That game was way ahead of its time

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I was just thinking back about games that did stuff that seemed nobody else did at the time, and/or adopted directly afterwards.

I came up with two examples:
Metal Combat: Falcon's Revenge on the SNES. This was a Super Scope game where you faced off against one opponent piloting a mech called a Standing Tank and shot at them as they ran about the map. The most impressive thing was the fact that you could shoot off individual limbs / pieces of armor, and every piece had a different degree of vulnerability to it. And with a few opponents, if you shot them just right with a fully charged weapon, you could one shot kill them. Mind you, they were always moving at least slightly, usually fairly erractically, and that weak spot was very small.

The other game is Perfect Dark on the N64.

That game including insane customizability, multiple bots with even 4 players on the controllers with varying tactics, a large array of multiplayer maps, co-op and counter-operative modes in the single player game, multiplayer challenge scenarios, dual wielding of many of the 22 different weapons and more. Of course all these options left me scratching my head as to why Halo didn't have them when it was released.

So what other games do people remember doing something new that may or may not have been picked up on right away?

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I submit Lords of Midnight on the Spectrum, released 1984.

It's a massive turn-based strategy game. It has a two-pronged strategy: you can get one character to destroy the enemy's artifact, the ice crown, or follow a military campaign. The military campaign involves travelling around convincing each city's Lord to join the fight. You played it from a first person perspective, and you saw the mountains, forests and cities and so on. Each lord had a different personality, and some garnered nicknames, like Lord Brownpants, for consistent lack of backbone.

These days something like this would be done like Dragon Age, with a more narrative story. LoM did it with the story that emerged from the way you played it. Would the Gandalf-equivalent manage to convince Lord Y to join the fight and shore up the vital right flank? Would the small force you sent with the Prince destroy the ice crown before Doomdark's forces destroy the last free city. And so on. The replayability of the thing was surprising given the identical map and starting conditions, but small changes in your strategy would give entirely different situations come the climax.

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Carnage Heart (PS1) - Mech Combat simulator with a Fully programmable AI, an overworld strategy portion, R&D for new parts to integrate into your army, etc.

It was a very cool game where you're spending a lot of time plugging instructions in the brains of your Bipedal, Quadraped, Tracked, and Flying robots. Variables such as processor speed and RAM size of your robot's AI have massive impact on your programming capabilities.

You'd then have your bots duke it out 3v3 in full 3D against other AI designs to claim territory on the moons of Jupiter. The 3D action and real-time AI calculations for 6 robots could sometimes bring the PS1 to it's knees, but it was still an amazing sight to behold back in the day.

Hopelessly japanese, yet I still yearn for a modern day spiritual successor to that franchise.

For whatever reason I can't get the link popup working and I forget my HTML at the moment, so here's the Wiki-link.

http://en.wikipedia.org/wiki/Carnage_Heart

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Bushido Blade (PS1)- sword fighting done right. One shot kills, maimed limbs, limping around swinging wildly at your opponent because you were so hurt... ah, good times.

Golden Eye (N64)- Hello modern-day FPS with stealth elements.

Way of the Samurai (PS2)- Massive changes to the story based on virtually every action you take. The story could last 5 minutes or 3 hours. There really was no "right way" to play the game.

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Kehama wrote:
Bushido Blade (PS1)- sword fighting done right. One shot kills, maimed limbs, limping around swinging wildly at your opponent because you were so hurt... ah, good times.

And the guy that had a gun! Totally a cheap move.

"Alright, this is a sword fighting game. Got it. BUT HOW AM I SUPPOSED TO HONORABLY KILL A GUY IF HE KEEPS SHOOTING ME IN THE FACE FROM ACROSS THE DAMN MAP?!"

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Virtual On. It's the giant robot fighting game that you play with two flightsticks. The unique control felt really natural and flexible. I think Xbox Live has the latest of the series. You can play with the regular 360 controller, and the twin analog sticks of the controller's design can somewhat mimic the layout of the arcade sticks, but it's just not the same.

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Elite.

That is all.

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Vrikk wrote:
Kehama wrote:
Bushido Blade (PS1)- sword fighting done right. One shot kills, maimed limbs, limping around swinging wildly at your opponent because you were so hurt... ah, good times.

And the guy that had a gun! Totally a cheap move.

"Alright, this is a sword fighting game. Got it. BUT HOW AM I SUPPOSED TO HONORABLY KILL A GUY IF HE KEEPS SHOOTING ME IN THE FACE FROM ACROSS THE DAMN MAP?!"

By smashing his head in with the smithing hammer.

NOTE: Not a doodle bug.

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Kehama wrote:
Bushido Blade (PS1)- sword fighting done right. One shot kills, maimed limbs, limping around swinging wildly at your opponent because you were so hurt... ah, good times.

Golden Eye (N64)- Hello modern-day FPS with stealth elements.

I tend to not take anything GoldenEye did as ahead of its time as Perfect Dark pretty much took everything and did more with it.

Bushido Blade indeed did some great ideas about swordplay. Forgot about that one.

Johnvanjim wrote:
Carnage Heart (PS1)
That sounds like it could be fun, but possibly got over-complicated.

I even found that Custom Robo (Gamecube) became too complicated, but I still played it as I love arena mech combat, ala Virtual On. I just can't think of anything those 2 games did great innovation-wise. Plus Custom Robo did one thing wrong with the way your guy controlled. It would pause you if you were on the ground after every round of standard gun fire.

EDIT: While I was typing, 13th found something great about Virtual On!

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I'd agree with Perfect Dark, it was amazing just how many things they crammed into that game for when it came out. To be honest I never felt Golden Eye really lived up to the hype in comparison.

For PC games I'd go with Planescape: Torment. I still don't think an RPG has matched it for the narrative, characters, story and the effect your actions had on these.

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Trespasser

The game featured a physics engine, regenerative health, ragdoll effects, large outdoor 3-D environments, advanced AI, procedural animation, and lots of other unique features, in 1998.

Really ground-breaking, but suffered from a lot of bugs, poor level design, too many box-stacking type puzzles and an awkward interface.

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Fade to Black - full 3D action in DOS. The animations were incredible for their time. This was the first game that made me think in 3 dimensions in a video game which was very difficult at the time.

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Marathon. Mouse-look, an FPS with a strong story, great multiplayer deathmatch, and it was even playable in co-op once someone modded it in. All this in a game released one year after Doom.

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Myth: The Fallen Lords by Bungie is my choice, not only because it did things that I hadn't seen before, but it also did things that haven't been replicated since.

It's razor-like focus on unit tactics over base and map strategy was a huge breath of fresh air. Proper use of unit abilities, flanking tactics, surprise attacks, and minimizing casualties was critical to victory, and the thrill of winning a multiplayer match with a single Bowman left alive is unparalleled.

Definitely a game that was ahead of it's time. These days the closest I've seen is the Total War games, but those are on a totally different scale.

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I used to love Myth and sex it up on alternate weekends, and a few of the newer RTS games I've played (Dawn of War II, especially) seem to retread those steps a bit.

Man I'd still love to see a new Myth game though. So I could sex it.

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mrwynd wrote:
Fade to Black - full 3D action in DOS. The animations were incredible for their time. This was the first game that made me think in 3 dimensions in a video game which was very difficult at the time.

I'd forgotten all about that one. Now that I think about almost every Origin game that came out was groundbreaking at the time. It seemed like every time they released something new I had to upgrade my PC just to play it.

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Clemenstation wrote:
I used to love Myth and sex it up on alternate weekends, and a few of the newer RTS games I've played (Dawn of War II, especially) seem to retread those steps a bit.

Man I'd still love to see a new Myth game though. So I could sex it.

I need to play DoW 2 now.

It's really too bad that Myth 3 was such a butchered piece of crap. I'm not sure how the license got sold, but that never should have been taken away from Bungie.

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System Shock (the first one). Criminally overshadowed by Doom when it was released.

bennard wrote:
Trespasser

The game featured a physics engine, regenerative health, ragdoll effects, large outdoor 3-D environments, advanced AI, procedural animation, and lots of other unique features, in 1998.

Really ground-breaking, but suffered from a lot of bugs, poor level design, too many box-stacking type puzzles and an awkward interface.

Lets Play Jurassic Park: Trespasser
more interesting to watch than it probably was to play

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Wing Commander III. Had numerous advancements on the space combat model over the previous games and the inclusion of full motion video cut scenes that had real production values. Given what was out at the time, this game blew everything away technologically and in game play.

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Deus Ex. This game had it all from a great story, soundtrack, gameplay, and customization. It was my first experience where the choices you made took you on different paths.
Also the amount of augmentations meant you can play the game over and over and do something different. This was a very revolutionary game and I'm pretty sure many people agree.

Now go reinstall it.

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Alternate Reality: The Dungeon. It was a very early attempt at an open world. You could be good or evil or neutral and all those stances had their advantages and disadvantages. You could join various guilds (of similar alignment) and learn their particular spells. If you wanted, you could do the main quest line and "win" the game. It's a shame their idea of interconnected games never amounted to anything.

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Thirteenth wrote:
Virtual On. It's the giant robot fighting game that you play with two flightsticks. The unique control felt really natural and flexible. I think Xbox Live has the latest of the series. You can play with the regular 360 controller, and the twin analog sticks of the controller's design can somewhat mimic the layout of the arcade sticks, but it's just not the same.

This.
I remember slotting token after token into this game because it was so much fun, and it felt like you were actually piloting a giant anime robot. The dual stick controls were so well done. I actually have a copy for the PC, but the controls felt wrong with keyboard/one joystick. It might be worth the effort to see if I can go buy two cheap sticks and get them to work in tandem to play the game right.

The mall near where I lived 3 years ago had a Virtual On machine in the arcade, but it closed down right before I moved.

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stevenmack wrote:
Lets Play Jurassic Park: Trespasser
more interesting to watch than it probably was to play

What's interesting to me is that, watching through those videos, you can tell that Trespasser really was way ahead of its time. There are elements of Half-Life in there, of course, with its physics, but the first-person perspective they attempted wasn't really successfully accomplished until Mirror's Edge. It really is a shame that it's such a buggy, unplayable mess.

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ahrezmendi wrote:
Myth: The Fallen Lords by Bungie is my choice, not only because it did things that I hadn't seen before, but it also did things that haven't been replicated since.

It's razor-like focus on unit tactics over base and map strategy was a huge breath of fresh air. Proper use of unit abilities, flanking tactics, surprise attacks, and minimizing casualties was critical to victory, and the thrill of winning a multiplayer match with a single Bowman left alive is unparalleled.

Definitely a game that was ahead of it's time. These days the closest I've seen is the Total War games, but those are on a totally different scale.

Totally agree. The other big thing: this game had physics! In an actual gameplay affecting way, you wanted to get your dwarves on high ground so they could throw bombs that would roll and bounce at your enemies. RTS games didn't have physics that mattered at all again until Relic's stuff way, way, way later.

stevenmack wrote:
System Shock

TempestBlayze wrote:
Deus Ex

Everything that that crowd of people did, first at Looking Glass and then at Ion Storm, was amazing and before its time. The fact that you can draw a straight line from Ultima Underworld through System Shock and Thief, through Deus Ex and Anachronox and all the way up to Bioshock is completely awesome.

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I am incredibly cautious about being too excited for Deus Ex 3, seeing how Deus Ex 2 turned out

I'll probably get some flame for it, but I actually found Deus Ex 2 quite fun. But it felt nothing like a Deus Ex game except maybe some of the music. I like the music score for a lot of the places.

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Switchbreak wrote:
Totally agree. The other big thing: this game had physics! In an actual gameplay affecting way, you wanted to get your dwarves on high ground so they could throw bombs that would roll and bounce at your enemies. RTS games didn't have physics that mattered at all again until Relic's stuff way, way, way later.

I completely forgot about the physics until you mentioned this, and yes, that was huge. Not just from the gameplay sense, but Myth and Myth 2 both came out prior to 2000, which was the launch of Havok, so these games had fully integrated physics engines before you could simply buy a pre-packaged physics engine off the shelf. The fact that bowmen fired further from higher ground, or that you could take advantage of the timed fuses on the dwarves charges, was an even greater achievement as you point out.

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ahrezmendi wrote:
Switchbreak wrote:
Totally agree. The other big thing: this game had physics! In an actual gameplay affecting way, you wanted to get your dwarves on high ground so they could throw bombs that would roll and bounce at your enemies. RTS games didn't have physics that mattered at all again until Relic's stuff way, way, way later.

I completely forgot about the physics until you mentioned this, and yes, that was huge. Not just from the gameplay sense, but Myth and Myth 2 both came out prior to 2000, which was the launch of Havok, so these games had fully integrated physics engines before you could simply buy a pre-packaged physics engine off the shelf. The fact that bowmen fired further from higher ground, or that you could take advantage of the timed fuses on the dwarves charges, was an even greater achievement as you point out.


The physics engine worked so well it led to all sorts of crazy emergent strategies too, like fetch carpet bombing (dwarf bottle + fetch lightning = super long range mortar), or throwing a bunch of bottles into a pool of water to extinguish them, then setting them all off with a wight to create a huge, erratic cluster bomb.

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muttonchop wrote:
ahrezmendi wrote:
Switchbreak wrote:
Totally agree. The other big thing: this game had physics! In an actual gameplay affecting way, you wanted to get your dwarves on high ground so they could throw bombs that would roll and bounce at your enemies. RTS games didn't have physics that mattered at all again until Relic's stuff way, way, way later.

I completely forgot about the physics until you mentioned this, and yes, that was huge. Not just from the gameplay sense, but Myth and Myth 2 both came out prior to 2000, which was the launch of Havok, so these games had fully integrated physics engines before you could simply buy a pre-packaged physics engine off the shelf. The fact that bowmen fired further from higher ground, or that you could take advantage of the timed fuses on the dwarves charges, was an even greater achievement as you point out.


The physics engine worked so well it led to all sorts of crazy emergent strategies too, like fetch carpet bombing (dwarf bottle + fetch lightning = super long range mortar), or throwing a bunch of bottles into a pool of water to extinguish them, then setting them all off with a wight to create a huge, erratic cluster bomb.

Yes, I remember bombarding from across the map with my fetch and dwarves. I recall one particular replay of a King of the Hill game where in the final minute, it was 2 dwarves chucking molotovs at each other, but the map was raining, so each molotov was extinguishing, building a huge pile at the base of the flag. Finally the rain stopped, one molotov didn't extinguish, and the entire thing went up, obliterating one dwarf and leaving the other near death. About 1 minute 30 seconds later, a scimitar fell from the sky, landed on top of the remaining dwarf, and killed him.

I've never seen another game come close to creating that kind of unique sequence of events. Then again, I haven't played DoW, so maybe it can.

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DudleySmith wrote:
It's a massive turn-based strategy board game. It has a two-pronged strategy: you can get the Ringbearer to destroy the Ring, or follow a military campaign. The military campaign involves travelling around convincing each race to join the fight.

Huh, that's just like War of the Ring, except without taking 45 minutes to set up (maybe? never used a Spectrum) and 20 years ahead.

Switchbreak wrote:
Everything that that crowd of people did, first at Looking Glass and then at Ion Storm, was amazing and before its time. The fact that you can draw a straight line from Ultima Underworld through System Shock and Thief, through Deus Ex and Anachronox and all the way up to Bioshock is completely awesome.

That's a thing of beauty. The consistent level of quality and innovation that the LG legacy had isn't matched by many other studios/teams. And the fact I've only played two of those games (sequels notwithstanding) shames me greatly.

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Myst. I don't think I've ever seen a game as far ahead of it's time as that one. Heck, in many ways it STILL hasn't been surpassed.

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stevenmack wrote:

Lets Play Jurassic Park: Trespasser
more interesting to watch than it probably was to play

I remember watching this some time ago.

I love this guy's Let's Play. His voice-work makes me feel like I'm watching "Mutual of Omaha's Wild Kingdom" from the '70s. Such a great narrator.

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