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 II: Daggerfall (PC, 1996/2015 (Unity ver.))
Subgenre: WRPG/ARPG (detailed character creation*, detailed spell+magic item crafting, potion crafting), Open World
Perspective: FP view
Movement Mechanics: Jumping and climbing (affected by strength), Floating, Swimming (endurance), Crouching (default)
Other: Near full 3D (mix of pre-rendered and "drawn" character sprites, tall rooms and slopes), Optional P&C interface (not needed in Unity), *(18 classes as well as custom classes (which are better) or you can create one based on answers to 10 questions, choose between 8 homelands and "races" which also affects the starting location, stats (somewhat) and gives a single special advantage (stat buff), can pick 12 skills to start off as proficient in (3 primary, 3 major, 6 minor), 8 char attributes which also affect how easy it is to increase certain skills tied to each (can distribute the points as you want as well as add some bonus points during creation), custom advantages and disadvantages (kinda like Fallout) which also affect how quickly you level up), Reputation mechanic (quiz-based starting reputation with the different factions in the game+starting gear (optional and it might not affect reputation at all, can also have the game pick for you). It's otherwise affected by crime, number of quests done for a faction, helping rival factions? There's also a reaction roll by opposite gender which can be increased in rank via the Mara temple, Factions (6 different ones; can choose who to work for allowing you to raise your reputation and rank with one which gives you access to better services, they determine what kind of quests you get, ) and you can also join one of 8 temples, Holidays (discounts, free healing, easier to summon daedras - these provide special quests with unique items as reward), Can get arrested and jailed but also talk yourself out of a prison sentence (based on streetwise skill; pleading guilty does lower the punishment), Seamless transition between town and wilderness outdoor areas
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 II: Daggerfall (PC, 1996/2015 (Unity ver.))
Subgenre: WRPG/ARPG (detailed character creation*, detailed spell+magic item crafting, potion crafting), Open World
Perspective: FP view
Movement Mechanics: Jumping and climbing (affected by strength), Floating, Swimming (endurance), Crouching (default)
Other: Near full 3D (mix of pre-rendered and "drawn" character sprites, tall rooms and slopes), Optional P&C interface (not needed in Unity), *(18 classes as well as custom classes (which are better) or you can create one based on answers to 10 questions, choose between 8 homelands and "races" which also affects the starting location, stats (somewhat) and gives a single special advantage (stat buff), can pick 12 skills to start off as proficient in (3 primary, 3 major, 6 minor), 8 char attributes which also affect how easy it is to increase certain skills tied to each (can distribute the points as you want as well as add some bonus points during creation), custom advantages and disadvantages (kinda like Fallout) which also affect how quickly you level up), Reputation mechanic (quiz-based starting reputation with the different factions in the game+starting gear (optional and it might not affect reputation at all, can also have the game pick for you). It's otherwise affected by crime, number of quests done for a faction, helping rival factions? There's also a reaction roll by opposite gender which can be increased in rank via the Mara temple, Factions (6 different ones; can choose who to work for allowing you to raise your reputation and rank with one which gives you access to better services, they determine what kind of quests you get, ) and you can also join one of 8 temples, Holidays (discounts, free healing, easier to summon daedras - these provide special quests with unique items as reward), Can get arrested and jailed but also talk yourself out of a prison sentence (based on streetwise skill; pleading guilty does lower the punishment), Seamless transition between town and wilderness outdoor areas
- Some traversal skills (flexible climbing skill, upgradeable running speed, upgradeable jump (length and height; athleticism affects jump height in Unity) and swimming (increased speed and endurance/stamina+ability to hold your breath though there are spells to help with this too), basic stealth) and spells (slowfall - can be used to glide jump like in Wonder Boy in Monster Land for example, jumping - 2x jump height, levitate - flight (Ultima Underworld; even works underwater here!), invisibility and shadow form (in-doors only version of the former), tongues - understand languages (make some monsters not attack, underdeveloped without mods though), flare and light - optional without mods, some stat boosts (speed, endurance (for underwater swimming), agility (stealth), luck (climbing)), water breathing and walking - the latter makes you swim faster underwater in dungeons)), Etiquette can let you pacify guards after comitting a crime (including murder; weird but funny)
- Some ability gating however the game is generally not designed with specific abilities in mind and you can access all these skills and spells very early (climbing, lockpicking or open spell (can use bash instead which is lock strength-based), optional slowfall (or higher jump spell or skill) use to reach some platforms sooner such as during a bounty hunt quest in a dungeon early on, levitation spell to reach some platforms (optional when it's not given to you temporarily via interactive objects in dungeons though), optional (?) water breath/walking spells (levitate also works) to get away from underwater threats or further into larger underwater areas), Being able to get levitate so soon makes some level design redundant and lessens the sense of ability progression
- Some backtracking into previous dungeons to progress
- Non-linear structure (can take on multiple quests at once and choose from a list at guilds or temples (Unity ver.), more of an open-ended fantasy life sim than a handcrafted sandbox; the main quest is also a partially non-linear chain of quests (four paths that eventually join as well as three shorter optional ones), sometimes there's an alternate path to a quest objective in a dungeon; can buy/make pretty much any spell from the get go if you save up some money for it, can choose between 7 factions to give the totem to in the end though there are only 4 different proper endings following the final dungeon)
- Save anywhere outside of dialogue
- Pretty detailed map feature, Compass, World map with three levels of zoom, Can place markers and input your own notes on dungeon maps (not the top down town maps or town building maps however, in the TD view town maps the game does color code shops, guilds and temples as well as place names at visited ones for you), 2D & 3D dungeon and building maps as well as a compass feature (zoomable and rotateable), Location browser on the map screen gives you a list of similar names if you remember only part of it, The dungeon maps show hidden doors (wall doors)
- Teleport beacon (Recall) spell and teleportation-like fast travel system (pick a location on the map screen and then select between these parameters to affect cost and time taken: speed (cautious or reckless), transport type (foot/horse or ship), rest at inns or outside; you'll then be teleported there and time will have passed off screen; can type in a location to fast travel to if you know its name). Recall can also be used while stealing inside a house to escape without an arrest attempt by the guards (which leads to a reputation loss), Can buy a ship for faster sea travel (expensive)
- Horse mount and wagon (they're carried with you like an inventory item which is odd but very convenient (press T while outdoors to activate the horse or horse+wagon), the horse speeds up fast travel and in-game movement+can jump and surface swim, the wagon is used as a stash - W or wagon icon in inventory)
- Fast resting with good options (can just start resting (pick until healed) and cancel it when you want to or specify the number of hours). Fast healing (including stamina and MP) from resting with Medical skill
- Notebook and quest log (active quests, finished quests, dialogue stored in it by the player, in-game messages (any notification, however this one isn't saved after quitting the game!); some issues with some info not being saved in it - see below)
- Some resource management (fatigue mechanic, limited air underwater, encumbrance/weight mechanic - can be edited with a mod, gold has weight)
- Can become a werewolf or vampire (the latter is not recommended for new players though)
- Day/night cycle with an effect on gameplay (house/shops/temples are open at certain hours, easier to steal during nighttime, special advantages and disadvantages can affect night- or daytime only, vampires)
- Can pretty easily run past enemies even in narrow corridors allows for exploring dungeons despite not being able to fight your way through them which creates some fun situations
- An enemy can sense you through a locked door and some will start bashing it open
- Basic dialogue trees/options (pick topics and pick between 3 tones (polite, normal or blunt) to alter how you say things - generic sentences rather than a flowing conversation)
- Some town-like locations within dungeons and some of the town castles connect to a dungeon
- Enemies also take fall damage and can be knocked off of ledges (and collision damage as well - if you knock an enemy into a wall it takes some damage from the wall too)
- NPCs will sometimes mention your deeds when asking about news
- Info mode helps with directions as you can look at a building from far away and have the game identify it
- Some decent switch and spatial awareness puzzles (direnni tower, sentinel dungeon though it's a bit tedious, totem cube, final dungeon's fire room w/ large skulls)
- Decent environmental hazard variety in dungeons (water, (non-death) pits, traps that push you off of a platform (one triggers when opening a door and there's a pit on the other side of the door), MP draining floortiles - usually at the bottom of pits, traps that damage you when run into or interacted with, some objects that cast spells on you, very rare poison trap, teleporter traps; see for example direnni tower)
- Sometimes impressive world building (the game reacts to if you confront Queen Aubki about her betrayal of Mynisera during the emperor's courier quest - lowers your reputation with her and Daggerfall+she will send nightblades after you periodically to prevent you from snooping any further, nuanced portrayal of some of the factions (the supposedly good Mynisera isn't really, some royal family members are scheming against each other), can choose who to deliver certain evidence to for different outcomes to some quests)
- Factions can start sending assassins after you if you piss them off or if you're carrying the token in the finale
- Keep playing for as long as you like after the ending cutscene (not much to do if you've gained the highest rank with a guild though)
- Enemies can respawn (or spawn out of the blue near you when in the wilderness) while resting
- The Mages' Guild always restores your SP (MP) for free
- "Skill advancement for class" slider mechanic (an overly advantaged character levels up more slowly). Dungeons scale to your current level without mods so while it can be tempting to be able to level quickly it can make the game harder (it'll still be easier to beat most enemies at higher levels but some are hard at any level)
- Action-based skill and spell leveling (can also make use of a skill trainer but only up until 51% proficiency, cheaper at lower levels, it progressively takes more uses to level up a skill that you're better at). The sum of your primary skills+two highest major and one highest minor skill also determine your chance of leveling up the character itself
- Dice rolls affected by stats affect if you get hit and if you hit enemies - not just player skill (see Diablo or Secret of Mana). Going back and forth to physically dodge attacks is still very useful however (but otoh your Dodging skill trains slower if you do this)
- Huge world (41 provinces w/ 100+ towns, dungeons and temples each; mostly procedurally generated but the towns are still relatively well designed and some dungeons are pre-built with randomized loot instead; see below for problems)
- Some OP spells, skills and advantages
- Nearly all quests have time limits while you're doing them (can be modded away for the main quests) but you can do whatever you want between quests
- Escorted NPCs are handled like an inventory item (you see their portrait on screen but they're not there in-game)
- Unusually hostile NPCs (sometimes makes for funny moments but it's also inconsistent at times, even mid-conversation even if you didn't change your tone). Some NPCs also make racist comments towards you however their reaction is all based on reputation, personality and enchantments that affect reactions
- There are torches but they aren't necessary as the game doesn't get that dark without mods
- Fall damage
- Fixes many bugs and adds a command console
- Unlimited save slots
- Magic item pop-up menu (U)
- Optional enemy infighting between different types
- Option to choose which quests to take on when requesting them from a faction/guild (still checks your rank)
- Option for alternate random enemy selection (uses a different seed for spawning enemies so kinda like a randomizer-lite for it)
- Click to attack option (random swing direction)
- Can auto-configure fast travel to most locations registered in the quest log (convenient quest log; also makes it easier to browse active quests)
- Improved location search function for fast travel on the map screen and you can view adjacent regions through it
- Acute Hearing, Adrenaline Rush, Athleticism were given an actual function
- Travel Options mod (time accelerated travel in the overworld as an alternative to fast travel - pick the fastest option in the FT menu and the game makes your avatar auto-run towards the destination while in-game)
- Max loiter (waiting) time slider
- Various mods
- Persistent dungeons mod (without this the dungeons reset when exited, spawning a new layout with new items etc.; )
- Pretty brutal beginning if you don't go for a warrior-type build
- Some control/interface issues (jump mode won't trigger if holding down jump when touching the wall (which makes you keep jumping automatically), the game doesn't show you what happened after using a switch in a dungeon - becomes a problem in direnni tower for example, the default attack controls are pretty bad, etc)
- Some trial & error (some puzzles, various mechanics, a teleporter beacon/anchor stays even if you go to a different part of the world - no warning, can get stuck by turning down a main quest, can't swim if you're carrying more than 50kg - can still use levitate underwater however, what to pick during character creation, etc)
- Stealth is often tedious and seems not really worth it. However, a decent invisibility true spell can work pretty well for a "fighter/mage" build as even if you're detected you can just circle strafe and various enemies will lose track of you again so that you can keep attempting to backstabbing them
- Some tedious aspects (the opened shortcut door to nulfaga in shedungent doesn't stay opened and all dungeon maps are forgotten after a certain amount of time even for the ones with permanent layouts, backtracking through direnni tower to medora - could've opened a shortcut after first finding her, level gated main quests, etc)
- Even NPCs that you've recently done quests for can turn hostile all of a sudden
- More expensive spells don't level you up quicker
- Some skills and spells suck
- Repetitive in some ways (not enough monster variety for most of the main quests, various repeated quests and some repeated dungeon and building layouts, skill grinding, etc)
- Some plot/world building oddities
- Can't check faction reputation in-game
- No real bosses
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 (3 is partially non-linear and adds a hub map after the first few levels)
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 (3 is partially non-linear and adds a hub map after the first few levels)