First Person & Third Person Games: 1995 (Terranigma, Seiken Densetsu 3, Secret of Evermore, Tails Adventure, Rayman and The Dig are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Bioforge (PC, 1995)
Subgenre: Action Adventure/Quest Adventure hybrid, 3D-ish (pre-rendered backgrounds with static camera angles like in RE1 or AitD)
Perspective: TP view
Other: Low grav segments, Platforming via levitation (alien cube item)
-Save anywhere
-No maps?
-Sci fi/gore theme
-Move slower and with a limp when damaged
-Individual limbs control
-Sidestep (very slow)
-Ricocheting projectiles
-Gameplay-driven narrative (journals)
Playthrough - Video Review - Mini Review
King's Field II (King's Field in the west) (PS1, 1995)?
Subgenre: 3D WRPG/ARPG
Perspective: FP view
Other: No jumping
Non-linear with a more interconnected world
No quest log
Save points and restoration points (fountains)
Can find maps
Warp with warp keys (?)
Ability gating?
Examine things/people/enemies with Truth Glass
Playthrough - Video Review/Analysis - Mini Review
Hexen: Beyond Heretic (PC, 1995)
Subgenre: Doom-like FPS/Action Adventure hybrid (five hub areas (areas connected to several other areas), doing something in one level can have an effect in another level - not always communicated well though, three char classes, item inventory)
Perspective: FP view
Other: 3 Player network co-op (added much later in the "Hamachi & Zandronum" mod version), 3D platformer (Jumping), Strafing
Save anywhere?
Map system w/ auto-mapper feature
Torches for dark areas and spotting certain enemies
Teleport to beginning of level item (Chaos Device)
Temporary speed, flight and invincibility power ups
Some puzzles (switches, spatial awareness, inventory puzzle, matching puzzle)
Playthrough - Video Review - Mini Review
CyberMage: Darklight Awakening (PC, 1995)
Subgenre: 3D-ish FPS/AA (2D pre-rendered characters; NPCs which give objectives, HP and MP upgrades, item inventory), Level-based (the city level is a hub for various levels in the first third of the game, reach another hub area halfway through)
Perspective: FP view
Other: Some vehicles, Swimming and strafing, Shops (vending machines) and a hospital in the city where you can buy health packs, No jumping
Linear? (some backtracking to the hub areas, can’t revisit non-hub levels?)
Mini-map and map features
Save anywhere
Learn spells by being hit by them when enemies use them
Voice acted NPCs
Minor ability gating (floating via the Jump Jet vehicle and temporary Icon Wings)
Difficulty options
Control config
Playthrough - Video Review - Mini Review
Virtual Hydlide (SAT, 1995)(Hydlide 1 remake)
Subgenre: 3D-ish (digitized characters and objects) ARPG
Perspective: TP View
Other: Strafing, Overworld & Dungeons, No jumping, Difficulty options
-Map feature w/ two zoom levels, Compass, Map revealing scrolls (for normal/hard modes), Treasure detection scrolls and hidden door revealing item
-Save anywhere?
-HP regen ring
-Weak and strong attacks
-One large teleporter maze
-Warp back to dungeon entrances with fairy tears item
-Very minor ability/tool gating (lamp) - otherwise key gating
Playthrough - Video Review
DarkWood (Acorn Archimedes, 1995) - WIP
P&C Adventure & 3D Action Adventure/Platformer Hybrid (2D sprites and some other objects, shops), TP view
-Decent framerate and draw distance
-Can't swim (respawn right next to where you stepped into water)
Outliers:
Fade to Black (PC, 1995)
Subgenre: 3D TPS/Maze Shooter, Some Rail Shooter segments, Level-based (maze levels w/ backtracking) and linear
Perspective: TP view w/ automatic camera,
-Fairly technically impressive, semi-transparent mini-map, strafing (slow) in aiming mode, pretty good CGI cutscenes for the time with above average voice acting, aim assist?, running and ducking, voiced messages and NPCs, limited ammo,
Playthrough - Video Review - Mini Review
Marathon 2: Durandal (MAC, 1995)? - FPS w/ RPG/Adventure elements, Level-based, Swimming
Playthrough (Speedrun) - Video Review - Mini Review
MechWarrior 2: 31st Century Combat (PC, 1995) & MW2: Mercenaries (PC, 1996) - Mech Sim, Action Adventure, FP view w/ TP view camera option
-Fully 3D engine with dynamic lighting
-Commander mode (be in charge of a mercenary company, pick contracts, hire a squad that you can order around - Wing Commander-like)
-Training campaign with a memorable voice acted tutor
-Voice acted briefings with video elements
-Lock-on aiming
-WC-style mission structure
-Improved enemy AI
-Salvage mode (similar to EarthSiege; more in-depth in the Win version)
-Thermal vision mode
-Rearview and missile camera
-Two different clans with their own campaign (different mechs, rules, weapons)
-MP vs. battle via NetMech
Stonekeep (PC, 1995) - FP Dungeon Crawler RPG/ARPG?, 2D w/ grid-based movement
Teleporters and teleporter beacon which can be placed outside the castle
Ravenloft: Stone Prophet (PC, 1995)? - 3D WRPG/ARPG, Party-based (4 chars)
Lufia II (SNES) - JRPG w/ Zelda-like Rogue-like dungeons, TP view battles
D (Multi, 1995)? - 3D-ish (pre-rendered) Adventure/Survival Horror, FP view, QTEs
Cyberia (PC/3DO, 1994/SAT, 1995/PS1, 1996) - FMV Action/AA?
Star Wars: Dark Forces (PC, 1995) - FPS, Maze levels w/ a puzzle focus
Jumping (and crouching)
Save between levels (checkpoints within levels, lives system)
Map feature
Vertical looking and manual vertical aiming
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated
Yellow Brick Road (PC/SAT/PS1, 1995) - Like D?, FP view, Pre-rendered 3D
Albion (PC, 1995) - RPG, Top Down exploration & interaction (outside areas and some friendly locations), FP dungeons (Ultima Underworld/Doom level 3D w/ 2D structures and characters, some real-time traps here, free movement) and some towns, Turn-based and grid-based combat, Party-based
-Mostly linear w/ limited character skill/stat customization
-Dialogue trees (can also type in and select from keywords)
-Combat formation options
-Context sensitive command menus, auto-mapper (no mini-map though)
-Hunger (Hydlide?) and weight mechanics
-Auto-map feature
-Non-random encounters
-Can't use potions during combat
Carnage Heart (PS1, 1995) - Mech Sim/Strategy/Squad Tactics, TP view w/ FP view toggle
-Programmable team AI
Space Griffon VF-9 (PS1, 1995) - FPS, Mech-based, Level-based w/ backtracking to previous levels (maze levels)
-Mini-maps and compass
Bioforge (PC, 1995)
Subgenre: Action Adventure/Quest Adventure hybrid, 3D-ish (pre-rendered backgrounds with static camera angles like in RE1 or AitD)
Perspective: TP view
Other: Low grav segments, Platforming via levitation (alien cube item)
-Save anywhere
-No maps?
-Sci fi/gore theme
-Move slower and with a limp when damaged
-Individual limbs control
-Sidestep (very slow)
-Ricocheting projectiles
-Gameplay-driven narrative (journals)
Playthrough - Video Review - Mini Review
King's Field II (King's Field in the west) (PS1, 1995)?
Subgenre: 3D WRPG/ARPG
Perspective: FP view
Other: No jumping
Non-linear with a more interconnected world
No quest log
Save points and restoration points (fountains)
Can find maps
Warp with warp keys (?)
Ability gating?
Examine things/people/enemies with Truth Glass
Playthrough - Video Review/Analysis - Mini Review
Hexen: Beyond Heretic (PC, 1995)
Subgenre: Doom-like FPS/Action Adventure hybrid (five hub areas (areas connected to several other areas), doing something in one level can have an effect in another level - not always communicated well though, three char classes, item inventory)
Perspective: FP view
Other: 3 Player network co-op (added much later in the "Hamachi & Zandronum" mod version), 3D platformer (Jumping), Strafing
Save anywhere?
Map system w/ auto-mapper feature
Torches for dark areas and spotting certain enemies
Teleport to beginning of level item (Chaos Device)
Temporary speed, flight and invincibility power ups
Some puzzles (switches, spatial awareness, inventory puzzle, matching puzzle)
Playthrough - Video Review - Mini Review
CyberMage: Darklight Awakening (PC, 1995)
Subgenre: 3D-ish FPS/AA (2D pre-rendered characters; NPCs which give objectives, HP and MP upgrades, item inventory), Level-based (the city level is a hub for various levels in the first third of the game, reach another hub area halfway through)
Perspective: FP view
Other: Some vehicles, Swimming and strafing, Shops (vending machines) and a hospital in the city where you can buy health packs, No jumping
Linear? (some backtracking to the hub areas, can’t revisit non-hub levels?)
Mini-map and map features
Save anywhere
Learn spells by being hit by them when enemies use them
Voice acted NPCs
Minor ability gating (floating via the Jump Jet vehicle and temporary Icon Wings)
Difficulty options
Control config
Playthrough - Video Review - Mini Review
Virtual Hydlide (SAT, 1995)(Hydlide 1 remake)
Subgenre: 3D-ish (digitized characters and objects) ARPG
Perspective: TP View
Other: Strafing, Overworld & Dungeons, No jumping, Difficulty options
-Map feature w/ two zoom levels, Compass, Map revealing scrolls (for normal/hard modes), Treasure detection scrolls and hidden door revealing item
-Save anywhere?
-HP regen ring
-Weak and strong attacks
-One large teleporter maze
-Warp back to dungeon entrances with fairy tears item
-Very minor ability/tool gating (lamp) - otherwise key gating
Playthrough - Video Review
DarkWood (Acorn Archimedes, 1995) - WIP
P&C Adventure & 3D Action Adventure/Platformer Hybrid (2D sprites and some other objects, shops), TP view
-Decent framerate and draw distance
-Can't swim (respawn right next to where you stepped into water)
Outliers:
Fade to Black (PC, 1995)
Subgenre: 3D TPS/Maze Shooter, Some Rail Shooter segments, Level-based (maze levels w/ backtracking) and linear
Perspective: TP view w/ automatic camera,
-Fairly technically impressive, semi-transparent mini-map, strafing (slow) in aiming mode, pretty good CGI cutscenes for the time with above average voice acting, aim assist?, running and ducking, voiced messages and NPCs, limited ammo,
Playthrough - Video Review - Mini Review
Marathon 2: Durandal (MAC, 1995)? - FPS w/ RPG/Adventure elements, Level-based, Swimming
Playthrough (Speedrun) - Video Review - Mini Review
MechWarrior 2: 31st Century Combat (PC, 1995) & MW2: Mercenaries (PC, 1996) - Mech Sim, Action Adventure, FP view w/ TP view camera option
-Fully 3D engine with dynamic lighting
-Commander mode (be in charge of a mercenary company, pick contracts, hire a squad that you can order around - Wing Commander-like)
-Training campaign with a memorable voice acted tutor
-Voice acted briefings with video elements
-Lock-on aiming
-WC-style mission structure
-Improved enemy AI
-Salvage mode (similar to EarthSiege; more in-depth in the Win version)
-Thermal vision mode
-Rearview and missile camera
-Two different clans with their own campaign (different mechs, rules, weapons)
-MP vs. battle via NetMech
Stonekeep (PC, 1995) - FP Dungeon Crawler RPG/ARPG?, 2D w/ grid-based movement
Teleporters and teleporter beacon which can be placed outside the castle
Ravenloft: Stone Prophet (PC, 1995)? - 3D WRPG/ARPG, Party-based (4 chars)
Lufia II (SNES) - JRPG w/ Zelda-like Rogue-like dungeons, TP view battles
D (Multi, 1995)? - 3D-ish (pre-rendered) Adventure/Survival Horror, FP view, QTEs
Cyberia (PC/3DO, 1994/SAT, 1995/PS1, 1996) - FMV Action/AA?
Star Wars: Dark Forces (PC, 1995) - FPS, Maze levels w/ a puzzle focus
Jumping (and crouching)
Save between levels (checkpoints within levels, lives system)
Map feature
Vertical looking and manual vertical aiming
Ganbare Goemon: Kirakira Douchuu/Ganbare Goemon 4 (SNES)? - TDV/SV Hybrid, Linear?, Untranslated
Yellow Brick Road (PC/SAT/PS1, 1995) - Like D?, FP view, Pre-rendered 3D
Albion (PC, 1995) - RPG, Top Down exploration & interaction (outside areas and some friendly locations), FP dungeons (Ultima Underworld/Doom level 3D w/ 2D structures and characters, some real-time traps here, free movement) and some towns, Turn-based and grid-based combat, Party-based
-Mostly linear w/ limited character skill/stat customization
-Dialogue trees (can also type in and select from keywords)
-Combat formation options
-Context sensitive command menus, auto-mapper (no mini-map though)
-Hunger (Hydlide?) and weight mechanics
-Auto-map feature
-Non-random encounters
-Can't use potions during combat
Carnage Heart (PS1, 1995) - Mech Sim/Strategy/Squad Tactics, TP view w/ FP view toggle
-Programmable team AI
Space Griffon VF-9 (PS1, 1995) - FPS, Mech-based, Level-based w/ backtracking to previous levels (maze levels)
-Mini-maps and compass