Isometric View Games: 1996 (Resident Evil, Exhumed, Strife, Front Mission: Gun Hazard, The Divide and Tomb Raider are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Diablo (PC, 1996/PS1, 1996)
Subgenre: ARPG (Three different classes (warrior, rogue, sorcerer), manual stat distribution), Rogue-lite/Dungeon Crawler
Perspective: Isometric
Other: 4-player Co-op and Vs. via battle.net, Town hub, Can switch between co-op and pvp in MP, No platforming
Playthrough - Video Review - Mini Review
Super Mario RPG (SNES, 1996)
Subgenre: JRPG/ARPG Hybrid (basic manual stat distribution - hp, attack or magic)
Perspective: Isometric View
Other: Platforming, Mini-games (racing, whack-a-mole, one rhythm-based mini-game), Hub map, Non-random encounters (several enemies will ambush you though and there are a few rooms with random encounters (booster's tower))
Playthrough - Video Review - Mini Review
Brandish VT (PC-98, 1996)
Subgenre: ARPG
Perspective: Isometric View
Gameplay
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)
Key gating only (some object manipulation puzzles - see Landstalker or Knight Lore)
Playthrough - Video Review - Mini Review
Outliers:
Crusader: No Remorse (PC, 1995/SAT/PS1, 1996) - Isometric Action Adventure/Maze Shooter, Level-based, Platforming
Diablo (PC, 1996/PS1, 1996)
Subgenre: ARPG (Three different classes (warrior, rogue, sorcerer), manual stat distribution), Rogue-lite/Dungeon Crawler
Perspective: Isometric
Other: 4-player Co-op and Vs. via battle.net, Town hub, Can switch between co-op and pvp in MP, No platforming
- Randomized dungeon layouts
- Deteriorating gear (Ultima Underworld, Betrayal at Krondor)
- Gradually gain more info on enemies as you kiill more of each type
- Semi-transparent map (auto-mapper)
- Save anywhere (one slot per game? in MP only stats and equipment are saved)
- Some interesting spells (teleport (same floor), firewall, mana shield, summons (golem, guardian), telekinesis - pick up items and open doors from afar or push enemies back slightly (not very useful))
- Stand and fire/attack while aiming mechanic (Contra: HC, Gunstar Heroes; here it also works for melee attacks though)
- Restart in town option (MP only - restart without any gear and have to backtrack to where you died to get it)
- Mostly linear
Playthrough - Video Review - Mini Review
Super Mario RPG (SNES, 1996)
Subgenre: JRPG/ARPG Hybrid (basic manual stat distribution - hp, attack or magic)
Perspective: Isometric View
Other: Platforming, Mini-games (racing, whack-a-mole, one rhythm-based mini-game), Hub map, Non-random encounters (several enemies will ambush you though and there are a few rooms with random encounters (booster's tower))
- Real-time battle elements (timed attack/defense – hit attack at the right time for more AP or DP (makes battles more interactive and fast paced and is also pretty forgiving overall; FF6), Some special attacks are OP if you can learn to time them right (ultra jump, star rain)
- Some optional paths (bowser's castle) and minor side quests
- Save feature (4 save slots)
- Vague world map but no area maps
- Party members gain exp even if not in the active party
- Some good puzzles (bowser's castle's puzzle courses (except for the switch puzzle), last composing puzzle)
- Run button
- Great dialogue (self-aware, whimsical and fun, pop culture references), great dramaturgy for the time (heavily animated characters and effective cutscenes)
- You can stand on other characters (Light Crusader, Head Over Heels) and bounce in beds
- Shared MP pool
Playthrough - Video Review - Mini Review
Brandish VT (PC-98, 1996)
Subgenre: ARPG
Perspective: Isometric View
Gameplay
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)
Key gating only (some object manipulation puzzles - see Landstalker or Knight Lore)
Playthrough - Video Review - Mini Review
Outliers:
Crusader: No Remorse (PC, 1995/SAT/PS1, 1996) - Isometric Action Adventure/Maze Shooter, Level-based, Platforming