First Person & Third Person Games: 1996 (Diablo, Blood Omen: Legacy of Kain, Front Mission: Gun Hazard, Mario 64, Mario RPG and Tomb Raider are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Dark Savior (SAT, 1996)
Subgenre: 3D-ish Action Adventure/Fighting hybrid (3D backgrounds+2D models,
Perspective: Isometric view by default but you can look around freely while still, dynamic camera during cutscenes)
Other: Platforming
Save points
Run button
Can capture enemies and fight as them
Different story and path depending on how quickly you finish the intro gameplay (there's also multiple endings)
No maps?
Can ask Jack (the bird companion) for hints
Can only level up your HP
Playthrough (Speedrun) - Video Review - Mini Review
PowerSlave/Exhumed (SAT/PS1, 1996)
Subgenre: 3D-ish (2D characters and items) Platform Adventure (MV)/FPS
Perspective: FP view
Other: Hub map, Jumping (and hover jumping+flight)
Playthrough (PS1) - Video Review/Retrospective & Comparison - Mini-Review (SAT)
Strife (PC, 1996)
Subgenre: 3D-ish (Doom engine w/ some updates), ARPG-ish (NPCs, quests/missions, shops, item inventory (can drop items anywhere (?) and pick them up later), interactive dialogue (basic dialogue trees), some stat upgrades, some alternate paths), Basic stealth
Perspective: FP view
Other: Platforming,
Playthrough - Video Review - Mini-Review (Veteran Edition)
Realms of the Haunting (PC, 1996?)
Subgenre: ARPG/P&C hybrid/3D platformer, 3D environment w/ pre-rendered sprites
Perspective: FP view
-Linear structure w/ some backtracking through previous areas (explore a large house that gradually opens up more and more)
-Map feature (have to find them, not auto-maps)
-Save anywhere
-Teleportation staff (set locations?)
-Horror theme
-FMV cutscenes with dialogue choices (can't skip dialogue on a per sentence basis)
-Dialogue trees (your choices rarely have much of an effect though)
-Puzzle heavy (Easy mode makes them a lot simpler)
-No control config
-No ability gating?
Let's Play - Video Review - Mini Review
Resident Evil (PS1, 1996/SAT/PC, 1997)
Subgenre: Survival Horror/Action Adventure, 3D characters with pre-rendered backgrounds, Optional rescue mission
Perspective: TP view w/ static camera angles
Other: 2 different playable chars (choose before beginning; Jill has more firepower and possesses a lock-pick that enables her to access areas and items easily+a larger 8 item inventory, Chris has limited firepower but can take more hits before dying+a smaller 6 item inventory, same path through the game?)
-Inventory puzzles
-Item box/stash
-Save points (need to use an ink ribbon to save)
-Map feature (top down; shows location, layout, visited rooms and doors)
-4 endings depending on which NPCs you saved
Playthrough (Jill) - Video Review - Mini Review
The Divide: Enemies Within (PS1/PC, 1996)
Subgenre: 3D (limited camera control) Platform Adventure/MV
Perspective: TP view
Other: Mech/walker avatar
Gameplay - Review - Mini Review
Dark Savior (SAT, 1996)
Subgenre: 3D-ish Action Adventure/Fighting hybrid (3D backgrounds+2D models,
Perspective: Isometric view by default but you can look around freely while still, dynamic camera during cutscenes)
Other: Platforming
Save points
Run button
Can capture enemies and fight as them
Different story and path depending on how quickly you finish the intro gameplay (there's also multiple endings)
No maps?
Can ask Jack (the bird companion) for hints
Can only level up your HP
Playthrough (Speedrun) - Video Review - Mini Review
PowerSlave/Exhumed (SAT/PS1, 1996)
Subgenre: 3D-ish (2D characters and items) Platform Adventure (MV)/FPS
Perspective: FP view
Other: Hub map, Jumping (and hover jumping+flight)
- Partially non-linear structure (you'll sometimes return to a previous area to unlock new parts of it with a new tool or ability, some alternate paths)
- Save feature (only between levels)
- Map feature (zoomable)
- Some sequence breaking possible - can jump higher using the grenades and later on the cobra staff (lets you skip part of the mine) and go to the canyons of chaos to get one of the best weapons before going to the marsh for example
- Non-persistent locked doors in the levels/areas and you can only enter each one via their first entrance
- Two different endings (non-timed escape sequence at the end if you collected everything)
- No fast travel/teleporters
Playthrough (PS1) - Video Review/Retrospective & Comparison - Mini-Review (SAT)
Strife (PC, 1996)
Subgenre: 3D-ish (Doom engine w/ some updates), ARPG-ish (NPCs, quests/missions, shops, item inventory (can drop items anywhere (?) and pick them up later), interactive dialogue (basic dialogue trees), some stat upgrades, some alternate paths), Basic stealth
Perspective: FP view
Other: Platforming,
- Save anywhere (6 nameable slots)
- Map feature (zoomable, can set markers, marks quest relevant points for you in the re-release), rare scanner item (temporarily shows the positions of all players, enemies, items, and obstacles on the map screen)
- No new moves gained that let you traverse new areas or new parts of previously visited areas (only ability/tool gating is the environmental suit?)
- Some teleporters that let you move back and forth between areas
- Some sequence breaking possible (can skip the prison mission by killing the entrance guard at the power station and getting a pass from him, can skip some quest dialogue)
- Can't rocket jump to skip some intended paths but can sort of do it horizontally with the grenade launcher (haven't tested it much)
- Can't get stuck in the re-release (minor issue in the original)
- Three different endings
Playthrough - Video Review - Mini-Review (Veteran Edition)
Realms of the Haunting (PC, 1996?)
Subgenre: ARPG/P&C hybrid/3D platformer, 3D environment w/ pre-rendered sprites
Perspective: FP view
-Linear structure w/ some backtracking through previous areas (explore a large house that gradually opens up more and more)
-Map feature (have to find them, not auto-maps)
-Save anywhere
-Teleportation staff (set locations?)
-Horror theme
-FMV cutscenes with dialogue choices (can't skip dialogue on a per sentence basis)
-Dialogue trees (your choices rarely have much of an effect though)
-Puzzle heavy (Easy mode makes them a lot simpler)
-No control config
-No ability gating?
Let's Play - Video Review - Mini Review
Resident Evil (PS1, 1996/SAT/PC, 1997)
Subgenre: Survival Horror/Action Adventure, 3D characters with pre-rendered backgrounds, Optional rescue mission
Perspective: TP view w/ static camera angles
Other: 2 different playable chars (choose before beginning; Jill has more firepower and possesses a lock-pick that enables her to access areas and items easily+a larger 8 item inventory, Chris has limited firepower but can take more hits before dying+a smaller 6 item inventory, same path through the game?)
-Inventory puzzles
-Item box/stash
-Save points (need to use an ink ribbon to save)
-Map feature (top down; shows location, layout, visited rooms and doors)
-4 endings depending on which NPCs you saved
Playthrough (Jill) - Video Review - Mini Review
The Divide: Enemies Within (PS1/PC, 1996)
Subgenre: 3D (limited camera control) Platform Adventure/MV
Perspective: TP view
Other: Mech/walker avatar
- Partially non-linear gameplay (you'll unlock the sub areas in a set order though)
- 3D area and world maps (need to find it early on; pan and rotate, zoom, detailed topography, shows doors and items but doesn't show which doors lead to save rooms)
- A few teleporters (one per area except for the forest canyon floor/second one, need to have found more than one transporter room to be able to teleport)
- Only two ability upgrades that let you reach new areas besides regaining the jump early on (mines, double jump)
- Strafing (no circle strafing though)
- Frequent save points
- One alternate ending
- Start off damaged and without basic abilities after the intro level and cutscene
- The world feels a bit more like a large maze platformer level than a real place compared to SM or Flashback for example
- No truly hidden items? (they're all shown on the map if you reach the room they're in so the challenge comes more from navigating the 3D spaces, only in a few cases do you need to blow up a wall to get to a room with an item)
Gameplay - Review - Mini Review
Enemy Zero (SAT, 1996)
Subgenre: 3D-ish Survival Horror/Action Adventure
Perspective: FP view
Other: No platforming?
Limited saves (7 times max)
Maps via computer terminals
No ability/tool gating?
Cutscene heavy
Playthrough - Video Review - Mini Review
Deus (PC, 1996)?
Subgenre: 3D ARPG/P&C/Survival hybrid
Perspective: FP view
Other: Swimming, Action mode (simplified survival) and Sim mode (22 ways to die), Some platforming
Save anywhere except while swimming
Outdoors map, Some area maps (have to find them)
Take damage to individual body parts
Minor tool gating (gas mask, sound-blocking helmet and infrared gear, can use some movable objects to reach higher though they can't be carried)
Gameplay - Reviews - Mini Review
OverBlood (PS1, 1996)?
Subgenre: 3D, AA/Survival Horror (resource management, some puzzles)
Perspective: Can switch perspective on the fly (TP, FP, Overhead)
Other: Not much platforming, Climbing and crouching
-The robot (Pipo) following you around can enter small areas
-Save feature (4 slots)
-Maps are limited to computer terminals
Playthrough - Video Review - Mini Review
Azrael's Tear (PC, 1996)?
Subgenre: 3D Adventure/Action Adventure
Perspective: FP View
Other: Realms of the Haunting/System Shock 1-style aiming (P&C), No jumping and little platforming (more puzzle- and dialogue focused gameplay), Some cooking
Linear?
Dialogue trees
Save anywhere?
Map feature and a couple of area maps
Puzzle heavy (multiple solutions to most of them?, inventory and logic puzzles)
No ability/tool gating (besides the flour sort of) or char upgrades?
Scanner feature (similar to Metal Mutant and the later Metroid Prime games; can scan creatures and see a spinning 3D wireframe model of them along with some info, environment scanning)
Playthrough - Review - Mini Review
King's Field III (King's Field II in the west)(PS1, 1996)?
Subgenre: 3D RPG/ARPG
Perspective: FP view
Other: Adds an overworld, Shop, No jumping
More linear main structure but also has more optional detours ("tree w/ branches" structure)
Map feature and an auto-mapper that you can find
Save points
Examine people and places with the Truth Glass
Teleport with the Ichrius items (eventually to any visited healing spring?)
Minor ability gating (illumination magic returns, boots for walking on water but only in marked spots)
Quest log
More compact world than in previous games
Two endings
Playthrough - Video Analysis - Mini Review
The Elder Scrolls: Daggerfall (PC, 1996)?
Subgenre: RPG/ARPG (spell/item/potion crafting, character creation, 18 classes, choose between 8 homelands), Near full 3D (mix of pre-rendered and "drawn" character sprites), Stealth (agility)
Perspective: FP view
Other: Jumping and climbing (affected by strength), Floating, Swimming (endurance), Crouching, Optional P&C interface?
Pretty detailed map feature, Compass
Fast travel mechanic
Stamina
Movement/traversal/exploration skills (athleticism, climate survival (4 terrains), look, sneak) and spells (chameleon and invisibility, silence, flare and light, stat boost (speed/endurance/jumping/agility/strength), ghost form, levitate, shadow form, slowfall, stamina, water breathing and walking)
Notebook
Playthrough - Video Review - Mini Review
Outliers:
Tomb Raider (Multi, 1996)
Subgenre: TPS/3D Maze Platformer, Level-based and linear
Perspective: TP View
Other: Swimming
Mechanical Violator Hakaider: Last Judgement (SAT, 1996) - Light Gun Shooter/Action Adventure Hybrid
Bad Mojo (PC, 1996) - Action Adventure/Graphic Adventure hybrid; FMV/Pre-rendered sprites mix, various perspectives,
Tail of the Sun (PS1)? - 3D, TP View, Open World ARPG/Management Sim (the main goal is to advance your tribe to the point of building a tower to the sun made of mammoth tusks, can choose how to allocate stats when leveling up your char and it will also affect the tribe as well - leveling up your legs makes you jump higher and leveling up your brain advances your tribe's technology for example)
Can eat killed animals
Day/night cycle and fatigue mechanic
Very little platforming
Terra Nova: Strike Force Centauri (PC) - 3D Mech Sim/RTT Hybrid, FP View, Mission-based (P&C-style base hub where you can read e-mails and news on your PC as well as look up lore stuff and customize squad equipment)
Missions take place in outdoors and mostly wide open areas
CPU allies which can be given fairly advanced orders
Interactive mini-map
Moon jumps (fuel-based jet jumps - a bit like in Tribes)
Optional solutions to some missions
Soul Blade/Soul Edge (PS1, 1996)(Edge Master Mode) - 3D Fighting, Hub map, gain new weapons
Titanic: Adventure out of Time (PCs, 1996) - FP Adventure w/ real-time combat, FMV/Pre-rendered
Subgenre: 3D-ish Survival Horror/Action Adventure
Perspective: FP view
Other: No platforming?
Limited saves (7 times max)
Maps via computer terminals
No ability/tool gating?
Cutscene heavy
Playthrough - Video Review - Mini Review
Deus (PC, 1996)?
Subgenre: 3D ARPG/P&C/Survival hybrid
Perspective: FP view
Other: Swimming, Action mode (simplified survival) and Sim mode (22 ways to die), Some platforming
Save anywhere except while swimming
Outdoors map, Some area maps (have to find them)
Take damage to individual body parts
Minor tool gating (gas mask, sound-blocking helmet and infrared gear, can use some movable objects to reach higher though they can't be carried)
Gameplay - Reviews - Mini Review
OverBlood (PS1, 1996)?
Subgenre: 3D, AA/Survival Horror (resource management, some puzzles)
Perspective: Can switch perspective on the fly (TP, FP, Overhead)
Other: Not much platforming, Climbing and crouching
-The robot (Pipo) following you around can enter small areas
-Save feature (4 slots)
-Maps are limited to computer terminals
Playthrough - Video Review - Mini Review
Azrael's Tear (PC, 1996)?
Subgenre: 3D Adventure/Action Adventure
Perspective: FP View
Other: Realms of the Haunting/System Shock 1-style aiming (P&C), No jumping and little platforming (more puzzle- and dialogue focused gameplay), Some cooking
Linear?
Dialogue trees
Save anywhere?
Map feature and a couple of area maps
Puzzle heavy (multiple solutions to most of them?, inventory and logic puzzles)
No ability/tool gating (besides the flour sort of) or char upgrades?
Scanner feature (similar to Metal Mutant and the later Metroid Prime games; can scan creatures and see a spinning 3D wireframe model of them along with some info, environment scanning)
Playthrough - Review - Mini Review
King's Field III (King's Field II in the west)(PS1, 1996)?
Subgenre: 3D RPG/ARPG
Perspective: FP view
Other: Adds an overworld, Shop, No jumping
More linear main structure but also has more optional detours ("tree w/ branches" structure)
Map feature and an auto-mapper that you can find
Save points
Examine people and places with the Truth Glass
Teleport with the Ichrius items (eventually to any visited healing spring?)
Minor ability gating (illumination magic returns, boots for walking on water but only in marked spots)
Quest log
More compact world than in previous games
Two endings
Playthrough - Video Analysis - Mini Review
The Elder Scrolls: Daggerfall (PC, 1996)?
Subgenre: RPG/ARPG (spell/item/potion crafting, character creation, 18 classes, choose between 8 homelands), Near full 3D (mix of pre-rendered and "drawn" character sprites), Stealth (agility)
Perspective: FP view
Other: Jumping and climbing (affected by strength), Floating, Swimming (endurance), Crouching, Optional P&C interface?
Pretty detailed map feature, Compass
Fast travel mechanic
Stamina
Movement/traversal/exploration skills (athleticism, climate survival (4 terrains), look, sneak) and spells (chameleon and invisibility, silence, flare and light, stat boost (speed/endurance/jumping/agility/strength), ghost form, levitate, shadow form, slowfall, stamina, water breathing and walking)
Notebook
Playthrough - Video Review - Mini Review
Outliers:
Tomb Raider (Multi, 1996)
Subgenre: TPS/3D Maze Platformer, Level-based and linear
Perspective: TP View
Other: Swimming
Mechanical Violator Hakaider: Last Judgement (SAT, 1996) - Light Gun Shooter/Action Adventure Hybrid
Bad Mojo (PC, 1996) - Action Adventure/Graphic Adventure hybrid; FMV/Pre-rendered sprites mix, various perspectives,
Tail of the Sun (PS1)? - 3D, TP View, Open World ARPG/Management Sim (the main goal is to advance your tribe to the point of building a tower to the sun made of mammoth tusks, can choose how to allocate stats when leveling up your char and it will also affect the tribe as well - leveling up your legs makes you jump higher and leveling up your brain advances your tribe's technology for example)
Can eat killed animals
Day/night cycle and fatigue mechanic
Very little platforming
Terra Nova: Strike Force Centauri (PC) - 3D Mech Sim/RTT Hybrid, FP View, Mission-based (P&C-style base hub where you can read e-mails and news on your PC as well as look up lore stuff and customize squad equipment)
Missions take place in outdoors and mostly wide open areas
CPU allies which can be given fairly advanced orders
Interactive mini-map
Moon jumps (fuel-based jet jumps - a bit like in Tribes)
Optional solutions to some missions
Soul Blade/Soul Edge (PS1, 1996)(Edge Master Mode) - 3D Fighting, Hub map, gain new weapons
Titanic: Adventure out of Time (PCs, 1996) - FP Adventure w/ real-time combat, FMV/Pre-rendered