miner 2049er, shadow world, shamus (all atari 8-bit), hack (unix), deadline (multiple), tunnels of doom (ti99/4a)
I don't necessarily think they are all ahead of their time, but that should still work for your list. Come to think of it, there are potentially a lot of Atari 8-bit and Apple II games missing from 1980/81 as well.
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Post by ommadawnyawn2 on Dec 21, 2016 17:28:33 GMT -5
Well I haven't played most of them, or if I did it was over 20 years ago on a friend's Amiga IIRC. So for now I just copied over highly rated games from another list I had (top games by genre) from certain genres. If there's no comment, just ignore the entry or, if you have some reasons for a game being there or not being there, then please share it.
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Post by 320x240 on Dec 23, 2016 14:19:54 GMT -5
Since this is a console-centric site... most early arcade games.
From a later era: Namco's Dragon Buster pioneered both the double jump and the 'pointing your sword downward while jumping' mechanics that are so common today.
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Post by ReyVGM on Dec 23, 2016 14:31:20 GMT -5
Hhahahahahaha, great username 320x240.
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Post by ommadawnyawn2 on Dec 24, 2016 5:53:08 GMT -5
Cool GDC talk related to the subject:
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Post by Arale on Dec 24, 2016 10:14:44 GMT -5
There's one game that I'm always thinking about how ahead of its time it was, and that's Harvester. Its postmodern metafictional themes about how video games affect the player predate games like Spec Ops and Hotline Miami by over a decade, and it's the earliest usage I know of of forcing the player to kill someone who won't fight back in-gameplay for emotional/uncomfortable effect (later seen in killer7, OFF, etc.)
I get so annoyed when people make statements like "MGS2 was the first postmodern video game" when Harvester exists (as well as other pre-mgs2 games like FSR)
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Post by ommadawnyawn2 on Dec 24, 2016 10:39:33 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.
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Post by Arale on Dec 25, 2016 0:06:39 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. In-depth version: The fact that the town of Harvest is a simulation means that, essentially, it's a video game. The game was made as a reaction to the concept of video games causing violence, and that's what this is about - what would a video game have to do to ACTUALLY do that? It would have to be an immersive experience that puts you in situations in which you become accustomed to killing. A line from the Lodge's art gallery owner talks about how "when confronted with a work of hideous form, you're forced to deal with it, even if only to dismiss it as trash", referring to how the public reacts to violent art. And in the ending in which Steve becomes a serial killer, he actually plays Harvester and his mom reacts to it. The fact that the game advertises itself as "the most violent adventure game of all time" on the box art is misleading - it's actually ABOUT the most violent adventure game of all time, in-universe.
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