First Person & Third Person Games: 1997 (Fallout, CV: Symphony of the Night, Alundra, GTA, Tomba! and Final Fantasy VII are released)
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Little Big Adventure 2 (PC, 1997)
Subgenre: Stealth/Action Adventure?, Alternates pre-rendered backgrounds w/ polygon models with 3D areas with static camera angles (RE1-style)
Perspective: Isometric/TP view (static camera angles) hybrid
Other: Platforming, Couple control (control both twinsen and his wife at the same time), Man a car, Flight via jet pack
Larger world (you'll visit a second planet some ways into the game)
Same controls except you can now dodge
Travel by dragon (cutscenes?)
Save anywhere?
Gain a map feature some ways into it (stationary maps you can walk up to before that)
Some ability/tool gating (Super Proto-Pack to fly, Protection spell to cross lava)
Playthrough - Video Review - Mini Review
Mystical Ninja Starring Goemon (N64, 1997)
Subgenre: 3D Action Adventure/Platform Adventure
Perspective: TP view
Other: A more straightforward Zelda w/ manual jumping (fewer tools+puzzles and more action-focused bosses), 1-player only
Playthrough - Video Review - Mini Review
Mega Man Legends (PS1, 1997)
Subgenre: 3D Platformer/TPS/ARPG (town hub w/ NPCs and shops, various upgrades to buy and find, side quests)
Perspective: TP view, FP view aiming mode
Other: Hub area, Most dungeons are interconnected, Partially mission-based
Playthrough - Video Review - Mini Review
Star Wars: Jedi Knight: Dark Forces II (PC, 1997)
Subgenre: 3D TPS/FPS/Platformer hybrid (you can switch between view modes on the fly), Maze Shooter w/ some RPG elements (level-based)
Perspective: TP/FP view hybrid (can toggle it manually)
Other: Platforming, Aim assist option
Playthrough - Video Review - Mini Review
Turok: Dinosaur Hunter (N64/PC, 1997)
Subgenre: FPS/AA, Collectathon element (have to find 2-3 keys for each of the 8 levels as well as 8 pieces for a weapon to take out the final boss with - the boss might be doable without it but it's a lot harder)
Perspective: FP view
Other: Hub area w/ large maze levels (first level leads to a small ruins area with teleporters to each level/sub area), Climbing and swimming
Playthrough - Video Review - Mini Review
Lands of Lore II/Lands of Lore: Guardians of Destiny (PC, 1997)
Subgenre: 3D-ish ARPG (2D elements, FMV elements; use-based stat progression, crafting, moral decisions)
Perspective: FP view
Other: Jumping and swimming, Optional areas
Some tools/spells for traversal/exploration (lizard form (go into small spaces, run fast, or to use stronger magic), beast form can push boulders, invisibility, torches, blind, hologram, )
Auto-map
Save anywhere
Playthrough - Video Review - Mini Review
Little Big Adventure 2 (PC, 1997)
Subgenre: Stealth/Action Adventure?, Alternates pre-rendered backgrounds w/ polygon models with 3D areas with static camera angles (RE1-style)
Perspective: Isometric/TP view (static camera angles) hybrid
Other: Platforming, Couple control (control both twinsen and his wife at the same time), Man a car, Flight via jet pack
Larger world (you'll visit a second planet some ways into the game)
Same controls except you can now dodge
Travel by dragon (cutscenes?)
Save anywhere?
Gain a map feature some ways into it (stationary maps you can walk up to before that)
Some ability/tool gating (Super Proto-Pack to fly, Protection spell to cross lava)
Playthrough - Video Review - Mini Review
Mystical Ninja Starring Goemon (N64, 1997)
Subgenre: 3D Action Adventure/Platform Adventure
Perspective: TP view
Other: A more straightforward Zelda w/ manual jumping (fewer tools+puzzles and more action-focused bosses), 1-player only
- Decent map system (semi-transparent mini-map of the current sub area in towns and overworlds but not in dungeons; no full overview map of towns/the overworld while there is one you can find for dungeons and overworld/journey areas (however it doesn't show your avatar's exact location), no proper signs outside town houses - some have untranslated japanese ones)
- Mostly linear structure (some backtracking to explore further into previous areas with persistent abilities gained along the way)
- Four different playable characters that you can switch between on the fly once recruited (they control mostly the same but only Ebisumaru and Sasuke can attack upwards (only while crawling as Ebisumaru though) and each one has a different set of weapons and a unique spell, each one also has a special move or tool, shared HP and gear for all chars)
- Teleport to visited towns with the flute (Ys, Zelda 1 sort of) but not outside of dungeons
- Save points (inns and outside dungeons, before giant robot bosses, one slot per game) and a few health restoration points (hot baths)
- Mixes in other gameplay styles (auto-scrolling large robot/impact bomber level - shallow and trial & error heavy, large robot FP view boss duels - pretty good)
- Extra lives system (9 max) which is a bit redundant in a game with frequent save points
- A few mini-games (stealth (avoid being seen when taking the sweets in the golden temple, crane game - similar to Link's Awakening, whack-a-mole variant (muscle training), mashing mini-game to get the mermaid form) - decent overall but generally one time only
- Overworld areas are more realistic in shape and size but this leads to tons of dead space (can't run very quickly)
- Some sequence breaking possible (hover jump via throwing instead of using the chain pipe, damage boosts, more with glitches)
- No quest log/journal feature
Playthrough - Video Review - Mini Review
Mega Man Legends (PS1, 1997)
Subgenre: 3D Platformer/TPS/ARPG (town hub w/ NPCs and shops, various upgrades to buy and find, side quests)
Perspective: TP view, FP view aiming mode
Other: Hub area, Most dungeons are interconnected, Partially mission-based
- Mostly linear structure (you can sometimes choose between two dungeons but you're guided towards the "right" one and picking the other one is kind of redundant since the game doesn't let you explore it fully at that point, you'll gain new abilities over the course of the game which let you explore previous areas fully for optional upgrades)
- Save points (outside of dungeons and missions)
- Auto-mapper dungeon map with mini-map feature (very zoomed in mini-map though and the map doesn't show chests nor dungeon sub area names or floors, you also can't switch between visited dungeon sub areas on the map screen, can't put markers on the map) and town/island overworld map without (this latter map is also kinda vague as it doesn't show your exact location nor most of the buildings)
- Quick travel with the support car/van (can be called from anywhere except dungeons and the big airship, only to a few locations at first but more are added as you visit them after getting the walkie-talkie)
- No sequence breaking w/o glitches
Playthrough - Video Review - Mini Review
Star Wars: Jedi Knight: Dark Forces II (PC, 1997)
Subgenre: 3D TPS/FPS/Platformer hybrid (you can switch between view modes on the fly), Maze Shooter w/ some RPG elements (level-based)
Perspective: TP/FP view hybrid (can toggle it manually)
Other: Platforming, Aim assist option
- Wireframe map that fills in as you explore (2D top down view, like Doom except this one doesn't have a separate screen) plus additional 3D map in the menu (rotatable and zoomable)
- Some alternate paths through levels
- Persistent item and weapon inventory (Strife)
- Many secrets (finding all secrets in a level gives you one more point to put into force powers) and small semi-hidden detours for items
- Quicksave anywhere (but no quickload, many nameable save slots)
- Choose between a light side or a dark side path ~2/3 into the game (affects the ending and later force powers, killing NPCs will gradually move you towards the dark path (except for a friendly droid in lvl 4 which takes a lot of hits to kill and will trigger the dark side path if you do it)
- Jedi force powers (some of which affect how you can traverse a level) and a basic skill tree system for them (unlock powers and points to put into them as you beat levels - can save points for later)
- Resource management is pretty important (limited ammo for every gun, you'll quickly run out of ammo if you only use the rapid fire guns)
- One escape sequence (kind of confusing layout for the level but there are two different solutions as you can use force speed+force jump to get to the other side if you took the wrong path at first)
- Levels feel more like actual places overall without sacrificing gameplay (in general - sometimes gameplay takes precedence and the level feels pretty arcade-like)
- Lets you ambush some enemies (enemies tend not to react to any noise but laser fire so stealth is basic)
Playthrough - Video Review - Mini Review
Turok: Dinosaur Hunter (N64/PC, 1997)
Subgenre: FPS/AA, Collectathon element (have to find 2-3 keys for each of the 8 levels as well as 8 pieces for a weapon to take out the final boss with - the boss might be doable without it but it's a lot harder)
Perspective: FP view
Other: Hub area w/ large maze levels (first level leads to a small ruins area with teleporters to each level/sub area), Climbing and swimming
- Partially non-linear after the first level - can unlock up to 2 sub areas at a time by finding keys until the last couple of levels
- 2D automapper (toggleable overlay, sub area maps aren't persistent - moving between them via teleporters in a level makes them disappear which can be disorienting and means you'll have to rediscover a sub area if you missed a key in it, some paths also remain unmapped after finding them, can't see stairs on the map, can't zoom out the map - pretty zoomed in on N64)
- One persistent tool (grenade launcher) that lets you explore new parts of visited areas/levels but it's optional and there is only one place to use it in (level 2 caves)
- Can replay beaten levels (most things seem to stay as you've left them besides the maps)
- Somewhat rare save points (multiple slots, shows only which level you're currently on), Frequent checkpoints
- Hidden bonus levels (find portals and enter them quickly since they disappear after 5-10 secs; these play like the main game but focus on platforming - falling doesn't kill but hazards do, can exit at any point via their entrances, can find cheat codes in them)
- Some resource management (limited ammo for all ranged weapons, limited ammo capacity - can be upgraded if you find the backpack)
- Frequently respawning enemies in some parts of levels
- Extra lives system (collect 100 tokens or find them in the levels, fairly easy to rack up lives)
- Levels sometimes wrap around and make you return to an earlier sub area where the next gate leading forward has been opened
- Many hidden paths and items (decent-pretty good (levels 5-7) spatial awareness puzzles)
- Some neutral creatures/animals - shoot for HP
Playthrough - Video Review - Mini Review
Lands of Lore II/Lands of Lore: Guardians of Destiny (PC, 1997)
Subgenre: 3D-ish ARPG (2D elements, FMV elements; use-based stat progression, crafting, moral decisions)
Perspective: FP view
Other: Jumping and swimming, Optional areas
Some tools/spells for traversal/exploration (lizard form (go into small spaces, run fast, or to use stronger magic), beast form can push boulders, invisibility, torches, blind, hologram, )
Auto-map
Save anywhere
Playthrough - Video Review - Mini Review
The Elder Scrolls: Battlespire (PC, 1997)
Subgenre: 3D ARPG (6 races, simplified daggerfall class system, dialogue trees - can talk to enemies)
Perspective: FP view
Other: Jumping, Initially level-based and linear (maze levels) but opens up further in
Some traversal/exploration skills and spells (invisibility, chameleon, slow fall, confusion?, water breathing)
Teleport spell
2D map
Save feature?
Playthrough - Video Review - Mini Review
Dark Earth (PC, 1997)
Subgenre: Hack 'n Slash/Action Adventure, 3D characters with pre-rendered backgrounds, Static camera angles
Perspective: TP view
Jekyll and Hyde-like theme (turn into a monster if you behave badly and slowly over the course of the game either way? - affects appearance and voice+dialogue options, "treat your environment more aggressively while searching" in monster/dark mode)
Save points
No maps? (small world though)
Minor ability gating (makeshift parachute at one point, switch between dark/monster and light mode to progress a few times)
Playthrough - Video Review - Mini Review
The Lost World: Jurassic Park (MD, 1997)
Subgenre: Action Adventure (mission-based w/ hub areas), Some Rail Shooter Action segments
Perspective: TD view/FP view (rail segments) hybrid
Other: 2-Player Co-op, Jeep and boat vehicles in the top down segments
-Partially non-linear structure
-Pretty detailed map feature (can select between different dinosaurs and objects to show similar to the Strike series, pretty zoomed in but can scroll and re-center the view)
-Password save
-In-game bestiary (only shows weight and diet info though - not HP or attack power)
-Can make enemies of different types fight each other
-Shows enemy life bars as well as their level of awakeness when attacking them (can tranquilize some enemies)
Playthrough - Video Review - Mini Review
Sub Culture (PC, 1997)?
Subgenre: 3D Action Adventure
Perspective: TP view
Other: Underwater-based (Submarine), Towns w/ shops, Mission-based, Basic mining
-Mini-map, Full map?
-Save in-between missions
-Tool/ability gating (deep-sea lights for seeing at night or in caves, big ears - contains 5 eavesdropping devices for spying on enemy communications, ROV - remote-controlled robot sub used for squeezing into tight places your sub won’t fit in+reconnaissance+to operate equipment when you can’t be there, etc.)
Playthrough - Video Review - Mini Review
The Granstream Saga (PS1, 1997)
Subgenre: 3D ARPG w/ separate combat encounters (non-random, 1 on 1 only)
Perspective: TP view (near TD view angle for exploration, tilted view angle for combat encounters)
Other: Strafing and backwards dodging+blocking, Hub map
Save via an airship (also lets you move back to previous areas on the hub map)
World map but no area maps? (pretty zoomed in view)
Can get vague hints on the airship
No exp point from battles - level up at plot points (enemies drop useful items instead)
Return to the airship teleport spell
No ability/tool gating? (learn battle combos instead)
Playthrough - Video Review - Mini Review
Lego Island (PC, 1997)
Subgenre: Action Adventure/Racing hybrid
Perspective: FP View
Hub area (the island), Five different playable chars (choose at the beginning - only one char can access the whole island via the story), Racing and other mini-games
Partially non-linear
Can build some vehicles later on (flight via the helicopter)
Save feature?
Map feature?
No ability gating besides the vehicles?, No char upgrades?
Comical tone
Playthrough - Video Review - Mini Review
Star Trek: Generations (PC, 1997)?
Subgenre: FPS/AA
Perspective: FP View
Other: Mission-based (some optional ones), Hub map, P&C interface for object interaction, Jumping
Some branching paths, Two endings
Save in-between missions only
Mini-map (and full map?)
Large GUI (pick up or interact with objects via it instead of the main screen like in System Shock etc.)
Ability gating?
Playthrough - Video Review - Mini Review
Postal (PC, 1997)?
Subgenre: Sandbox Action Adventure/Free-Roaming Shooter/Slaughter Sim, Level-based (and linear without backtracking?)
Perspective: Tilted top down view
Other:
Save anywhere
No maps?
Non-linear?
Can make enemies catch fire by running into them while on fire
No ability gating and no char upgrades?
Playthrough - Video Review - Mini Review
Mission: Impossible (N64, 1997/PS1, 1999)?
Subgenre: TPS/AA?
Perspective: TP View
Other: Mission-based
Enemy radar, Maps?
Save feature - ?
Playthrough - Video Review - Mini Review
Broken Helix (PS1, 1997)?
Subgenre: TPS/FPS hybrid, Level-based w/ some branching paths?
Perspective: TP/FP hybrid?
Map feature
Save anywhere?
Gameplay - Video Review - Mini Review
Pax Corpus (PC/PS1, 1997)?
Subgenre: Action Adventure
Perspective: TP view
Other: Mission-based, Linear?
Save in-between missions only (passwords on PS1!)
No maps?
Gameplay - Video Review - Mini Review
Amulets & Armor (PC, 1997)
Subgenre: ARPG (6 stats - strength, constitution, accuracy, speed, magic, stealth; exp point leveling), Level-based?
Perspective: FP View
Other: Co-op, Strafing and running, Jumping (not much platforming), Can look up/down, 11 different character classes/professions, Shops, P&C world interaction (besides combat)
Carrying capacity mechanic
Accuracy works like aim assist when increased
Semi-transparent mini-map
Bank for stashing money away
UU/Dungeon Master-style spellcasting
Only penalty from death is losing MP and dropping everything in your inventory (so it has corpse runs)
Video Review
Men in Black: The Game (PC, 1997/PS1, 1998)
Subgenre: Action Adventure?
Perspective: TP view, Fixed camera angles (mostly TD)
Other: Some platforming
Save anywhere?
No maps?
Playthrough - Video Review - Mini Review
Goosebumps: Attack of the Mutant (PC)?
Subgenre: FPS/AA?
Perspective: FP View
Other: Some platforming
Linear w/ some backtracking to previous areas?
Save anywhere?
No maps or mini-maps?
Playthrough - Video Review - Mini Review
Outliers:
Hexen II (PC)?
Subgenre: FPS?, Level-based?
Perspective: FP View
Other: 4-Player Co-op
Teleporters and teleporter item
Temporary exploration/traversal items: Torch, invisibility, invulnerability?, flight
Water breathing ring
The Paladin "flies" underwater
The Assassin can become invisible while still in shadowy areas
Save anywhere?
Some resource management
No maps
Some platforming puzzles
Difficulty options
Tomb Raider II (PS1/PC, 1997) - TPS, TP View, Level-based and linear
Nightmare Creatures (PS1/N64/PC, 1997) - TP Act Adv/Hack 'n Slash, Level-based?
Horror theme, combo attacks
Bomberman 64 (N64) - 3D, Near TD view (high angle, limited camera movement - 8 rotation angles and can't be tilted on the x-plane/vertically, two zoom levels), World select (linear progression between levels in worlds though) and maze levels
No new tools/abilities gained that let you reach new areas in previous levels or progress in new areas
No jumping but can bounce on bombs to move between platforms
Armored Core (PS1, 1997) - 3D Mech-based TPS w/ in-depth customization (9 parts+2-4 weapons+optional upgrades), Mission-based, Some maze areas (and some missions tie into previously visited areas), Shop (in-between missions)
Partially non-linear structure (choose between 2-4 missions to do in any order until the late game, what you choose affects your path as some missions are missable, one optional boss/rival mech, some hidden items, can abort/fail a mission and keep going)
Unlock all missions including missed ones after beating the game
Save between missions
No ability gating besides a soft one for the booster and legs parts in the final mission
Resource and weight management
3D maps, Radar
Armored Core: Project Phantasma (PS1, 1997)
Subgenre: 3D ARPG (6 races, simplified daggerfall class system, dialogue trees - can talk to enemies)
Perspective: FP view
Other: Jumping, Initially level-based and linear (maze levels) but opens up further in
Some traversal/exploration skills and spells (invisibility, chameleon, slow fall, confusion?, water breathing)
Teleport spell
2D map
Save feature?
Playthrough - Video Review - Mini Review
Dark Earth (PC, 1997)
Subgenre: Hack 'n Slash/Action Adventure, 3D characters with pre-rendered backgrounds, Static camera angles
Perspective: TP view
Jekyll and Hyde-like theme (turn into a monster if you behave badly and slowly over the course of the game either way? - affects appearance and voice+dialogue options, "treat your environment more aggressively while searching" in monster/dark mode)
Save points
No maps? (small world though)
Minor ability gating (makeshift parachute at one point, switch between dark/monster and light mode to progress a few times)
Playthrough - Video Review - Mini Review
The Lost World: Jurassic Park (MD, 1997)
Subgenre: Action Adventure (mission-based w/ hub areas), Some Rail Shooter Action segments
Perspective: TD view/FP view (rail segments) hybrid
Other: 2-Player Co-op, Jeep and boat vehicles in the top down segments
-Partially non-linear structure
-Pretty detailed map feature (can select between different dinosaurs and objects to show similar to the Strike series, pretty zoomed in but can scroll and re-center the view)
-Password save
-In-game bestiary (only shows weight and diet info though - not HP or attack power)
-Can make enemies of different types fight each other
-Shows enemy life bars as well as their level of awakeness when attacking them (can tranquilize some enemies)
Playthrough - Video Review - Mini Review
Sub Culture (PC, 1997)?
Subgenre: 3D Action Adventure
Perspective: TP view
Other: Underwater-based (Submarine), Towns w/ shops, Mission-based, Basic mining
-Mini-map, Full map?
-Save in-between missions
-Tool/ability gating (deep-sea lights for seeing at night or in caves, big ears - contains 5 eavesdropping devices for spying on enemy communications, ROV - remote-controlled robot sub used for squeezing into tight places your sub won’t fit in+reconnaissance+to operate equipment when you can’t be there, etc.)
Playthrough - Video Review - Mini Review
The Granstream Saga (PS1, 1997)
Subgenre: 3D ARPG w/ separate combat encounters (non-random, 1 on 1 only)
Perspective: TP view (near TD view angle for exploration, tilted view angle for combat encounters)
Other: Strafing and backwards dodging+blocking, Hub map
Save via an airship (also lets you move back to previous areas on the hub map)
World map but no area maps? (pretty zoomed in view)
Can get vague hints on the airship
No exp point from battles - level up at plot points (enemies drop useful items instead)
Return to the airship teleport spell
No ability/tool gating? (learn battle combos instead)
Playthrough - Video Review - Mini Review
Lego Island (PC, 1997)
Subgenre: Action Adventure/Racing hybrid
Perspective: FP View
Hub area (the island), Five different playable chars (choose at the beginning - only one char can access the whole island via the story), Racing and other mini-games
Partially non-linear
Can build some vehicles later on (flight via the helicopter)
Save feature?
Map feature?
No ability gating besides the vehicles?, No char upgrades?
Comical tone
Playthrough - Video Review - Mini Review
Star Trek: Generations (PC, 1997)?
Subgenre: FPS/AA
Perspective: FP View
Other: Mission-based (some optional ones), Hub map, P&C interface for object interaction, Jumping
Some branching paths, Two endings
Save in-between missions only
Mini-map (and full map?)
Large GUI (pick up or interact with objects via it instead of the main screen like in System Shock etc.)
Ability gating?
Playthrough - Video Review - Mini Review
Postal (PC, 1997)?
Subgenre: Sandbox Action Adventure/Free-Roaming Shooter/Slaughter Sim, Level-based (and linear without backtracking?)
Perspective: Tilted top down view
Other:
Save anywhere
No maps?
Non-linear?
Can make enemies catch fire by running into them while on fire
No ability gating and no char upgrades?
Playthrough - Video Review - Mini Review
Mission: Impossible (N64, 1997/PS1, 1999)?
Subgenre: TPS/AA?
Perspective: TP View
Other: Mission-based
Enemy radar, Maps?
Save feature - ?
Playthrough - Video Review - Mini Review
Broken Helix (PS1, 1997)?
Subgenre: TPS/FPS hybrid, Level-based w/ some branching paths?
Perspective: TP/FP hybrid?
Map feature
Save anywhere?
Gameplay - Video Review - Mini Review
Pax Corpus (PC/PS1, 1997)?
Subgenre: Action Adventure
Perspective: TP view
Other: Mission-based, Linear?
Save in-between missions only (passwords on PS1!)
No maps?
Gameplay - Video Review - Mini Review
Amulets & Armor (PC, 1997)
Subgenre: ARPG (6 stats - strength, constitution, accuracy, speed, magic, stealth; exp point leveling), Level-based?
Perspective: FP View
Other: Co-op, Strafing and running, Jumping (not much platforming), Can look up/down, 11 different character classes/professions, Shops, P&C world interaction (besides combat)
Carrying capacity mechanic
Accuracy works like aim assist when increased
Semi-transparent mini-map
Bank for stashing money away
UU/Dungeon Master-style spellcasting
Only penalty from death is losing MP and dropping everything in your inventory (so it has corpse runs)
Video Review
Men in Black: The Game (PC, 1997/PS1, 1998)
Subgenre: Action Adventure?
Perspective: TP view, Fixed camera angles (mostly TD)
Other: Some platforming
Save anywhere?
No maps?
Playthrough - Video Review - Mini Review
Goosebumps: Attack of the Mutant (PC)?
Subgenre: FPS/AA?
Perspective: FP View
Other: Some platforming
Linear w/ some backtracking to previous areas?
Save anywhere?
No maps or mini-maps?
Playthrough - Video Review - Mini Review
Outliers:
Hexen II (PC)?
Subgenre: FPS?, Level-based?
Perspective: FP View
Other: 4-Player Co-op
Teleporters and teleporter item
Temporary exploration/traversal items: Torch, invisibility, invulnerability?, flight
Water breathing ring
The Paladin "flies" underwater
The Assassin can become invisible while still in shadowy areas
Save anywhere?
Some resource management
No maps
Some platforming puzzles
Difficulty options
Tomb Raider II (PS1/PC, 1997) - TPS, TP View, Level-based and linear
Nightmare Creatures (PS1/N64/PC, 1997) - TP Act Adv/Hack 'n Slash, Level-based?
Horror theme, combo attacks
Bomberman 64 (N64) - 3D, Near TD view (high angle, limited camera movement - 8 rotation angles and can't be tilted on the x-plane/vertically, two zoom levels), World select (linear progression between levels in worlds though) and maze levels
No new tools/abilities gained that let you reach new areas in previous levels or progress in new areas
No jumping but can bounce on bombs to move between platforms
Armored Core (PS1, 1997) - 3D Mech-based TPS w/ in-depth customization (9 parts+2-4 weapons+optional upgrades), Mission-based, Some maze areas (and some missions tie into previously visited areas), Shop (in-between missions)
Partially non-linear structure (choose between 2-4 missions to do in any order until the late game, what you choose affects your path as some missions are missable, one optional boss/rival mech, some hidden items, can abort/fail a mission and keep going)
Unlock all missions including missed ones after beating the game
Save between missions
No ability gating besides a soft one for the booster and legs parts in the final mission
Resource and weight management
3D maps, Radar
Armored Core: Project Phantasma (PS1, 1997)