1998 (Metal Gear Solid, Baldur's Gate and Half-Life are released) WIP

Brave Fencer Musashi (PS1, 1998)
Subgenre: 3D ARPG (towns and shops, exp point/action-based hybrid leveling system), Rescue mission (you must rescue at least four specific villagers to continue with the main quest but it's very easy)
Perspective: TP view/SV (some segments) hybrid
Other: Some dungeons and some linear segments
Playthrough - Video Review - Mini Review
Goemon's Great Adventure/Mystical Ninja 2 Starring Goemon (N64, 1998)
Subgenre: 3D/2.5D Hybrid Action Platformer/JRPG-ish Hybrid
Perspective: TP View towns, FP view giant robot fights, Side View levels/hostile areas
Other: Hub map, 2-player co-op (2nd player can join in during levels and most town exploration, 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
Subgenre: 3D ARPG (towns and shops, exp point/action-based hybrid leveling system), Rescue mission (you must rescue at least four specific villagers to continue with the main quest but it's very easy)
Perspective: TP view/SV (some segments) hybrid
Other: Some dungeons and some linear segments
- Mostly linear structure (chapter-based, a few optional areas and optional paths in hostile areas)
- Steal enemy abilities (often used for minor puzzles similar to Zelda or Metroid (bouncing, shrinking, explodable clone, machine gun, etc.), sometimes they're nonsensical like the map ability gained from flower enemies in the beginning of the ice palace, some are just obstacle removers/keys)
- One optional boss
- Learn sword combos, throws (can also carry enemies around) and some other moves
- Musashi reminds you of where to go or what you were doing when pausing (sometimes it's too vague to be helpful though)
- 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)
- Some good puzzles
- Day/night cycle and fatigue mechanic (Musashi gets less agile when tired - eventually can't run and a bit later falls asleep on the spot, you actually have to watch Musashi sleep unless you're in the castle or an inn, can't choose exactly how long you want to rest at the inn or castle, alertness can be increased temporarily with mints at least, you have to let Musashi rest indoors once in a while or he'll become slow and weak)
- Some invisible walls - you can only jump down certain ledges
- Some sequence breaking possibilities (more with glitches)
- No fast travel (one shortcut)
Playthrough - Video Review - Mini Review
Goemon's Great Adventure/Mystical Ninja 2 Starring Goemon (N64, 1998)
Subgenre: 3D/2.5D Hybrid Action Platformer/JRPG-ish Hybrid
Perspective: TP View towns, FP view giant robot fights, Side View levels/hostile areas
Other: Hub map, 2-player co-op (2nd player can join in during levels and most town exploration, 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 Action Adventure-lite/Collectathon (collect keys to progress), Killathon element (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 - the game is noticeably harder without them, gold, life bottles))
Perspective: TP View (sometimes the camera goes TD or near SV)
Other: 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), Shops (consumable weapons, temporary sword and shield upgrades)
Playthrough - Video Review - Mini Review
Elder Scrolls Adventures: Redguard (PC, 1998)
Subgenre: 3D ARPG-lite (NPCs w/ interactive dialogue, potion crafting)
Perspective: TP View
Movement Mechanics: Blocking, swimming and sidestepping
Non-linear
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)
Playthrough (w/ commentary) - Video Review
Subgenre: 3D Action Adventure-lite/Collectathon (collect keys to progress), Killathon element (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 - the game is noticeably harder without them, gold, life bottles))
Perspective: TP View (sometimes the camera goes TD or near SV)
Other: 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), Shops (consumable weapons, temporary sword and shield upgrades)
- 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)
- 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))
- Frequent checkpoints but you need to have one or more life bottles (1-ups)
- Save between levels (three slots per game or memory card)
- 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)
- No level maps (makes the ant's nest segment a bit tedious but is a minor problem otherwise)
- 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
Elder Scrolls Adventures: Redguard (PC, 1998)
Subgenre: 3D ARPG-lite (NPCs w/ interactive dialogue, potion crafting)
Perspective: TP View
Movement Mechanics: Blocking, swimming and sidestepping
Non-linear
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)
Playthrough (w/ commentary) - Video Review
Banjo-Kazooie (N64, 1998)
Subgenre: 3D Collectathon Platformer (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 view 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
Subgenre: 3D Collectathon Platformer (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 view 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

Outliers:
Legend of Zelda: Ocarina of Time (N64, 1998/3DS)
Subgenre: 3D Action Adventure
Perspective: TP view w/ FP view aiming mode
Movement Mechanics: Semi-automated platforming (the game jumps for you as you move to a platform's edge)
Other: Overworld & dungeons split
Playthrough - Video Review/Analysis - Mini Review
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.)
Wario Land 2/Wario Land II (GB/GBC) - Puzzle platformer w/ branching paths (as well as completely alternate paths connecting to the first level and hidden exits) and various maze levels, Much simpler hub map than in WL1 (a schematic map showing the levels and paths)
No permanent abilities/tools/upgrades and no required backtracking to previous levels
Multiple endings and end bosses
Some innovative mechanics (permanent invincibility, transformations, crouch jump, destroy blocks using enemies)
Save feature
Good puzzles overall
Forced mini-games (to get treasures, these get old pretty quickly) - Collect all treasure+picture pieces to access "The Really Final Chapter"
No level maps
Playthrough - Video Review - Mini Review
Legend of Zelda: Ocarina of Time (N64, 1998/3DS)
Subgenre: 3D Action Adventure
Perspective: TP view w/ FP view aiming mode
Movement Mechanics: Semi-automated platforming (the game jumps for you as you move to a platform's edge)
Other: Overworld & dungeons split
- Mostly linear but some sequence breaking is possible (doing some dungeons in a different order, more with glitches or going into dungeons and backtracking after getting the item)
- Good map systems
- Some odd checkpoints when loading a save outside of dungeons
- The lack of a zoomed out overhead view means puzzle design is different overall
- Warp magic (dungeons only) and warp songs (dungeon entrances, temple of time)
Playthrough - Video Review/Analysis - Mini Review
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.)
Wario Land 2/Wario Land II (GB/GBC) - Puzzle platformer w/ branching paths (as well as completely alternate paths connecting to the first level and hidden exits) and various maze levels, Much simpler hub map than in WL1 (a schematic map showing the levels and paths)
No permanent abilities/tools/upgrades and no required backtracking to previous levels
Multiple endings and end bosses
Some innovative mechanics (permanent invincibility, transformations, crouch jump, destroy blocks using enemies)
Save feature
Good puzzles overall
Forced mini-games (to get treasures, these get old pretty quickly) - Collect all treasure+picture pieces to access "The Really Final Chapter"
No level maps
Playthrough - Video Review - Mini Review
Spyro the Dragon (PS1) - 3D, Partially non-linear Collectathon Platformer w/ hub areas (free 10 dragons in the first area - doesn't take long, collect 1200 gems in total in the second - a bit tedious, linear progression in the final area), No permanent upgrades to unlock and no shops, Flight-based bonus levels (time limited; similar to Nights and Star Fox)
Frequent save points which also serve as checkpoints
Can exit levels at any point
Extra lives, unlimited continues
One bonus level as a reward for getting 100% completion (the level is kind of boring but it does let you fly around freely)
Some decent puzzles
Different ending if you get 100% (not really worth it though)
No maps (the hub areas are fairly big and have no signs either but the levels themselves are generally easy to navigate, no course maps in the bonus levels)
Some points of no return in the levels (they're short though)
Only one attack type which can only be temporarily upgraded and only in a few spots (the sequels add new elements)
Playthrough - Video Review - Mini Review
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 unintended (?) 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
Playthrough - Video Review (story spoilers) - Mini Review
Montezuma's Return (GB/GBC, 1998) - Optional collectathon element (gems for points and extra lives, however this focus leads to several dead end rooms and paths if you're not interested in collecting the gems)
No tool items or abilities gained besides the torch which is essentially a lock and key style item, no stat upgrades or gear upgrades
Decent map system with auto-mapper (shows the layout of each layer, shows only used room exits (except for doors between layers which aren't shown at all) and which rooms give you a password when unlocking the door in them (only one at a time, these guide you to the next sub goal like in Metroid ZM) - leads to having to memorize exits you didn't take while exploring, doesn't show the layout of each room though nor locked doors or items in them)
Partially non-linear (can't move between layer 2 and 3 without doing something?, some gating via locked doors and key type items, fairly open-ended level design),
Password save (only given when opening certain doors which though are rare, pretty short)
Layered world (Goonies 2)
Limited inventory (5, weapons are still single use only and used automatically by moving into enemies)
Single HP avatar/one hit deaths - if killed by an enemy then that enemy also dies though
Extra lives system, frequent checkpoints (every room)
Can escape from boss battles and they don't replenish their HP
Burning ropes respawn when re-entering a room while enemies and items don't respawn
Die from falling more than about half the screen's length
Backtracking (no teleporters?)
Mini Review
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)
Playthrough - Mini Review
Overblood 2 (PS1, 1998) - TP Action Adventure/Survival, Jumping and climbing
Trespasser (PC)? - FP View
Heretic II (PC, 1998)? - 3D Platformer/TPS, Level-based?, Automatic camera?
Stealth element?
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
Roll move
Tenchu: Stealth Assassins (PS1)? - Stealth Action, TP View, Linear structure?, Basic map system (shows the general layout without topography and your position),
Half-Life (PC)? - 3D, FP View
Die by the Sword (PC)? - 3D BEU/AA?
Body Harvest (N64) - 3D Sandbox Action Adventure, TP View (two levels of zoom), No jumping
Metal Gear Solid (PS1) - TD/TP/FP View hybrid, Mostly linear structure (plenty of required backtracking towards the end of the game (for the sniper rifle, yellow key card, reshapable key (re-used puzzle from MG2), etc.)),
No jumping
Quick travel between some areas via the three delivery trucks
One hidden room with an optional item and several unlockable optional items and extras (one boss, soft porn scene, dialogue scene, briefly see through Meryl's eyes in FP mode)
One alternate solution to two problems (torture sequence - trial & error though, getting the wolves to not attack you)
Two different endings depending on if you submit to the torture or not
Quest for Glory V (PC) - ?
Thief: The Dark Project (PC, 1998) - FP Maze Action/Stealth (Linear structure w/ maze levels), Different objectives depending on the chosen difficulty level, Shops
Oddworld: Abe's Exoddus (PS1/PC, 1998) - Fully Linear?
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)?
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)?
Asghan: The Dragon Slayer (PC) - Tomb Raider-inspired (fantasy setting), Linear?
Very buggy
Montezuma's Return (PC, 1998) - 3D Collectathon/Puzzle Platformer, Level-based and linear but w/ maze-like levels, No item/weapon inventory?
Return to Krondor (PC)? - Quest Adventure/ARPG hybrid
No platforming
Frequent save points which also serve as checkpoints
Can exit levels at any point
Extra lives, unlimited continues
One bonus level as a reward for getting 100% completion (the level is kind of boring but it does let you fly around freely)
Some decent puzzles
Different ending if you get 100% (not really worth it though)
No maps (the hub areas are fairly big and have no signs either but the levels themselves are generally easy to navigate, no course maps in the bonus levels)
Some points of no return in the levels (they're short though)
Only one attack type which can only be temporarily upgraded and only in a few spots (the sequels add new elements)
Playthrough - Video Review - Mini Review
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 unintended (?) 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
Playthrough - Video Review (story spoilers) - Mini Review
Montezuma's Return (GB/GBC, 1998) - Optional collectathon element (gems for points and extra lives, however this focus leads to several dead end rooms and paths if you're not interested in collecting the gems)
No tool items or abilities gained besides the torch which is essentially a lock and key style item, no stat upgrades or gear upgrades
Decent map system with auto-mapper (shows the layout of each layer, shows only used room exits (except for doors between layers which aren't shown at all) and which rooms give you a password when unlocking the door in them (only one at a time, these guide you to the next sub goal like in Metroid ZM) - leads to having to memorize exits you didn't take while exploring, doesn't show the layout of each room though nor locked doors or items in them)
Partially non-linear (can't move between layer 2 and 3 without doing something?, some gating via locked doors and key type items, fairly open-ended level design),
Password save (only given when opening certain doors which though are rare, pretty short)
Layered world (Goonies 2)
Limited inventory (5, weapons are still single use only and used automatically by moving into enemies)
Single HP avatar/one hit deaths - if killed by an enemy then that enemy also dies though
Extra lives system, frequent checkpoints (every room)
Can escape from boss battles and they don't replenish their HP
Burning ropes respawn when re-entering a room while enemies and items don't respawn
Die from falling more than about half the screen's length
Backtracking (no teleporters?)
Mini Review
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)
Playthrough - Mini Review
Overblood 2 (PS1, 1998) - TP Action Adventure/Survival, Jumping and climbing
Trespasser (PC)? - FP View
Heretic II (PC, 1998)? - 3D Platformer/TPS, Level-based?, Automatic camera?
Stealth element?
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
Roll move
Tenchu: Stealth Assassins (PS1)? - Stealth Action, TP View, Linear structure?, Basic map system (shows the general layout without topography and your position),
Half-Life (PC)? - 3D, FP View
Die by the Sword (PC)? - 3D BEU/AA?
Body Harvest (N64) - 3D Sandbox Action Adventure, TP View (two levels of zoom), No jumping
Metal Gear Solid (PS1) - TD/TP/FP View hybrid, Mostly linear structure (plenty of required backtracking towards the end of the game (for the sniper rifle, yellow key card, reshapable key (re-used puzzle from MG2), etc.)),
No jumping
Quick travel between some areas via the three delivery trucks
One hidden room with an optional item and several unlockable optional items and extras (one boss, soft porn scene, dialogue scene, briefly see through Meryl's eyes in FP mode)
One alternate solution to two problems (torture sequence - trial & error though, getting the wolves to not attack you)
Two different endings depending on if you submit to the torture or not
Quest for Glory V (PC) - ?
Thief: The Dark Project (PC, 1998) - FP Maze Action/Stealth (Linear structure w/ maze levels), Different objectives depending on the chosen difficulty level, Shops
Oddworld: Abe's Exoddus (PS1/PC, 1998) - Fully Linear?
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)?
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)?
Asghan: The Dragon Slayer (PC) - Tomb Raider-inspired (fantasy setting), Linear?
Very buggy
Montezuma's Return (PC, 1998) - 3D Collectathon/Puzzle Platformer, Level-based and linear but w/ maze-like levels, No item/weapon inventory?
Return to Krondor (PC)? - Quest Adventure/ARPG hybrid
No platforming