First Person & Third Person Games: 1998 (Banjo-Kazooie, Thief, Baldur's Gate, Spyro the Dragon, Wario Land II and Half-Life are released) WIP
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
The Legend of Zelda: Ocarina of Time (N64, 1998)
Subgenre: 3D Action Adventure
Perspective: TP view (FP aiming mode)
Other: Semi-automated jumping, Horseback riding (about a third of the way through) - can shoot arrows while on it and there's an archery range mini-game using the feature
Playthrough - Video Review/Analysis - Mini Review
Metal Gear Solid (PS1, 1998/PC, 2000)
Subgenre: 3D-ish Stealth/Action Adventure
Perspective: TP/TD/FP View (Looking around/using binoculars) Hybrid w/ automatic camera outside of FP view (mostly TD)
Other: Can't attack while in first person mode, Can shoot while moving by pressing the crawl button while shooting
Playthrough - Video Review - Mini Review (Integral)
Brave Fencer Musashi (PS1, 1998)
Subgenre: 3D ARPG/AA (Exp point/action-based hybrid leveling system)
Perspective: TP view (high angle) w/ Side view segments, TP view (high angle) w/ Side view segments
Other: Platforming, Some mini-games (speed and collection challenges, rhythm segment), Trolley ride, Climb walls, Double jump (learn it midway through)
Playthrough - Video Review - Mini Review
Goemon's Great Adventure/Mystical Ninja 2 Starring Goemon (N64, 1998)
Subgenre: 3D/2.5D Hybrid Action Adventure/Platform Adventure
Perspective: TP View towns, FP view giant robot fights, SV levels/hostile areas
Other: 2-player co-op (2nd player can join in during levels and town exploration but not in some houses, one player can carry the other player - the ranged subweapon powers up when doing this, can't split up in 2-player mode), Can unlock 4-player co-op!
Playthrough - Video Review - Mini Review
MediEvil (PS1, 1998)
Subgenre: 3D, TP View (sometimes the camera goes TD or near SV), Hub map (see SMW; some branching paths where you can do one of two levels in either order and sometimes you'll backtrack to use a key-type item in a previously beaten level to explore further into it)
Playthrough - Video Review - Mini Review
Resident Evil 2 & Resident Evil 2: Dual Shock Edition (PS1, 1998/N64/PC/DC, 1999/GC, 2003)
Subgenre: 3D-ish Survival Horror/Action Adventure (3D models w/ pre-rendered backgrounds, static camera angles)
Perspective: TP view
Other: Two different paths through the game (Leon or Claire) - what either one does affects the other character's game
Playthrough - Video Review - Mini Review
The Legend of Zelda: Ocarina of Time (N64, 1998)
Subgenre: 3D Action Adventure
Perspective: TP view (FP aiming mode)
Other: Semi-automated jumping, Horseback riding (about a third of the way through) - can shoot arrows while on it and there's an archery range mini-game using the feature
- Context sensitive actions (pushing/climbing blocks, reading signs, climbing ladders, entering narrow paths/holes, etc.)
- Z-targeting (a fairy (navi) locks on to enemies when nearing them and you can circle around them while looking at them)
- Walk or run based on how far you pull/push the analogue stick - Mario 64?
- Some good puzzles (forest temple's twisting rooms and falling roof with holes, light reflection in the spirit temple, floating platforms in the water temple, ganon's castle, using one chicken to hover jump to others in Kakariko, you can find skulltulas by listening for them; If an arrow passes through a torch it is set ablaze)
- Basic music element (play three notes of a song on an ocarina to cast spells, unlock doors or contact certain NPCs - no regard to beat or length of notes but still pretty cool (see Monster World III (MD) for an earlier example), you can also make your own short ditty and record it as one of the songs (Scarecrow song))
- Good map system (mini-map and menu map, can't see some treasure on the mini-map in the water temple, can't add own notes to the maps)
- Save anywhere but limited respawning points (link's house or at the temple of time outside of dungeons, at the entrance inside of dungeons
- Warp magic (dungeons only, doesn't work in dungeons without a map inside) and warp songs (dungeon entrances, temple of time)
- Time travel element (kid/adult time periods, plant seeds as a kid and then use the grown plant as an adult to reach new places (similar to Magic of Scheherazade), spirit temple entrance) - unfortunately you can only travel back and forth in the temple of time
- New responses from NPCs when equipping masks (some say the same thing though) as well as small hidden bonuses
- Some sequence breaking through more advanced techniques (bomb jump, invincibility frame jump (go through firewalls), longer jump by rolling before jumping and then attacking mid-jump?) - plenty more using glitches
- More interesting hookshot uses (mainly due to the 3D level design)
- Scarecrow song can be used to spawn a scarecrow to hookshot swing to but only in certain spots (some places where Navi moves to and turns green but you can't "check" with the A button)
- More open ended structure after becoming an adult and beating the forest temple (gerudo fortress - after epona (don't need to beat the forest temple?), bottom of the well - after time travel, water temple - after iron boots+bow, spirit temple - after longshot+bow, shadow temple - after lens+bow+fire temple (and longshot?), gerudo training - after longshot+hover boots)
- New gear (hover boots, iron boots, underwater breathing (blue tunic) and heat resistance (red tunic), lens of truth (shows fake walls and invisible paths over pits), longshot (hookshot upgrade), manually aimed mirror shield, stick (limited torch), )
- Some dialogue choices besides yes and no answers (can't say no to major friendly NPC requests and keep going though...)
- Cool escape sequence before the final boss
Playthrough - Video Review/Analysis - Mini Review
Metal Gear Solid (PS1, 1998/PC, 2000)
Subgenre: 3D-ish Stealth/Action Adventure
Perspective: TP/TD/FP View (Looking around/using binoculars) Hybrid w/ automatic camera outside of FP view (mostly TD)
Other: Can't attack while in first person mode, Can shoot while moving by pressing the crawl button while shooting
- Can now see enemies' field of vision
- More advanced binocular use (the game switches to first person view and you can zoom in and out)
- Throw and strangle moves (you can also use an enemy as a human shield by using the latter move)
- Good voice acting overall and there's a lot of it (Snatcher)
- Keycards/ID cards now stack
- 360 degree movement and attacks
- Ranking system (your rank is only shown after beating the whole game though so you can't see how you're doing over the course of the game)
- Guards can now react to footsteps in the snow
- New tricks to make you feel more vulnerable (can't use your weapons in one area (near the warheads), the radar jams when getting close to Cyber Ninja)
- Alternate round unlockable (new enemy placements and patrol patterns, new camera angles in some cutscenes), new outfits for snake and meryl on your third playthrough (tuxedo/sneaking suit), unlockable "1P View Mode" (lets you move and shoot in FP mode - a few parts are still limited to top down though)
- One gameplay choice that affects the story (a side character's survival, affects the ending)
- Some interesting gameplay (fight alongside meryl in the cell escape segment, some fourth wall breaking stuff (psycho mantis's comments - not on PC though?, back of the cd case=back of the physical game's cd case), torture/cell escape segment (alternate solutions?), the hind chopper fight, the fist fight with liquid)
- Can speed up dialogue on a per sentence/paragraph basis (but not without silencing the rest of the dialogue for that scene)
- PC ver. includes the VR missions (there's 300 of them though they're very short) on a separate disc and has better textures
- Can wall hug move under cameras (like in MG1 NES) as well as jam them with a special grenade - makes these parts a bit faster
- Some new gear (camera, sniper rifle, night vision goggles), some unexpected plot twists (finale and ending)
- Auto-use of rations when you're about to die (need to have them equipped though)
- While you can save at any time the game really only saves at the beginning of the current area (and collected items are lost)
- The radar is more zoomed in than in MG2 and there's still no map feature
- It's much harder to survive after detection than in MG2 (mainly due to shots being faster and landing your shots being a bit trickier)
- Ammo and health items replenish after leaving the area
- No longer need to punch the enemies to death to get loot from them
Playthrough - Video Review - Mini Review (Integral)
Brave Fencer Musashi (PS1, 1998)
Subgenre: 3D ARPG/AA (Exp point/action-based hybrid leveling system)
Perspective: TP view (high angle) w/ Side view segments, TP view (high angle) w/ Side view segments
Other: Platforming, Some mini-games (speed and collection challenges, rhythm segment), Trolley ride, Climb walls, Double jump (learn it midway through)
- Good variation overall (platforming, pole climbing, minor puzzles, hidden items and one optional boss)
- Learn sword combos and throws (can also carry enemies around, pretty basic stuff otherwise compared to fighting or beat 'em up games)
- Day/night cycle which affects gameplay (interesting in theory at least - Musashi gets less agile when tired and eventually can't run and a bit later falls asleep on the spot)
- Save feature (in town or inside dungeons, save points are somewhat far between in dungeons but they did put one before bosses), Infinite retries at the trolley ride and first part of the final boss
- No world or town map (makes navigating in town a bit of a chore and the zoomed in view doesn't help)
- Lots of people to save which can then be talked to in the castle (to receive new combos and other minor bonuses)
- Steal enemy abilities (often used for minor puzzles similar to Zelda or Metroid (some cool ones like bouncing, shrinking, explodable clone, machine gun), sometimes they're nonsensical like the map ability from flower enemies)
- Block move (need to be fully charged)
- Musashi reminds you of where to go or what you were doing when pausing (sometimes it's too vague to be helpful though)
- Elemental magic abilities (fire beam (melt ice, attack or light torches), water shield (walk on water), etc.)
- You can speed up text messages
- Fairly interactive environments (use elemental magic to alter the environment, swing on poles, climb certain trees and walls etc.)
- Some good puzzles (finding the last area, forest maze before the frozen palace)
- Some interesting quests (follow a dog through a forest)
- Auto-run (need to be over 70% or so on the 'tired' gauge, lower than that and it takes a while, lower than 50% or so and you can't run)
- Very forgiving about falling into pits (lose about 10 HP and respawn on the platform you were jumping from - Zelda 3)
- Infinite retries at the trolley ride and first part of the final boss
Playthrough - Video Review - Mini Review
Goemon's Great Adventure/Mystical Ninja 2 Starring Goemon (N64, 1998)
Subgenre: 3D/2.5D Hybrid Action Adventure/Platform Adventure
Perspective: TP View towns, FP view giant robot fights, SV levels/hostile areas
Other: 2-player co-op (2nd player can join in during levels and town exploration but not in some houses, one player can carry the other player - the ranged subweapon powers up when doing this, can't split up in 2-player mode), Can unlock 4-player co-op!
- More linear and formulaic structure (hub maps with one or two branching paths in some areas - one for each of the five main areas, mix of tilted view towns with some exploration and mostly linear sidescrolling levels like in the SNES games - have to collect passes in each area to progress to the next set of levels, levels are more straightforward with one or two branching paths and a couple of detours for items in each (including dungeons/castles) - some have an alternate exit but you're generally told when and how to reach it by NPCs (the game shows on the hub map if you've found all exits to a level or not), you'll revisit previous levels with new enemies in them for some quests, can exit any level or town at their entrance and replay beaten levels, some invisible walls)
- Some abilities gained that let you progress or reach new segments in previous levels
- Save points (inns and at the beginning of areas here, one slot per game) and in-level checkpoints
- 4 playable chars - can switch at tea houses in towns here (each one has a slightly different sub weapon and a different special weapon/tool, shared HP and armor for all chars) and via teahouse teleporter pads in most levels (this is a room "in another dimension" meaning you can't access the town when doing this - only teleport back and forth to switch) but no longer switch on the fly (sometimes annoying)
- Extra lives system
- Day/night cycle (in levels you meet somewhat tougher enemies during night time and in town there are some night time only events, at one point you have to wait quite long to progress but it is optional)
- No town or level maps
- Some mini-games (On foot race mini-games (second one includes some minor stealth although you don't use sneaking - instead you use the butt bounce jump at just the right time), hide 'n seek mini-game)
- Can keep playing after beating the game and visit an additional town in area 4 (via the bus stop)
- Temporary main weapon/armor upgrades and no HP upgrades
- No quest log/journal feature although it's rarely needed (can revisit the fortune tellers for decent tips)
Playthrough - Video Review - Mini Review
MediEvil (PS1, 1998)
Subgenre: 3D, TP View (sometimes the camera goes TD or near SV), Hub map (see SMW; some branching paths where you can do one of two levels in either order and sometimes you'll backtrack to use a key-type item in a previously beaten level to explore further into it)
- Minor ability gating - One transformation of sorts (equip the dragon armor found in one level to move through hot areas in another - this also replaces your gear with a flame spitting dragon head)
- Collectathon/killathon elements (collect keys to progress, kill enemies to make an optional and hidden "chalice of souls" item appear - grants access to the hall of heroes where you can get extra rewards (weapons - while optional the game is noticeably harder without them, gold, life bottles)),
- Can't quickly exit beaten levels nor exit new levels via their entrances
- Mostly linear structure (can replay beaten levels (only collecting the chalice is saved though - items respawn, puzzles reset and doors relock), some choice in which reward to get first in the hall of heroes at a couple of points (trial & error though and it doesn't really matter), sometimes you'll unlock new parts of previous levels by beating bosses or finding items later in the game (somewhat confusing how you don't return to the graveyard to open the skull gate though - instead you enter a new level called "return to the graveyard" which ties into the previous level and can only open the gate from there))
- Shops (consumable weapons, temporary sword and shield upgrades)
- Frequent checkpoints but you need to have one or more life bottles (1-ups)
- Save between levels (three slots per game or memory card)
- No level maps (makes the ant's nest segment a bit tedious but is a minor problem otherwise)
- Minor puzzles in some levels (easy overall but some are decent)
- Levels tend to feel a bit more like actual places than in the average platformer
- Shows you in which levels you've collected the chalice on the map screen (similar to SMW)
- Two endings (collect all chalices for the good one)
- Analog support - need to use an analog controller to use a button to run (double tap otherwise) and to switch between toggle and auto-run
- Some invisible walls
- No fast travel
Playthrough - Video Review - Mini Review
Resident Evil 2 & Resident Evil 2: Dual Shock Edition (PS1, 1998/N64/PC/DC, 1999/GC, 2003)
Subgenre: 3D-ish Survival Horror/Action Adventure (3D models w/ pre-rendered backgrounds, static camera angles)
Perspective: TP view
Other: Two different paths through the game (Leon or Claire) - what either one does affects the other character's game
- Simultaneous events carrying the story along (guy in prison being attacked by the virus, zombies entering the windows about halfway through)
- Some decent puzzles
- Ranking system (based on time taken, bullets fired, etc.)
- Some fun weapons (magnum, flamethrower, grenade launcher)
- Solid map system (doesn't show where the photo processing room or where storage boxes are though)
- Save points (same clunky system involving ink ribbons and type writers)
- Accessing your inventory pauses the game (can be exploited for reloading your weapon during combat)
Playthrough - Video Review - Mini Review
Elder Scrolls Adventures: Redguard (PC, 1998)
Subgenre: Action Adventure w/ RPG elements (NPCs w/ interactive dialogue, potion crafting), 3D
Perspective: TP View
Other: Blocking, Swimming and sidestepping
Non-linear structure ()
Save and quicksave features
Basic maps, Compass
Some tool items: Torches, explosion elixir that blasts you upward, water bucket?, iron weight?
Teleporters (need to use certain feathers which you can buy cheaply)
Black protagonist
Playthrough (Speedrun) - Video Review - Mini Review
Mahoutsukai ni Naru Houhou (SAT, 1998/PS1/PC)(untranslated)?
Subgenre: ARPG/Sim Hybrid (goal is to become a mage)
Perspective: TP View (FP static images indoors)
Other: Three different playable chars (choose one before beginning)
Town maps, dungeon maps?
Save feature?
2D Top down view on PC
Gameplay (PS1) - Video Review - Mini Review
Star Ocean: The Second Story (PS1, 1998)?
Subgenre: JRPG/ARPG hybrid, 2.5D exploration (pre-rendered backgrounds)/3D-ish battles (2D sprites) and overworld exploration
Perspective: Mixed perspective (exploration), TP view battles and overworld exploration
Other: Separate overworld
Save points
Mini-map in the overworld, One or more dungeon maps
Can't teleport out of dungeons after beating the boss
Playthrough - Video Review - Mini Review
Quest for Glory V (PC, 1998)
Subgenre: ARPG/Quest Adventure Hybrid w/ automatic camera
Perspective: TP view
Other: P&C battles in the same engine as the exploration
Many quests can be completed in different ways
Many optional side quests
Can get married
More fighting (and combat gear) and somewhat fewer puzzles and scaled back interactivity
Hint system
Game lowers your skills if you don't practice them regularly
Save anywhere?
Vague world map and you can buy area maps (no auto-mapper), Compass
Playthrough (Speedrun) - Video Review - Mini Review
Deep Fear (SAT, 1998)
Subgenre: 3D-ish Survival Horror/Action Adventure (pre-rendered backgrounds)
Perspective: TP view
Other: No jumping
Save points which are also air supply points (limited oxygen, there are also oxygen grenades)
Map feature (shows your location and the air supply status or flooded status of rooms)
Linear?
Ammo stations (storage rooms)
Minor ability/tool gating (fire extinguisher/blowtorch/gumgun/C4 items used in one spot each, diving suit/big jim suit in one segment - you float on the floor rather than swim)
Playthrough - Video Review - Mini Review
Body Harvest (N64, 1998)
Subgenre: 3D Sandbox Action Adventure
Perspective: TP View (two levels of zoom)
Other: No jumping
Save points
Map feature, Compass
No ability gating besides vehicles?
Playthrough - Video Review - Mini Review
Asghan: The Dragon Slayer (PC, 1998)?
Subgenre: Action Adventure /Hack 'n Slash?
Perspective: TP view w/ FP view option (Tomb Raider inspired)
Other: Hub area, Platforming?
Linear (and you can't revisit previous areas/levels?)
Some puzzles
No maps?
Save feature?
Playthrough - Video Review
Mizzurna Falls (PS1, 1998)(fan translated)
Subgenre: 3D Adventure/Action Adventure?
Perspective: TP view
Other: No platforming?
Save at Matthew's shed (however doing so advances the timeline by 1 hour (5 hours can also be chosen). If you don't time your saves carefully, you could accidentally miss events unless you save in the middle of the night)
Vague world map, No area/building maps?
Day/night cycle and NPC schedules
Playthrough - Video Review - Mini Review
OverBlood 2 (PS1, 1998)
Subgenre: Action Adventure/Survival
Perspective: TP view
Other: Jumping and climbing
Save anywhere?, Checkpoints in every room
Vague city map, Find maps for some areas (pagoda) only?
Playthrough - Video Review - Mini Review
Shadow Tower (PS1, 1998)
Subgenre: WRPG/ARPG
Perspective: FP view
Other: Spiritual successor or spinoff to King's Field 3?
Save points
No maps
Sacred Feather teleports you back to the last save point you used
Playthrough - Video Review
Baroque (SAT, 1998/PS1, 1999)(untranslated)
Subgenre: Rogue-like/Dungeon crawler RPG w/ real-time combat
Perspective: FP view
Other: No jumping?
-Can only save in-between attempts at clearing the spire/tower's 20 floors (which you continuously replay as it changes whenever you "beat" it, revealing more story)
-Semi-transparent auto-map (seems to pause gameplay when active though)
-Randomly generated floors
-Stamina mechanic
-A bit smoother on PS1
-Can you backtrack to previous floors?
Gameplay (SAT) - Video Review
Falcom Classics II (SAT, 1998)(Asteka II Remake)
Subgenre: See Asteka II (Graphic Adventure/Action Adventure hybrid)
Perspective: FP/TD view hybrid
Other:
Save feature or password save?
No maps?
Better interface
Lets you know if you’ve hit an unwinnable state with a “DEAD LOCK” message
Find Gameplay - Find Review
Banjo-Kazooie (N64 1998)
Subgenre: 3D Collectathon Platformer/Platform Adventure (you'll need 882/900 musical notes for note doors and 94/100 jigsaw pieces for level entrances in total!)
Perspective: TP view w/ FP free look mode (can't shoot in this mode)
Other: Hub area (gradually opens up a bit more but uses gated progression (collecting and abilities) throughout the game, some minor puzzles and hidden items here as well as some hazards and enemies)
Playthrough - Video Review - Mini Review
T.R.A.G. (PS1, 1998)
Subgenre: RE-like Action Adventure, Level-based and linear?
Perspective: TP view w/ fixed camera angles
Other:
Save points
Map feature
Two endings
Playthrough - Video Review
Heretic II (PC, 1998)?
Subgenre: 3D Platformer/TPS, Level-based w/ some backtracking to previous ones to progress, Automatic camera?, Stealth element?
Perspective: TP view
Other:
Teleport out of danger spell (to the beginning of the area?)
Shrine effects that help with traversal/exploration (light, ghost form - stealth, lungs- hold breath longer)
Map system
Save anywhere?
Roll move
Playthrough - Video Review - Mini Review
Outliers:
Trespasser (PC, 1998)?
Subgenre: Action Adventure-ish, Level-based (no backtracking to previous ones?)
Perspective: FP view
-Save anywhere?
-No maps?
-Controllable limb (right arm)
-Pick up and throw objects
-Resource management
-Object physics
-No HUD (heart tattoo on player character's chest represents HP)
-No weapon reloading
-Voiced diary narration during gameplay (similar to Death Esther)
-Castaway theme
Return to Krondor (PC, 1998) - Quest Adventure/ARPG hybrid, TP view w/ static camera angles, 3D characters with pre-rendered backgrounds, Hub map/area select (can be used for fast travel), No jumping, TB tactical battles
Save and quicksave (anywhere)
Can find some maps (no auto-map or mini-map?)
Unreal (PC, 1998)? - 3D, FP View (can toggle TP View with a cheat), NPCs and some fetch quests (give access to good items if helped (can't talk to them though?))
Linear structure with some backtracking for newly opened paths in previously visited areas
Some persistent tools used for traversal (flare (also used in a different way in the Temple of Vendora to find invisibility)/flashlight/searchlight for lighting up dark areas, scuba gear, jump boots (optional) - these only last for 3 minutes or 3 jumps while the super jump boots are permanent)
Some very large and open areas
Some upgradeable weapons
Text logs (System Shock etc.)
Sonic Adventure (DC/GC, etc.) - 3D Platformer, Hub areas (Need to unlock some stages via doors or switches, Human NPCs, a sidekick tells you where to go), Mixes in snowboarding/rail shooting/pinball/fishing (this one's optional)
Six different playable characters (unlocked as you find them throughout the game, not everyone can play each stage but they tend to have unique challenges to beat in each one that they can play)
Can replay beaten stages
Some hidden permanent upgrades (light speed shoes (lets you reach some new areas and the casino level - the game guides you towards these though) and crystal ring which reduces the charge time plus ancient light (use light speed attack on enemies) for Sonic, jet anklet and rhythm badge for Tails, fighting gloves for Knuckles which sadly aren't that useful, warrior feather (spin hammer attack) for Amy, jet booster and gun upgrade for Gamma, swimming and others for Big)
Auto-saves between stages
Unlimited continues
Interact with items (pick up/put down/throw, use as keys), you can pick up NPCs as well
No hub world map to get a better overview, Basic radar system for Knuckles' levels
One hidden stage plus some rooms and items
A diary of sorts recaps what you've done in previous game sessions
Chao garden (Tamagotchi-style mini-game, collect the Chao throughout the game)
Time limited levels as Gamma
Some sequence breaking with the unintented (?) super jump (power up a spin dash at the bottom of a hill, let go and jump immediately)?
Points of no return in stages
Need to redo all the in-between stages' exploration with Tails
Tail Concerto (PS1, 1998) - TPS/3D Platformer w/ some Action Adventure elements (towns and NPCs, hub map, one temporary ability upgrade, your bubble shot gets upgraded for the final area and boss, minor side quests (fetch quests))
Collectathon element (forced capturing of all cats in most areas)
No persistent abilities gained
Mostly linear structure (hub map with manual movement (similar to Soleil except you have an airship here), can visit three other locations after beating the first boss (one is rather small though but unlocks a new area which you can explore later on) and then one more after a scripted scene) - gets linear after the mines/when going to Grimto around mid-game
Difficulty options (easy-hard)
Frequent save points (multiple slots, shows current location and time spent)
One timed escape sequence
Can't save healing items for later (can store whistles though which work like 1-ups and respawn you near where you died - bosses regain their health after using one), no health refill after beating a boss, frequent healing items until the late game where it suddenly stops
Falling into pits only hurts a little bit (see Zelda)
Some fall damage
Mostly short and straightforward hostile areas and dungeons without puzzles
No HP or AP upgrades
No area maps besides the one in the mines
No journal/quest log feature (quests are optional)
Tomb Raider III (PS1/PC, 1997) - TPS, TP View, Level-based and linear
Parasite Eve (PS1, 1998) - ARPG/JRPG Hybrid?, Horror, 3D-ish (pre-rendered backgrounds, static camera angles)
Tenchu: Stealth Assassins (PS1, 1998) - Stealth/Action Adventure-ish, Level-based
Gauntlet Legends (ARC, 1998) - 3D ARPG/Maze Action, TD/Bird's Eye View w/ some camera control?, Level-based?, Shops
Die by the Sword (PC, 1998) & Limb From Limb Expansion (PC, 1998) - 3D BEU, Action Adventure?, some Platforming segments; right arm control (with the mouse), decapitation, pick up and throw body parts, alternate paths,
Half-Life (PC)? - 3D, FP View
Thief: The Dark Project (PC, 1998) - FP Maze Action/Stealth (Linear structure w/ maze levels), Different objectives depending on the chosen difficulty level, Shops
Delta Force (PC, 1998)? - FPS, Stealth?, RTT?; Mission select, Large open levels (voxel terrain), Fight alongside allies in some missions
Soukaigi (PS1, 1998)? - TP Action Adventure/Hack 'n Slash w/ minor rpg elements, Level-based, Multiple playable chars
Akuji the Heartless (PS1, 1998)? - TPS/3D Platformer, Linear?
Queen: The Eye (PC) - TP Action Adventure, Jumping
Ganbare Goemon: Kurunara Koi! Ayashige Ikka no Kuroi Kage (PS1, 1998)? - 3D, TP Action Adventure/Action Platformer
Jumpy's World (PC)? - 3D Platformer?, TP view
Dolphin's Dream/Diver's Dream (PS1)? - Underwater-based
Bomberman Hero (N64)? - 3D, Action Platformer
Level select map (5 worlds, 3 acts each), temporary power ups (the usual including the vest and remote controlled bombs (rare), walk through certain walls power up, long throw, upgrades decrease by 1 when dying and lost completely from game over), no ability gating with permanent items - the bubble (flight) power up is used for one gate, some flight levels (bomber copter), linear w/ no reason to backtrack?, some auto-scrolling vehicle and snowboarding segments, unlockable worlds
Turok 2: Seeds of Evil (N64)?
Montezuma's Return (PC, 1998) - 3D Collectathon/Puzzle Platformer, Level-based and linear but w/ maze-like levels, No item/weapon inventory?
Deathtrap Dungeon (PC/PS1, 1998) - 3D Semi-AA/Hack 'n Slash (level-based and linear?), TP view
Echo Night (PS1, 1998) - 3D Adventure, FP view, Horror theme, Can't attack
Panzer Dragoon Saga (SAT, 1998)? - 3D JRPG, Mostly flight-based
“The game is divided between walking/running around exploring hub worlds, interacting with NPCs, and flying the dragon and getting into battles, and boss battles. It is in fully 3D environments with missions and puzzles, and so it is kind of action-adventure as well. The battle system is unique in that some of it is happening in real time, you are flying around your enemies, either swarms, or individual monsters, and there is a radar showing where the safe, neutral, and danger areas are, with you constantly automatically shifting to the danger area, and trying to stay in one place so your power meters will increase so you can perform attacks, and special moves.”
Subgenre: Action Adventure w/ RPG elements (NPCs w/ interactive dialogue, potion crafting), 3D
Perspective: TP View
Other: Blocking, Swimming and sidestepping
Non-linear structure ()
Save and quicksave features
Basic maps, Compass
Some tool items: Torches, explosion elixir that blasts you upward, water bucket?, iron weight?
Teleporters (need to use certain feathers which you can buy cheaply)
Black protagonist
Playthrough (Speedrun) - Video Review - Mini Review
Mahoutsukai ni Naru Houhou (SAT, 1998/PS1/PC)(untranslated)?
Subgenre: ARPG/Sim Hybrid (goal is to become a mage)
Perspective: TP View (FP static images indoors)
Other: Three different playable chars (choose one before beginning)
Town maps, dungeon maps?
Save feature?
2D Top down view on PC
Gameplay (PS1) - Video Review - Mini Review
Star Ocean: The Second Story (PS1, 1998)?
Subgenre: JRPG/ARPG hybrid, 2.5D exploration (pre-rendered backgrounds)/3D-ish battles (2D sprites) and overworld exploration
Perspective: Mixed perspective (exploration), TP view battles and overworld exploration
Other: Separate overworld
Save points
Mini-map in the overworld, One or more dungeon maps
Can't teleport out of dungeons after beating the boss
Playthrough - Video Review - Mini Review
Quest for Glory V (PC, 1998)
Subgenre: ARPG/Quest Adventure Hybrid w/ automatic camera
Perspective: TP view
Other: P&C battles in the same engine as the exploration
Many quests can be completed in different ways
Many optional side quests
Can get married
More fighting (and combat gear) and somewhat fewer puzzles and scaled back interactivity
Hint system
Game lowers your skills if you don't practice them regularly
Save anywhere?
Vague world map and you can buy area maps (no auto-mapper), Compass
Playthrough (Speedrun) - Video Review - Mini Review
Deep Fear (SAT, 1998)
Subgenre: 3D-ish Survival Horror/Action Adventure (pre-rendered backgrounds)
Perspective: TP view
Other: No jumping
Save points which are also air supply points (limited oxygen, there are also oxygen grenades)
Map feature (shows your location and the air supply status or flooded status of rooms)
Linear?
Ammo stations (storage rooms)
Minor ability/tool gating (fire extinguisher/blowtorch/gumgun/C4 items used in one spot each, diving suit/big jim suit in one segment - you float on the floor rather than swim)
Playthrough - Video Review - Mini Review
Body Harvest (N64, 1998)
Subgenre: 3D Sandbox Action Adventure
Perspective: TP View (two levels of zoom)
Other: No jumping
Save points
Map feature, Compass
No ability gating besides vehicles?
Playthrough - Video Review - Mini Review
Asghan: The Dragon Slayer (PC, 1998)?
Subgenre: Action Adventure /Hack 'n Slash?
Perspective: TP view w/ FP view option (Tomb Raider inspired)
Other: Hub area, Platforming?
Linear (and you can't revisit previous areas/levels?)
Some puzzles
No maps?
Save feature?
Playthrough - Video Review
Mizzurna Falls (PS1, 1998)(fan translated)
Subgenre: 3D Adventure/Action Adventure?
Perspective: TP view
Other: No platforming?
Save at Matthew's shed (however doing so advances the timeline by 1 hour (5 hours can also be chosen). If you don't time your saves carefully, you could accidentally miss events unless you save in the middle of the night)
Vague world map, No area/building maps?
Day/night cycle and NPC schedules
Playthrough - Video Review - Mini Review
OverBlood 2 (PS1, 1998)
Subgenre: Action Adventure/Survival
Perspective: TP view
Other: Jumping and climbing
Save anywhere?, Checkpoints in every room
Vague city map, Find maps for some areas (pagoda) only?
Playthrough - Video Review - Mini Review
Shadow Tower (PS1, 1998)
Subgenre: WRPG/ARPG
Perspective: FP view
Other: Spiritual successor or spinoff to King's Field 3?
Save points
No maps
Sacred Feather teleports you back to the last save point you used
Playthrough - Video Review
Baroque (SAT, 1998/PS1, 1999)(untranslated)
Subgenre: Rogue-like/Dungeon crawler RPG w/ real-time combat
Perspective: FP view
Other: No jumping?
-Can only save in-between attempts at clearing the spire/tower's 20 floors (which you continuously replay as it changes whenever you "beat" it, revealing more story)
-Semi-transparent auto-map (seems to pause gameplay when active though)
-Randomly generated floors
-Stamina mechanic
-A bit smoother on PS1
-Can you backtrack to previous floors?
Gameplay (SAT) - Video Review
Falcom Classics II (SAT, 1998)(Asteka II Remake)
Subgenre: See Asteka II (Graphic Adventure/Action Adventure hybrid)
Perspective: FP/TD view hybrid
Other:
Save feature or password save?
No maps?
Better interface
Lets you know if you’ve hit an unwinnable state with a “DEAD LOCK” message
Find Gameplay - Find Review
Banjo-Kazooie (N64 1998)
Subgenre: 3D Collectathon Platformer/Platform Adventure (you'll need 882/900 musical notes for note doors and 94/100 jigsaw pieces for level entrances in total!)
Perspective: TP view w/ FP free look mode (can't shoot in this mode)
Other: Hub area (gradually opens up a bit more but uses gated progression (collecting and abilities) throughout the game, some minor puzzles and hidden items here as well as some hazards and enemies)
- Learn new moves and gain transformations along the way which help you reach new areas (can only transform at mumbo's hut, rarely used to reach an item in a previous area (and mainly used in the hub area))
- Some warp points/cauldrons (can only warp to found cauldrons and there's only a few of them though)
- Partially non-linear (have to enter the first couple of levels and collect the required moves in order to then enter the third one and onwards - oddly enough you can unlock the swamp level after the first level (mountain) but not get to its hub area segment before getting 180 notes so you have to play the second level (treasure trove cove) first, mostly open-ended exploration-based/maze levels which are also relatively large and time consuming to fully beat)
- Can exit unbeaten levels at their entrances
- Save and quit feature (can save anywhere but it doesn't save partial level progress in terms of notes and jinjos collected - changed in the XBLA ver., only one slot per game, when loading a save you're sent back to the beginning of the hub area/lair rather than the entrance to the level you were at)
- Note and jinjo rescue progress semi-resets when exiting a level (your stats are saved so if you collected enough notes to progress in the hub area/lair you don't have to go back and get them again but if you do replay a level the items are respawned for some reason so you have to get what you got earlier and then the rest to improve on your previous total if you didn't 100% a category for a level on first try - this gets increasingly annoying in later levels)
- No checkpoints within levels and collecting progression in a level isn't saved when dying either (surviving is generally easy though)
- Extra lives system
- Dropped HP items don't disappear (and eggs shat/shot backwards can be recollected)
- Upgradeable health bar (collect the honeycomb pieces)
- Can cause environmental changes in some levels (MMX, Wario Land, etc.)
- No level or hub area maps (the good but not great draw distance makes it harder to spot items by looking around in FP view which leads to some trial & error and the hub area is pretty large)
- Various required mini-games (collect/eat race, simon says, escort/protect mission of sorts, race, timed memory while harassed by an enemy, board game segment, etc.)
- Enemies don't respawn until leaving a level
- Fall damage when falling very far
Playthrough - Video Review - Mini Review
T.R.A.G. (PS1, 1998)
Subgenre: RE-like Action Adventure, Level-based and linear?
Perspective: TP view w/ fixed camera angles
Other:
Save points
Map feature
Two endings
Playthrough - Video Review
Heretic II (PC, 1998)?
Subgenre: 3D Platformer/TPS, Level-based w/ some backtracking to previous ones to progress, Automatic camera?, Stealth element?
Perspective: TP view
Other:
Teleport out of danger spell (to the beginning of the area?)
Shrine effects that help with traversal/exploration (light, ghost form - stealth, lungs- hold breath longer)
Map system
Save anywhere?
Roll move
Playthrough - Video Review - Mini Review
Outliers:
Trespasser (PC, 1998)?
Subgenre: Action Adventure-ish, Level-based (no backtracking to previous ones?)
Perspective: FP view
-Save anywhere?
-No maps?
-Controllable limb (right arm)
-Pick up and throw objects
-Resource management
-Object physics
-No HUD (heart tattoo on player character's chest represents HP)
-No weapon reloading
-Voiced diary narration during gameplay (similar to Death Esther)
-Castaway theme
Return to Krondor (PC, 1998) - Quest Adventure/ARPG hybrid, TP view w/ static camera angles, 3D characters with pre-rendered backgrounds, Hub map/area select (can be used for fast travel), No jumping, TB tactical battles
Save and quicksave (anywhere)
Can find some maps (no auto-map or mini-map?)
Unreal (PC, 1998)? - 3D, FP View (can toggle TP View with a cheat), NPCs and some fetch quests (give access to good items if helped (can't talk to them though?))
Linear structure with some backtracking for newly opened paths in previously visited areas
Some persistent tools used for traversal (flare (also used in a different way in the Temple of Vendora to find invisibility)/flashlight/searchlight for lighting up dark areas, scuba gear, jump boots (optional) - these only last for 3 minutes or 3 jumps while the super jump boots are permanent)
Some very large and open areas
Some upgradeable weapons
Text logs (System Shock etc.)
Sonic Adventure (DC/GC, etc.) - 3D Platformer, Hub areas (Need to unlock some stages via doors or switches, Human NPCs, a sidekick tells you where to go), Mixes in snowboarding/rail shooting/pinball/fishing (this one's optional)
Six different playable characters (unlocked as you find them throughout the game, not everyone can play each stage but they tend to have unique challenges to beat in each one that they can play)
Can replay beaten stages
Some hidden permanent upgrades (light speed shoes (lets you reach some new areas and the casino level - the game guides you towards these though) and crystal ring which reduces the charge time plus ancient light (use light speed attack on enemies) for Sonic, jet anklet and rhythm badge for Tails, fighting gloves for Knuckles which sadly aren't that useful, warrior feather (spin hammer attack) for Amy, jet booster and gun upgrade for Gamma, swimming and others for Big)
Auto-saves between stages
Unlimited continues
Interact with items (pick up/put down/throw, use as keys), you can pick up NPCs as well
No hub world map to get a better overview, Basic radar system for Knuckles' levels
One hidden stage plus some rooms and items
A diary of sorts recaps what you've done in previous game sessions
Chao garden (Tamagotchi-style mini-game, collect the Chao throughout the game)
Time limited levels as Gamma
Some sequence breaking with the unintented (?) super jump (power up a spin dash at the bottom of a hill, let go and jump immediately)?
Points of no return in stages
Need to redo all the in-between stages' exploration with Tails
Tail Concerto (PS1, 1998) - TPS/3D Platformer w/ some Action Adventure elements (towns and NPCs, hub map, one temporary ability upgrade, your bubble shot gets upgraded for the final area and boss, minor side quests (fetch quests))
Collectathon element (forced capturing of all cats in most areas)
No persistent abilities gained
Mostly linear structure (hub map with manual movement (similar to Soleil except you have an airship here), can visit three other locations after beating the first boss (one is rather small though but unlocks a new area which you can explore later on) and then one more after a scripted scene) - gets linear after the mines/when going to Grimto around mid-game
Difficulty options (easy-hard)
Frequent save points (multiple slots, shows current location and time spent)
One timed escape sequence
Can't save healing items for later (can store whistles though which work like 1-ups and respawn you near where you died - bosses regain their health after using one), no health refill after beating a boss, frequent healing items until the late game where it suddenly stops
Falling into pits only hurts a little bit (see Zelda)
Some fall damage
Mostly short and straightforward hostile areas and dungeons without puzzles
No HP or AP upgrades
No area maps besides the one in the mines
No journal/quest log feature (quests are optional)
Tomb Raider III (PS1/PC, 1997) - TPS, TP View, Level-based and linear
Parasite Eve (PS1, 1998) - ARPG/JRPG Hybrid?, Horror, 3D-ish (pre-rendered backgrounds, static camera angles)
Tenchu: Stealth Assassins (PS1, 1998) - Stealth/Action Adventure-ish, Level-based
Gauntlet Legends (ARC, 1998) - 3D ARPG/Maze Action, TD/Bird's Eye View w/ some camera control?, Level-based?, Shops
Die by the Sword (PC, 1998) & Limb From Limb Expansion (PC, 1998) - 3D BEU, Action Adventure?, some Platforming segments; right arm control (with the mouse), decapitation, pick up and throw body parts, alternate paths,
Half-Life (PC)? - 3D, FP View
Thief: The Dark Project (PC, 1998) - FP Maze Action/Stealth (Linear structure w/ maze levels), Different objectives depending on the chosen difficulty level, Shops
Delta Force (PC, 1998)? - FPS, Stealth?, RTT?; Mission select, Large open levels (voxel terrain), Fight alongside allies in some missions
Soukaigi (PS1, 1998)? - TP Action Adventure/Hack 'n Slash w/ minor rpg elements, Level-based, Multiple playable chars
Akuji the Heartless (PS1, 1998)? - TPS/3D Platformer, Linear?
Queen: The Eye (PC) - TP Action Adventure, Jumping
Ganbare Goemon: Kurunara Koi! Ayashige Ikka no Kuroi Kage (PS1, 1998)? - 3D, TP Action Adventure/Action Platformer
Jumpy's World (PC)? - 3D Platformer?, TP view
Dolphin's Dream/Diver's Dream (PS1)? - Underwater-based
Bomberman Hero (N64)? - 3D, Action Platformer
Level select map (5 worlds, 3 acts each), temporary power ups (the usual including the vest and remote controlled bombs (rare), walk through certain walls power up, long throw, upgrades decrease by 1 when dying and lost completely from game over), no ability gating with permanent items - the bubble (flight) power up is used for one gate, some flight levels (bomber copter), linear w/ no reason to backtrack?, some auto-scrolling vehicle and snowboarding segments, unlockable worlds
Turok 2: Seeds of Evil (N64)?
Montezuma's Return (PC, 1998) - 3D Collectathon/Puzzle Platformer, Level-based and linear but w/ maze-like levels, No item/weapon inventory?
Deathtrap Dungeon (PC/PS1, 1998) - 3D Semi-AA/Hack 'n Slash (level-based and linear?), TP view
Echo Night (PS1, 1998) - 3D Adventure, FP view, Horror theme, Can't attack
Panzer Dragoon Saga (SAT, 1998)? - 3D JRPG, Mostly flight-based
“The game is divided between walking/running around exploring hub worlds, interacting with NPCs, and flying the dragon and getting into battles, and boss battles. It is in fully 3D environments with missions and puzzles, and so it is kind of action-adventure as well. The battle system is unique in that some of it is happening in real time, you are flying around your enemies, either swarms, or individual monsters, and there is a radar showing where the safe, neutral, and danger areas are, with you constantly automatically shifting to the danger area, and trying to stay in one place so your power meters will increase so you can perform attacks, and special moves.”