First Person & Third Person Games: 1989 (Prince of Persia, Willow, Neutopia, Wonder Boy III: DT, Ys III, Strider (NES) and A Boy and his Blob are released)
1984|1985|1986|1987|1988|1989|1990
Hero's Quest/Quest for Glory (Multi, 1989)
Subgenre: Quest Adventure/ARPG hybrid (3 classes w/ 6 attributes and 7 skills - can create hybrids of all 3 to an extent, use-based stat progression)
Perspective: Mixed TP views
Other: No direct platforming but can use climbing as a skill (and you can jump as a dodge move during battle in QfG 2), One mini-game (mage's maze), Shops
Playthrough (1989 ver.) - Video Review/Retrospective - Mini Review
Midwinter (ST, 1989/AMI/PC, 1990)
Subgenre: 3D Action Adventure w/ RPG elements (various char attributes & skills, recruit chars for a 2-32 (!) person party - recruit in person or via radio)
Perspective: FP view
Other: Hub map/building select when entering towns, Time limit (enemy forces which have invaded will try to overrun your villages and capture your heat mines/power generators)
Detailed map w/ zoom feature, Compass and mini-map
Save feature (anywhere)
Three char qualities/attributes (Morale, Energy and Alertness) may vary throughout the game, depending on what a char does and what happens to them
Blow up buildings with explosives
Three vehicles (hang glider - beginning only?, skiing - default?, snow mobile/snow buggy; there's also cable cars) - Jumping via hills only (no traditional movement?)
Vehicles may be repaired, refueled and rearmed whilst at garages
Fatigue and hunger mechanics (police stations are a good place to eat and sleep)
Sniping (steadiness of the rifle sights depends upon the individual's sniping ability and his overall state of health. It may be seriously impaired by any damage done previously to his arms)
Party members can be captured and rescued
Difficulty options
Take damage to six body parts
Playthrough - Video Review - Mini Review
Die Hard (PC, 1989)
Subgenre: TPS/Maze Shooter, 3D-ish environment w/ 2D sprites
Perspective: TP view
Other: Strafing and rolling, No platforming
-Interconnected but linear?
-Separate aiming for the right arm of your avatar
-Item inventory
-Search bodies for loot (Castle Wolfenstein)
-Black protagonist?
-Map system (shows your location and the floor layout, stairs, restrooms, doors with security alarms?, where other maps are)
-Healing points
-No save or password save?
Playthrough
Friday the 13th (NES, 1989)
Subgenre: Survival Horror/Rescue Mission
Perspective: Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors, tile-based forward movement and free strafing during combat)
Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
No save or password save
Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
Playthrough - Video Review - Mini Review
Sword of Vermilion (MD, 1989)
Subgenre: RPG/ARPG Hybrid
Perspective: Mixed perspective (Top down view town exploration and enemy encounters, single screen side view boss encounters, FP view hostile area exploration)
Other: Random encounters, No jumping
-Pretty good map system (show the basic layout+doors and ladders in dungeons/locations in the overworld, have to find the map in each dungeon)
-Save points
-Can escape from encounters
-Search command
-No ability gating besides candles/lanterns for dungeons
-Small inventory
-No blocking or dodging, Can't use magic during boss fights
Playthrough - Video Review - Mini Review
Sword of the Samurai (PC, 1989)
Subgenre: Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), Conquest mission
Perspective: FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid
Other: Main gameplay is turn-based
Vague world map (no area maps)
Save outside of real-time segments?
Randomized quests and events w/ binary choices
Feudal japan setting
Honour/macho reputation stat
Charge attacks and aimed sword swings as well as blocking during duels
Context sensitive weapon use during top down segments
Difficulty options
Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
Playthrough w/ commentary - Video Review - Mini Review
Fester's Quest (NES, 1989)
Subgenre: Action Adventure
Perspective: TD view/FP view hybrid (indoors exploration segments)
Playthrough - Video Review - Mini Review
Sleeping Gods Lie (AMI/ST/PC, 1989)?
Subgenre: Action Adventure/Maze Action, Pseudo 3D
Perspective: FP View
Other: "Once you travel to a new Kingdom, you will not be allowed to return to a previous one"
Save anywhere
No maps
Fatigue mechanic
Some puzzles
Outliers:
Interphase (AMI/ST/PC, 1989)?
Subgenre: FPS/Maze Shooter (vehicle-based), Escort mission
Perspective: FP view
Other: Descent precursor, Clear a path and guide your girlfriend (similar to Ico)
Map feature
MechWarrior (PC, 1989) - 3D Mech Sim/RPG/Graphic Adventure Hybrid (recruit a crew (4 char party?) at a bar, customize/buy/maintain mechs, reputation mechanic, negotiate mission contracts), FP view, Jump jets (no standard jumping), Non-linear mission-based structure (menu select), Can keep going after failing a mission, Guard and Rescue missions, CPU allies that can be ordered around, 5 year time limit
Maps and mini-maps, Compass
Save feature (in-between missions?)
Random starting planet and procedurally generated missions
Vette! (PCs, 1989) - Open World Driving, Polygonal 3D (so-so framerate), FP and TP views
-Map feature w/ compass (mini-map)+street names are shown in the GUI, damage on the car affects its mobility, can run people over, police which can be interacted with (several dialogue choices), rearview mirror and side view camera, traffic
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital
-Horror theme, time limit (need to collect evidence and present it to the mayor), sound signalling before a giant ant appears, small southern town setting, hub map, interactive nightmares, dialogue trees, need to keep track of NPC schedules, make calls from and sleep at home (can choose for how many hours to rest),
Last Survivor (ARC, 1989) - TPS/Maze Shooter, Locked exit doors, 2-player vs. (split-screen), Shops (weapons, armor, boots, food/HP), 8 playable chars, Strafing, No platforming
-Map feature at certain points+mini-map which appears after you collect all 4 keys in a level, Compass
-Displays which chars are still in play and if they're carrying any keys
Ganbare Goemon 2 (NES)? - Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid
Manhunter 2: San Francisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action; Nice visuals, shops, pretty good use of the MT-32 for music and SB for voice samples
Electrocop (Lynx)? - TPS/Maze Shooter/AA, TP View (sprite scaling)
-Weapons that can be acquired through exploration and also will break when taking enough hits (even the standard weapon)
-Maze-like structure with multiple exits (which can loop back to previous floors)
-Some minor puzzles with hazardous or slippery floor-tiles
-"hacking" computer terminals (?)
Space Rogue (PCs, 1989) - 3D/2D hybrid Space Combat Sim/RPG Hybrid, FP (combat/exploration)/TD view (bars) hybrid
Hero's Quest/Quest for Glory (Multi, 1989)
Subgenre: Quest Adventure/ARPG hybrid (3 classes w/ 6 attributes and 7 skills - can create hybrids of all 3 to an extent, use-based stat progression)
Perspective: Mixed TP views
Other: No direct platforming but can use climbing as a skill (and you can jump as a dodge move during battle in QfG 2), One mini-game (mage's maze), Shops
- Avoidable monsters which you can also attack before they reach you and switch the engine into a basic fighting game in isometric view (they also tend to follow you until you're two screens away though)
- Pretty open ended structure and there are different ways to solve many problems (this is also dependent on which class you picked)
- Save anywhere
- No maps (world map in V)
- Dialogue trees
- Dropped items disappear if you leave the screen and there's no stash (limited carry capacity early on)
- Can examine pretty much anything in the game world
- Some good puzzles
- Slightly different ending depending on which quests you finished
- Day/night cycle (can check time of day at any point, can sleep at will and choose for how long)
- Hunger and stamina mechanics (need to eat and sleep each day - eating is automatic if you have rations though and not much of an issue at all because of Erana's tree)
Playthrough (1989 ver.) - Video Review/Retrospective - Mini Review
Midwinter (ST, 1989/AMI/PC, 1990)
Subgenre: 3D Action Adventure w/ RPG elements (various char attributes & skills, recruit chars for a 2-32 (!) person party - recruit in person or via radio)
Perspective: FP view
Other: Hub map/building select when entering towns, Time limit (enemy forces which have invaded will try to overrun your villages and capture your heat mines/power generators)
Detailed map w/ zoom feature, Compass and mini-map
Save feature (anywhere)
Three char qualities/attributes (Morale, Energy and Alertness) may vary throughout the game, depending on what a char does and what happens to them
Blow up buildings with explosives
Three vehicles (hang glider - beginning only?, skiing - default?, snow mobile/snow buggy; there's also cable cars) - Jumping via hills only (no traditional movement?)
Vehicles may be repaired, refueled and rearmed whilst at garages
Fatigue and hunger mechanics (police stations are a good place to eat and sleep)
Sniping (steadiness of the rifle sights depends upon the individual's sniping ability and his overall state of health. It may be seriously impaired by any damage done previously to his arms)
Party members can be captured and rescued
Difficulty options
Take damage to six body parts
Playthrough - Video Review - Mini Review
Die Hard (PC, 1989)
Subgenre: TPS/Maze Shooter, 3D-ish environment w/ 2D sprites
Perspective: TP view
Other: Strafing and rolling, No platforming
-Interconnected but linear?
-Separate aiming for the right arm of your avatar
-Item inventory
-Search bodies for loot (Castle Wolfenstein)
-Black protagonist?
-Map system (shows your location and the floor layout, stairs, restrooms, doors with security alarms?, where other maps are)
-Healing points
-No save or password save?
Playthrough
Friday the 13th (NES, 1989)
Subgenre: Survival Horror/Rescue Mission
Perspective: Side View (outdoors)/Third Person or Behind the Avatar View Hybrid (indoors, tile-based forward movement and free strafing during combat)
Six playable chars with randomized starting locations (Paul and Debbie have identical stats though and both are worse than George) that you can switch between while indoors
Map feature (outdoors only - going left moves you clockwise around the map while going right moves you counterclockwise)
No save or password save
Limited item inventory (4 per char, can pass weapons but not other items between chars, picking up a new weapon replaces the one you have)
Playthrough - Video Review - Mini Review
Sword of Vermilion (MD, 1989)
Subgenre: RPG/ARPG Hybrid
Perspective: Mixed perspective (Top down view town exploration and enemy encounters, single screen side view boss encounters, FP view hostile area exploration)
Other: Random encounters, No jumping
-Pretty good map system (show the basic layout+doors and ladders in dungeons/locations in the overworld, have to find the map in each dungeon)
-Save points
-Can escape from encounters
-Search command
-No ability gating besides candles/lanterns for dungeons
-Small inventory
-No blocking or dodging, Can't use magic during boss fights
Playthrough - Video Review - Mini Review
Sword of the Samurai (PC, 1989)
Subgenre: Strategy (recruitment, diplomacy, management, assassination, train, trade, infiltration, marriage and breeding)/RTS/WRPG/Action Hybrid or Samurai Sim (a bit like Pirates!), Conquest mission
Perspective: FP View (strategy/sim)/TD View (most action segments)/TP View (sword duels) hybrid
Other: Main gameplay is turn-based
Vague world map (no area maps)
Save outside of real-time segments?
Randomized quests and events w/ binary choices
Feudal japan setting
Honour/macho reputation stat
Charge attacks and aimed sword swings as well as blocking during duels
Context sensitive weapon use during top down segments
Difficulty options
Game only ends if your lineage is wiped out or your land is conquered (not just from a single char's death)
Playthrough w/ commentary - Video Review - Mini Review
Fester's Quest (NES, 1989)
Subgenre: Action Adventure
Perspective: TD view/FP view hybrid (indoors exploration segments)
- No maps (hard to navigate indoors areas)
- No save or password save (start at beginning of game after death)
- No puzzles or ability gating
- Weapon upgrades (temporary - lost when hit) and a couple of lifebar upgrades
Playthrough - Video Review - Mini Review
Sleeping Gods Lie (AMI/ST/PC, 1989)?
Subgenre: Action Adventure/Maze Action, Pseudo 3D
Perspective: FP View
Other: "Once you travel to a new Kingdom, you will not be allowed to return to a previous one"
Save anywhere
No maps
Fatigue mechanic
Some puzzles
Outliers:
Interphase (AMI/ST/PC, 1989)?
Subgenre: FPS/Maze Shooter (vehicle-based), Escort mission
Perspective: FP view
Other: Descent precursor, Clear a path and guide your girlfriend (similar to Ico)
Map feature
MechWarrior (PC, 1989) - 3D Mech Sim/RPG/Graphic Adventure Hybrid (recruit a crew (4 char party?) at a bar, customize/buy/maintain mechs, reputation mechanic, negotiate mission contracts), FP view, Jump jets (no standard jumping), Non-linear mission-based structure (menu select), Can keep going after failing a mission, Guard and Rescue missions, CPU allies that can be ordered around, 5 year time limit
Maps and mini-maps, Compass
Save feature (in-between missions?)
Random starting planet and procedurally generated missions
Vette! (PCs, 1989) - Open World Driving, Polygonal 3D (so-so framerate), FP and TP views
-Map feature w/ compass (mini-map)+street names are shown in the GUI, damage on the car affects its mobility, can run people over, police which can be interacted with (several dialogue choices), rearview mirror and side view camera, traffic
It Came from the Desert (AMI, 1989) - Graphic Adventure w/ FP Light-Gun and Top Down Run 'n Gun-style action sequences, TD escape sequences with basic stealth at the hospital
-Horror theme, time limit (need to collect evidence and present it to the mayor), sound signalling before a giant ant appears, small southern town setting, hub map, interactive nightmares, dialogue trees, need to keep track of NPC schedules, make calls from and sleep at home (can choose for how many hours to rest),
Last Survivor (ARC, 1989) - TPS/Maze Shooter, Locked exit doors, 2-player vs. (split-screen), Shops (weapons, armor, boots, food/HP), 8 playable chars, Strafing, No platforming
-Map feature at certain points+mini-map which appears after you collect all 4 keys in a level, Compass
-Displays which chars are still in play and if they're carrying any keys
Ganbare Goemon 2 (NES)? - Tilted view (town exploration and bosses)/Side view (levels)/FP view (dungeon mini-games) hybrid
Manhunter 2: San Francisco (Multi, 1989) - ? Graphic Adventure/TD Action Adventure Hybrid
Ghostbusters II (PC DOS, 1989) - TPS (fixed movement) or Cabal-like/Action Adventure/Misc. Action; Nice visuals, shops, pretty good use of the MT-32 for music and SB for voice samples
Electrocop (Lynx)? - TPS/Maze Shooter/AA, TP View (sprite scaling)
-Weapons that can be acquired through exploration and also will break when taking enough hits (even the standard weapon)
-Maze-like structure with multiple exits (which can loop back to previous floors)
-Some minor puzzles with hazardous or slippery floor-tiles
-"hacking" computer terminals (?)
Space Rogue (PCs, 1989) - 3D/2D hybrid Space Combat Sim/RPG Hybrid, FP (combat/exploration)/TD view (bars) hybrid