1996 (Diablo, Resident Evil, Tomb Raider and Blood Omen: Legacy of Kain are released)

The Divide: Enemies Within (PS1/PC, 1996)
Subgenre: 3D TPS (limited camera control)/Metroid-like
Perspective: TP view
Gameplay - Mini-Review
Front Mission: Gun Hazard (SNES, 1996)
Subgenre: ARPG (shops, use-based level up system - gear also levels up, detailed story, NPCs)/Mech Action
Movement Mechanics: Limited flight via jump jets, Blocking w/ shields
Other: Hub map, Mission-based (can revisit beaten stages for equipment, grinding and reactions from NPCs)
Playthrough - Video Review - Mini-Review
Subgenre: 3D TPS (limited camera control)/Metroid-like
Perspective: TP view
- 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 - Mini-Review
Front Mission: Gun Hazard (SNES, 1996)
Subgenre: ARPG (shops, use-based level up system - gear also levels up, detailed story, NPCs)/Mech Action
Movement Mechanics: Limited flight via jump jets, Blocking w/ shields
Other: Hub map, Mission-based (can revisit beaten stages for equipment, grinding and reactions from NPCs)
- Branching paths between mission areas
- Mech-based (can exit them and move around on foot though like in Blaster Master)
- Save between missions (four slots)
- Level/Area maps
- Jump jets (Vernier Unit) and dash upgrades (the former is required, the latter is useful at times)
- Recruitable CPU allies (can order some CPU allies to use a special ability, and any of them to flee)
- No fast travel
Playthrough - Video Review - Mini-Review

PowerSlave/Exhumed (SAT/PS1, 1996)
Subgenre: 3D-ish FPS (2D characters and items), Similar to Quackshot in structure
Perspective: FP view
Movement Mechanics: Jumping, Hover jumping, Flight
Other: Hub map (single entry points to areas)
Playthrough (PS1) - Video Review/Retrospective & Comparison - Mini-Review (SAT)
Subgenre: 3D-ish FPS (2D characters and items), Similar to Quackshot in structure
Perspective: FP view
Movement Mechanics: Jumping, Hover jumping, Flight
Other: Hub map (single entry points to areas)
- 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)
Kirby Super Star (SNES, 1996)(The Great Cave Offensive mode)
Subgenre: Platform Adventure-lite/Collectathon (non-persistent abilities and rooms, chests just contain point items)
Other: 2-Player Co-op
Playthrough - Mini-Review
Subgenre: Platform Adventure-lite/Collectathon (non-persistent abilities and rooms, chests just contain point items)
Other: 2-Player Co-op
- Minor puzzle solving to get some chests
- Save points and checkpoints (lives system)
- No maps
- No teleporters or other forms of quick travel (at the end of some detours you get sent back to the fork in the road though)
Playthrough - Mini-Review
Strife (PC, 1996)
Subgenre: 3D-ish ARPG-lite (Doom engine w/ some updates; NPCs, quests/missions, shops, item inventory - can also drop items anywhere (?) and pick them up later, interactive dialogue (basic dialogue trees), some stat upgrades, some alternate paths), Basic stealth
Perspective: FP view
Movement Mechanics: Platforming
Playthrough - Video Review - 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
Movement Mechanics: 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
Tail of the Sun (PS1, 1996)?
Subgenre: 3D 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)
Perspective: TP View
Can eat killed animals
Day/night cycle and fatigue mechanic
Very little platforming
OverBlood (PS1, 1996)?
3D-ish Action Adventure/Survival Horror (resource management, some puzzles)
Perspective: Can switch perspective on the fly (TP, FP, Overhead)
Movement Mechanics: Climbing and crouching
Other: Not much platforming
The robot (Pipo) following you around can enter small areas
Save feature (4 slots)
Maps are limited to computer terminals
Realms of the Haunting (PC, 1996)?
Subgenre: FP Adventure/FPS Hybrid (P&C-style aiming and object interaction), Mostly 3D (mostly pre-rendered sprite characters)
Perspective: FP view
Linear structure w/ some backtracking through previous areas
Dialogue trees (your choices rarely have much of an effect though)
Puzzle heavy (Easy mode makes them a lot simpler)
Map feature (have to find them, not auto-maps)
Save anywhere
Teleportation staff (set locations?)
No ability gating?
Let's Play - Video Review
Subgenre: 3D-ish ARPG-lite (Doom engine w/ some updates; NPCs, quests/missions, shops, item inventory - can also drop items anywhere (?) and pick them up later, interactive dialogue (basic dialogue trees), some stat upgrades, some alternate paths), Basic stealth
Perspective: FP view
Movement Mechanics: 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
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
Movement Mechanics: 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
Tail of the Sun (PS1, 1996)?
Subgenre: 3D 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)
Perspective: TP View
Can eat killed animals
Day/night cycle and fatigue mechanic
Very little platforming
OverBlood (PS1, 1996)?
3D-ish Action Adventure/Survival Horror (resource management, some puzzles)
Perspective: Can switch perspective on the fly (TP, FP, Overhead)
Movement Mechanics: Climbing and crouching
Other: Not much platforming
The robot (Pipo) following you around can enter small areas
Save feature (4 slots)
Maps are limited to computer terminals
Realms of the Haunting (PC, 1996)?
Subgenre: FP Adventure/FPS Hybrid (P&C-style aiming and object interaction), Mostly 3D (mostly pre-rendered sprite characters)
Perspective: FP view
Linear structure w/ some backtracking through previous areas
Dialogue trees (your choices rarely have much of an effect though)
Puzzle heavy (Easy mode makes them a lot simpler)
Map feature (have to find them, not auto-maps)
Save anywhere
Teleportation staff (set locations?)
No ability gating?
Let's Play - Video Review

Outliers:
Terra Nova: Strike Force Centauri (PC, 1996) - 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
Playthrough - Video Review - Mini-Review
Vigilance on Talos V (PC, 1996) - Metroid-like w/ hints from NPCs and linear structure, Divided into three fairly large maze levels
Playthrough - Review - Mini Review
Super Mario 64 (N64, 1996/NDS, 2004) - 3D (mainly TP view), Collectathon, Hub Area, In-game NPCs (some give basic quests)
No permanent abilities/tools gained but you do unlock persistent blocks which hold specific power ups that let you reach new stars (flight cap - limited flight, metal form - walk on the sea floor and temporary invulnerability, balloon form (NDS only) - temporary flight, temporary giant form (NDS only) - smash rolling boulders and invulnerability)
Some gating (need a certain amount of stars to progress at a few points)
Save feature
Basic map feature on NDS (vague top down view, rotates based on the camera, shows the current star's location)
New playable chars in the DS version which sometimes leads to alternate ways of getting to stars
Getting 100% unlocks a few things (special triple jump - doesn't let you access any new stars though and it's actually slightly lower than the normal one (the benefit is that you're invincible during it), access to the castle roof where you can talk to Yoshi (on DS there's a green rabbit here which gives you another key to the drawer of the Princess's rec room (mini-games)) and get a wing cap in the courtyard area, giant penguin which is faster in the penguin race (no new star though))
Playthrough - Mini-Review
Star Wars: Shadows of the Empire (N64, 1996/PC, 1997)? - TPS/3D Platformer (can switch to FP view) w/ Flight Combat/TP Turret/Hoverbike segments, Level-based structure but mostly maze-like levels
Smooth framerate plus higher res and sound quality on PC (GOG) but worse controls overall?
Extra lives (forgiving checkpoint system until game over)
Save between levels
Unlockable map system for the TPS levels which shows all enemies/items/etc. (collect the challenge point items on any difficulty)
Playthrough (N64) - Video Review
Dungeons & Dragons: Shadow Over Mystara (ARC, 1996/SAT, 1999) - Beat 'em up w/ RPG elements, Co-op
Playthrough - Mini-Review
Guardian Heroes (SAT) - Beat 'em up w/ RPG elements, Tilted View (2 layers gameplay, see Fatal Fury), Co-op, No platforming
Playthrough - Mini-Review
DoReMi Fantasy (SNES) - Semi-Platform Adventure (like SMB3 but w/ more linear hub maps)
Deus (PC) - FP view, Survival Sim (hunger, disease & poison, hydration, wound infection, sleep), Almost fully 3D (some pre-rendered sprites), P&C-style object interaction
Basic map feature, Compass
Day/night cycle
Bad Mojo (PC, 1996)? - Action Adventure/Graphic Adventure hybrid, Mixed perspective (mostly TD View), FMV/CGI hybrid, Cockroach avatar
No platforming?
Mechanical Violator Hakaider: Last Judgement (SAT)? - Light Gun Shooter/Action Adventure Hybrid
Azrael's Tear (PC)? - 3D, FP View, Realms of the Haunting/System Shock 1-style aiming (P&C)
No jumping and little platforming (more puzzle- and dialogue focused gameplay)
Dialogue trees
Save anywhere?
Tomb Raider 1-3 (PS1) - 3D Prince of Persia-like Platformer (Maze Platformer/Puzzle Platformer)/TPS, Linear and level-based
Terra Nova: Strike Force Centauri (PC, 1996) - 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
Playthrough - Video Review - Mini-Review
Vigilance on Talos V (PC, 1996) - Metroid-like w/ hints from NPCs and linear structure, Divided into three fairly large maze levels
- Items don't carry over between levels/worlds - Have to re-find them in each
- Fairly frequent save points (5 slots) - These also heal up to 99 HP
- Borrows the same abilities as in Sinaria (morph ball - can jump from the get go here, grapple beam, x-ray beam, missiles) as well as bomb jumping and jump boots from Metroid
- Some sequence breaking possibilities (can get the grapple beam and plasma early in the first level/world, can reach the northern part of the second level with bomb jumping, etc.)
- No maps
- Some shortcuts and one teleporter for fast travel in one level
Playthrough - Review - Mini Review
Super Mario 64 (N64, 1996/NDS, 2004) - 3D (mainly TP view), Collectathon, Hub Area, In-game NPCs (some give basic quests)
No permanent abilities/tools gained but you do unlock persistent blocks which hold specific power ups that let you reach new stars (flight cap - limited flight, metal form - walk on the sea floor and temporary invulnerability, balloon form (NDS only) - temporary flight, temporary giant form (NDS only) - smash rolling boulders and invulnerability)
Some gating (need a certain amount of stars to progress at a few points)
Save feature
Basic map feature on NDS (vague top down view, rotates based on the camera, shows the current star's location)
New playable chars in the DS version which sometimes leads to alternate ways of getting to stars
Getting 100% unlocks a few things (special triple jump - doesn't let you access any new stars though and it's actually slightly lower than the normal one (the benefit is that you're invincible during it), access to the castle roof where you can talk to Yoshi (on DS there's a green rabbit here which gives you another key to the drawer of the Princess's rec room (mini-games)) and get a wing cap in the courtyard area, giant penguin which is faster in the penguin race (no new star though))
Playthrough - Mini-Review
Star Wars: Shadows of the Empire (N64, 1996/PC, 1997)? - TPS/3D Platformer (can switch to FP view) w/ Flight Combat/TP Turret/Hoverbike segments, Level-based structure but mostly maze-like levels
Smooth framerate plus higher res and sound quality on PC (GOG) but worse controls overall?
Extra lives (forgiving checkpoint system until game over)
Save between levels
Unlockable map system for the TPS levels which shows all enemies/items/etc. (collect the challenge point items on any difficulty)
Playthrough (N64) - Video Review
Dungeons & Dragons: Shadow Over Mystara (ARC, 1996/SAT, 1999) - Beat 'em up w/ RPG elements, Co-op
Playthrough - Mini-Review
Guardian Heroes (SAT) - Beat 'em up w/ RPG elements, Tilted View (2 layers gameplay, see Fatal Fury), Co-op, No platforming
Playthrough - Mini-Review
DoReMi Fantasy (SNES) - Semi-Platform Adventure (like SMB3 but w/ more linear hub maps)
Deus (PC) - FP view, Survival Sim (hunger, disease & poison, hydration, wound infection, sleep), Almost fully 3D (some pre-rendered sprites), P&C-style object interaction
Basic map feature, Compass
Day/night cycle
Bad Mojo (PC, 1996)? - Action Adventure/Graphic Adventure hybrid, Mixed perspective (mostly TD View), FMV/CGI hybrid, Cockroach avatar
No platforming?
Mechanical Violator Hakaider: Last Judgement (SAT)? - Light Gun Shooter/Action Adventure Hybrid
Azrael's Tear (PC)? - 3D, FP View, Realms of the Haunting/System Shock 1-style aiming (P&C)
No jumping and little platforming (more puzzle- and dialogue focused gameplay)
Dialogue trees
Save anywhere?
Tomb Raider 1-3 (PS1) - 3D Prince of Persia-like Platformer (Maze Platformer/Puzzle Platformer)/TPS, Linear and level-based