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/vr/ - Retro Games


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10736706 No.10736706 [Reply] [Original]

Which one of these 1996 games was the most important for gaming? Which one has aged the best and is still worth playing today?

>> No.10736720

>>10736706
This is actually hard. 1996 didn't have as many greats as the two years after, but what was pioneered here was so significant.

Tomb Raider is the best of that bunch though, design wise it's the most accomplished, even if its influence was less significant.

>> No.10736730
File: 2.91 MB, 854x480, QUAKE.webm [View same] [iqdb] [saucenao] [google]
10736730

Quake.
Quake.

>> No.10736740

Nintendo. Always.

>> No.10736756

>>10736706
i’d say mario 64 had the biggest impact because it started 3d gaming with a camera and it takes some adjustment for a modern gamer to go back but it realky has aged very well. it’s still really worth playing today. quake is just an extendion of doom, which was way more impactful. tomb raider is the 3d realization of games like prince of persia, but it doesn’t play as well today when contrasted with what’s been done since even though it’s a classic and no games truly age. resident evil still kicks ass. its impact is huge, people keep remaking this simple kind of game formula and it gets more popular all the time. but it’s not on the same level as mario 64, which was like unbelievable when it released as a next step from super mario world. all games take from it still to this day. and if you play it with the mindset of taking it as it is you realize it’s never really been topped as a game, just imitated. no mario game since is truly a better experience, they just build on 64. out of all of these games, i’d say it is the most enduring

>> No.10736760

Mario 64 > Resident Evil > Quake > Tomb Raider
The only one not worth playing is Tomb Raider.

>> No.10736762
File: 542 KB, 500x248, smc.gif [View same] [iqdb] [saucenao] [google]
10736762

>>10736756
pretty based

>> No.10736765

Quake is definitely the best of those bunch, but for 1996 games, crown definitely goes to Diablo 1. Battle.net was groundbreaking.

>> No.10736767

>>10736760
>>10736762

>> No.10736774

>>10736720
Fpbp

>> No.10736782

>>10736706
super mario 64
https://glitchwave.com/charts/top/game/1996
>tomb raider
lol

>> No.10736785
File: 18 KB, 373x344, 1638601835153.jpg [View same] [iqdb] [saucenao] [google]
10736785

I can't pick between Mario 64 and Quake.

>> No.10736823

>>10736706
quake aged the best and had the most impact
>there are still games based on quake engine
>the modern fps controls didn't change much after quake
the controls for the other 3 just feel awkward today
mario64 - was important for nintendo but not so much for gaming, it was more of an awkward learning period in 3d for them
resident evil - didn't do anything alone in the dark didn't do before
tomb raider - only the main character aged well the games didn't

>> No.10736827

>>10736823
>mario64 - was important for nintendo but not so much for gaming
might be the dumbest and most ignorant take on this board of all, forever

>> No.10736893

Mario 64 then Quake

>> No.10736925

>>10736706
I remember trying a demo of Tomb Raider briefly as a kid, but couldn't be fucked to figure the controls out and gave up after maybe 15 minutes. I was a dumb fucking kid, mind.

For the others, I think they're all good games, really fucking good, and they made pretty serious marks on the industry. I think they have aged quite well.

>> No.10736926

>>10736765
Diablo 1 came out at the very start of 1997, they aimed for a December 1996 launch, but missed it by about a week.

>> No.10736930

>>10736720
fpbp

>Quake
Set new standards for FPS, made every one before look like prototypes.
>Tomb Raider
Rough as hell looking now, but introduced introduced so many facets of game design in one game that it clearly marked the next stage of evolution in the industry.
>Resident Evil
A game better remembered in hindsight for its ambiance than its gameplay. People played RE to say they saw the stuff in RE, not to say they had fun playing it.
>Super Mario 64
The most well rounded game of the bunch. Wasn't even the first of its kind, just did it really well. Gave gamers a higher expectation of movement in 3D planes, but that was a very low bar for Mario to clear at the time.

>> No.10737038

All 4 are pretty amazing to be honest.

>> No.10737054

>>10736730
>Quake.
>Quake.

On a technical level, it is hard to ignore Quake. I mean, with dedicated servers, quakespy, OpenGL gets patched in later. Quake II was the first windows 9x to come with OpenGL. The QuakeGL released months before Quake II . Gameplay, probably goes to Mario 64, just for the analog controls. Tomb Raider still held a lot of influence in mid 90's 3D game design. Maybe not always with tank controls, in general design sense. On PC Tomb Raider was also one of the first hardware accelerated games supported by 3DFX, PowerVR and so forth. Resident Evil is a weird case. Because it was technically done before with Alone in the Dark series. Plus there were a few random games with pre-rendered BG's and polygon models on PC. But Resident Evil felt like the game that did it the best to the point where it became a suitable template for pre-rendered BG's and polygon model games. Reisdnet Evil and Tomb Raider have the same 'early 3D' tank control affliction. Tomb Raider was inspired by Prince of Persia and other cinematic platformers. Resident Evil took some inspiration from AitD1 and 2.

>> No.10737201
File: 35 KB, 500x499, EC871elWkAAp5Sm.jpg [View same] [iqdb] [saucenao] [google]
10737201

>Resident Evil
Putting Resident Evil on this list is just laughable. Static camera angles completely died out by the early 2000s with RE itself ditching them.

What else is its legacy? Ammo conservation?

>> No.10737287

>>10737201
it popularized survival horror games, breh. if you haven’t noticed, the genre be selllin millions still to this day, if you add up the re series and silent hill and other series and individual titles since it’s over a hundred million. people play them today because of re’s popularity. not because of alone in the dark or maniac mansion or some shit. and they’ve barely changed, you run around and shoot a zombie with a gun and use green herbs and shit

>> No.10737337

>>10736930
>A game better remembered in hindsight for its ambiance than its gameplay. People played RE to say they saw the stuff in RE, not to say they had fun playing it.
lol

>> No.10737389

>>10736706
Tomb Raider is still an unparalleled achievement in 3D design.

>> No.10737395

>>10737389
What makes it unparalleled?

>> No.10737408

>>10736706
This list
>Quake
But 1996 also saw Settlers 2 and Warcraft 2. Warcraft 2 redefined the RTS to what it is today and Settlers 2 is one of the best games of all times.
Can highly recommend both to replay

>> No.10737417

>>10737408
OP here, isn't Warcraft 2 a 1995 game? I actually skipped it entirely when it was new (was a C&C guy) and played it for the first time just a couple of years ago. It's great indeed.

>> No.10737423

>>10736706
Easily Mario 64, only one in there that I can load up and play and have a blast with
I'd say Quake is still good as well but dear God why is it so fucking brown

>> No.10737426

>>10737417
US release was in 1995, EU in 1996.
We can now argue about it

>> No.10737472

>>10736706
Quake is the only one that's still amazing to play to this day. The others are completely forgettable and added nothing to the industry.

>> No.10737480

>>10737472
>Quake is the only one that's still amazing to play to this day. The others are completely forgettable and added nothing to the industry.

I think Mario 64 still holds up well. Tomb Raider classic and Resident Evil classic can be hit or miss. Both work well with digital controls. Both use tank controls. Both series moved away from tank controls for a reason when the 6th gen consoles became a thing. Code Veronica was a bit of an anomaly, because it featured six-gen-ish graphics with PS1 era tank controls. But I guess there was also the Onimusha series on PS2. Outside f a few camera concessions, Mario 64's controls are still pretty damn intuitive.

>> No.10737481

RE1

>> No.10737493

>>10736706
SM64>RE>Tomb Raider>Quake

SM64 revolutionized platformers. RE truly kicked off its own genre. Tomb Raider and Quake by comparison were derivative.

>> No.10737494

>>10736706
Tomb raider because it was before Mario but had better graphics in many areas. It was by Core and it showed a major shift in the industry that would no longer be supporting legacy machines like Amiga or older consoles. The 2D spite generation was officially dead.

>>10736930
you could say that Resident while good is just characters in front of pictures which is the same as alone in the dark. A few popular games used the formula but it died out and there was not much after Onimusha.

>>10736756
Once you notice all the forced cameras in mario it is almost not a truly open world game.

>> No.10737536

>>10736706
I'm 30 but I had a playstation and didn't play SM64 until recently. That slippery bullshit has aged terribly.

>> No.10737539
File: 58 KB, 1604x1226, EfUB028XoAUqLaS.png_large.png [View same] [iqdb] [saucenao] [google]
10737539

>>10737493
>SM64 revolutionized platformers. RE truly kicked off its own genre. Tomb Raider and Quake by comparison were derivative.

the biggest revolution of Mario 64 was the N64 gamepad and how much nuance in movement it gave the player. Every 3D game for the Saturn and PS1 were made for a d-pad. Tomb Raider, Resident Evil, Crash Bandicoot, Metal Gear Solid, Siphon Filter. Sony didn't release the Dual Analog pad until 1997. Sega did release the NiGHTS pad close to the N64 release in Japan, and before the release of the N64 in NA. But the Saturn 3D pad didn't support that many games. Even post Dualshock, the majority of PS1 games were still designed around the d-pad.

>> No.10737558

>>10737536
You'd be in the minority in thinking that. A lot of people still argue it has the best movement in a game to date. There's a reason it's still one of the most popular speedrunning categories despite being nearly 30 years old.

>> No.10737579

>>10737493
Quake standardized FPS controls. It kicked off the multiplayer FPS scene and much of its code is still in modern FPS games. It is less derivative of Doom than Doom is of Wolfenstein.
Meanwhile RE is even more derivative of Alone in the Dark and nowadays most survival horror has moved away from what made RE unique. It might've kicked off the genre but it shifted away from it soon after.
Meanwhile FPS (And TPS) games took over gaming, even console platformers like Ratchet & Clank incorporated shooting elements while 3D platformers have remained niche, much less ones with proper movement techniques.

>> No.10737580

>>10737395
nobody makes intricate labrinthine levels like that, they don’t even attempt it anymore because zoomers are too dumb

>> No.10737582

>>10736706
>true 3D with arbitrary geometry
>true Internet (not just LAN/modem) multiplayer
>popularized 3D acceleration with GLQuake
>popularized predictive netcode with QuakeWorld
>highly moddable with QuakeC
>popularized WASD + mouselook
>popularized machinima
>popularized speedrunning (SDA was originally a Quake demos archive)
>engine licensed for many other games, descendants still used today
>source code released, so modern source ports available
>ultra-high skill ceiling
>only cutscene is a brief animation when you kill the final boss (E1M7 special ending screen is not a cutscene)
>maximum fun
It's obviously Quake. In fact, Quake is a strong candidate for most important game of all time.

>> No.10737590

>>10737494
open world is not what maked mario 64 amazing. posters in this board acting like quake was revolutionary but the others aren’t are revisionist gluesniffing zoomies who don’t know the history of games.

>> No.10737602

>>10737590
Remember, just because it wasn't "the most important for gaming" doesn't meant that it wasn't significant at all or that the quality of the game is being insulted. You're free to throw in your argument into the thread.

Others posters have the same issue like >>10736756 conflating how well it holds up to how important it was and is to gaming and just devolve into dicksucking their favorite game out of the bunch.

>> No.10737626

>>10736706
>Which one of these 1996 games was the most important for gaming?
Mario 64 BY FAR.
>Which one has aged the best and is still worth playing today?
Quake.

>> No.10737641

>>10737602
it depends on how you define important for gaming. a game being deriving elements from another is not always as important as being popular to change gaming landscape. doom was infinitely more popular than quake or wolfenstein. it created new gamed which created the ability for more to be made and which direction to take them. doom is what fps games a massive thing, not quake. quake sold a tiny fraction of what doom sold. you have to take a holistiv approach when considering how to define the value of importance.

>> No.10737660

>>10736756
>describes a game aging poorly
>"no games truly age"
classic /vr/tard mental gymnastics

>> No.10737742

>>10737579
Survival horror games didn't diverge from the classic Resident Evil formula "soon after". There was more than a decade of RE derivatives before Amnesia popularised modern, first person horror games.

>> No.10737769

>>10737742
At least Amnesia and Penumbra kept inventory management. SH1 already ditched that aspect entirely in 99.

>> No.10737815
File: 43 KB, 355x500, mario-45204-normal.jpg [View same] [iqdb] [saucenao] [google]
10737815

>>10736706
I'm going to go with Mario on this one. Doom already came before Quake and is still somehow more popular and influential decades later. Alone in the Dark came before Resident Evil though RE is what really popularized the survival horror genre. Tomb Raider is an interesting one, it was definitely popular at the time and I guess it did in some way popularize the action-adventure genre, though it's hard to tell whether it had as big an impact as the other three (though the fact that OpenLara exists makes me feel it was still pretty important). Mario is really in a class of its own though

>> No.10737845

Quake lives in the shadow of Doom. Admit it. The 3D design thing was 90% there already with Doom. All the main innovations were Doom, and Quake was just more Doom.

>> No.10737853
File: 81 KB, 1024x768, Diablo.jpg [View same] [iqdb] [saucenao] [google]
10737853

>>10736926
Huh, you're right. The combination of a 1996 copyright date on the box and title and the fact I was pretty sure I'd played it that year at a friend's made me think it was actually out that year. Battle.net was an incredible step forward for online play.
Quake, then, easily. Mario 64 is as influential. But Quake is both influential and still just as fun to play as it ever was.

>> No.10737883

>>10737845
Pretty much yeah. Doom is still the more popular game and engine afaik

>> No.10737887

>>10736706
Tomb Raider ended up having the biggest impact on the action-adventure genre to date, so probably that one. Mario 64 revolutionized....itself...

>> No.10737909

>>10736827
It's not dumb and ignorant if it's true.

>> No.10737961

>>10736706
I hate to say it but out of those 4, only 1 game pushed towards the "movie game" medium video games would become and that's Resident Evil.
All other 3 games are just "what we had before... BUT IN THREE-DEE!!" (Doom, Prince of Persia, Mario).

>> No.10738009

Quake's achievements are all on a technical level. Things that still affect the gaming industry. I was around in 1996. If you asked 15 year old me what the best FPS game was, I would have said: Duke Nukem 3D. But the Build engine felt like the: "last of the old tech" scenario. While Quake was the newer future proof tech.
Mario 64 was literally: "we're gonna show you how it's done, son!" type of game. Tomb Raider was a "We tried with current tech and succeeded" type of game. Resident Evil was influential for showing how to do pre rendered BG's with polygon models right.

>> No.10738014

>>10737579
Visibility matters in these arguments. Alone in the Dark was a comparatively much more tepid commercial success compared to Resident Evil
and its influence on gamers far more limited. It mostly became popular in a historical sense after Resident Evil created the survival horror genre. To be clear about that, Alone in the Dark's first year of sales(1992-1993) were in the ballpark of 300k copies. At the time of RE1's release, it had sold a total of 600k. RE1's first year of sales was 4 million copies, and it retroactively gave visibility to Alone in the Dark in a historical sense and quadrupled its sales.

I know someone reading that will get angry with me saying Resident Evil created survival horror, but it's true in multiple senses. In the sense of its visibility, its distinct gameplay features, and that the term "survival horror" was literally coined in the opening of Resident Evil. Alone in the Dark was more of an adventure game with a somewhat spooky setting. Resident Evil was an actual horror action survival horror game, and one that focused far more heavily on its action and gunplay. Alone in the Dark had mostly melee combat and its gun ammo was EXTREMELY limited(30 total bullets in the whole game). Resident Evil by comparison had terrible melee but had TONS more enemies and ammo(300 handgun bullets, 84 shotgun shells, 66 grenade rounds, and 24 magnum rounds). The focus of the two games in design was just very different. Alone in the Dark heavily influenced RE's design, but RE itself had a much bigger impact on gaming as a whole.

Anyways, compare that with Doom where Doom was way more popular and influential than Quake. Also, the same developers made Quake and Doom so of course it's much more derivative. Quake's innovations are overshadowed by Doom. Alone in the Dark lives in RE's shadow, and for all intents and purposes, Resident Evil created the survival horror genre.

>> No.10738119

>>10736706
Quake. QuakeWorld invented the internet-connected deathmatch and mods introduced alternate game modes for multi. There’s a whole lot today that flows from that one game.

>> No.10738120

>>10736827
Mario 64 invented a genre that was about riding its coattails. That genre is now mostly dead

>> No.10738141

Quake, any other response comes from mentally stunted manchidren

>> No.10738148

>>10736706
unironically mario 64. tomb raider is comfy but controls haven't aged well. nice polygon tits though.

>> No.10738283

I was impressed going back to RE1, how good it was despite it's simplicity. Definitely the most fun out of that bunch, for me. But I'm not sure I'd say it was that important to games compared to the other choices there. For lasting impact I'd probably argue Quake, but short term SM64.

>> No.10738319

>>10738119
>QuakeWorld invented the internet-connected deathmatch
No, it didn't. Doom had clans, deathmatch w/l records, and internet connected 4 player multiplayer by 1995-1996. We have archived discussions of people talking about it on forums and even have examples including from Eric Harris(that Columbine shooter kid) who mentions playing dial-up multiplayer directly against his friends. It didn't have lobbies or whatever, you had to directly share connection information with people to play against them to connect, but it did have rudimentary dial-up multiplayer.

>> No.10738329

>>10738319
yeah, Doom only supported IPX or modem/serial play, so people had to route the IPX traffic over TCP/IP with a third-party utility.
https://www.gamers.org/dhs/helpdocs/inetdoom.html

>> No.10738345

>>10736706
Mario 64 probably has the biggest following today, but the genre is pretty much dead and gone.

Quake was the first major 3D jump (not Doom psuedo 3D) for FPS, which is still one of the biggest genres in video games.

Tomb Raider had a lot of breakthroughs, but is possibly the worst aged of all of them, the controls are just unbearable and the levels are really boring nowadays.

Resident Evil ushered in a more realtime cinematic experience that wasn't just a point and click game, but again, basically a non-existent genre today.

So, even though it's probably the least talked about and revisited, I think Quake was the most important because of what it popularized and grew into, the rest are basically just artifacts at this point.

>> No.10738347

>>10738345
Descent is usually considered an honorary FPS game, because it basically plays like one. You could say Quake was the first "truly 3d" FPS game, but not really.

>> No.10738372

>>10738347
If Descent counts you may as well count Battlezone from 1980.

Quake was the first modern-style FPS (that I can remember, anyway).

Goldeneye moggs the shit out of it, though, that game still kicks ass.

>> No.10738683

>>10736706
A good game of the past is still a good game today

People of the past have no worse taste than today

>> No.10738706

>>10737480
All 6th gen Resident evil use Tank control even 4

>> No.10738713
File: 108 KB, 353x600, 353px-S3dss-box-us.jpg [View same] [iqdb] [saucenao] [google]
10738713

>>10736706
>1996.
ENTER.
SM64 got mogged in the genres it invented, the 3D platformer and the Collect-A-Thon, by Sonic in the same year it came out, now that's shameful.

>> No.10738728
File: 547 KB, 630x397, Pokemon-Red-and-Green-Boxes.png [View same] [iqdb] [saucenao] [google]
10738728

>>10736706
Hi

>> No.10738737

>>10738372
...and Timesplitters 2 clowns on Goldeneye

>> No.10739045

>>10738347
Descent levels have very restricted geometry. They're entirely made from distorted cubes. You can't have Quake-tier detail without killing performance.

>> No.10739057

>>10736760
This
Out of all games listed Mario 64 is the best in every aspect. My biggest issue with Resident Evil is the camera angles but other than that it's still a good title and technologically impressive for it's time, quake is just brown Doom in 3D but worse and the only thing it actually did was popularize WASD, and Tomb Raider sucks ass.

>> No.10739063
File: 169 KB, 300x298, image_2024-03-01_004807831.png [View same] [iqdb] [saucenao] [google]
10739063

>>10736706
man this here really should have been included in your selection there too I feel because it achieved a level of detail and polish not seen on the PSX yet and cause it became so culturally relevant with Crash basically becoming Sony's Mario/Mascot for the PS1 era.

>> No.10739075

>>10739063
Probably still less important for gaming than any of them except Tomb Raider. I say this as someone who would easily pick Crash as their favorite game out of those five.

>> No.10739118

>>10737423
Doom was really brown as well, I think most of the team at ID at the time were colour blind and just didn't realise. Either that or brown tones soothed Carmacks autism.

>> No.10739127

>>10737641
based poster backing up his arguments instead of shitflinging

>> No.10739130

>>10737493
>Tomb Raider and Quake by comparison were derivative.


This has to be bait, derivative of what exactly? Quake was the first ever properly 3D FPS game ever made, Doom and the other doom clones before it were 2.5D, it was all just an illusion of 3D space. It standardised the control scheme we still use to this day and kicked of competitive online gaming on PC in a big way. Many games would go on to be built on the Quake engine including half life which used a heavily modified version.

What could Tomb Raider possible be derivative of? No other game before at that point had created vast 3d worlds fully textured and detailed that the player could explore, Tomb Raider got there before mario 64 and it's worlds are far better and actually attempt to look like something real vs cartoon hills and floating platforms. Name literally one other 3d adventure game before Tomb Raider? Kings Field? lol

>> No.10739135

>>10737539
Just a correction there Metal Gear was released in 1998 and was designed to work with the analogue sticks as were most games released after 1997 on psx

>> No.10739139

>>10737580
Tomb Raider Legend and TR underworld had some of the best and most atmospheric levels in the entire franchise.

>> No.10739148

>>10739075
fair, I would defs rather go back and play crash than TR, but TR probs did have more of a lasting impact RE adventure game design.

>> No.10739149

>>10736706
Long term resident evil, short term they all had pretty big impacts.

>> No.10739239

>>10739130
So Quake's legacy is putting a game that was already 2.5D into 3D and putting WASD, a configuration that was popular among the better DOOM players for years, in as their default keybindings. Wow, incredible. Revolutionary, even.

The simple truth is Quake wasn't a big deal like Doom was. It's hard to see it as influential when it's clearly a junior entry under the same developer's catalog.

>Tomb Raider was vast!
What the fuck does this have to do with being important to gaming? You even shot all of your own arguments down in your own post. You mentioned 3D adventure games that came out earlier(Hell, Alone in the Dark was already mentioned earlier in this thread and that came out 4 years earlier) and tons of "vast" games were all on the horizon one after the other just because of advances in technology. That's not really some kind of innovation with big impact on the industry, that's just technology getting upgraded and development cycles getting longer allowing for longer games. FF7 came out literally 2 months after tomb raider and it was 4 discs long. Long, vast games were just an inevitability of that technological progression.

>> No.10739245

>>10739239
Typo, 3 discs*

>> No.10739315
File: 2.43 MB, 2559x1440, screenies02.jpg [View same] [iqdb] [saucenao] [google]
10739315

>>10736926
>>10737853
There's slight dispute over it, David Brevik claims they made it JUST in time on December 31st (possibly a limited local release?), but statements by Blizzard as a company has often put it a week later.

It's obviously a game of this time period though, and Blizzard did do that Ring Of One Thousand thing where 1000 people were randomly selected to get to test Battle.Net before release, so no matter the exact release date, there were a fair few people who got to play the first Diablo for a while during 1996.

Damn fun game which had a big impact, and which is still fun today. The game is quite easy to get into as well, the controls and how you interact with the world is all very straightforward and quick and easy to learn, you can just about play the game with one hand.
It's pretty simple, but not TOO simple, and it does a lot within its overall modest scope, you can see most of the game with one playthrough on Normal, which really just takes like one or two afternoons, really.

Qualities like those I think makes it quite widely approachable.

>> No.10739530

>>10739239
>Alone in the Dark
Not fully 3D. Environments were all pre-rendered and had nowhere near the level of interaction. I see you completely ignored his argument for what Tomb Raider was, which was a fully 3D explorable platforming adventure game, and turned it into a strawman statement you could easily dunk on.

>> No.10739543

Resident Evil is still carrying Capcom after they got completely lame like 15 years ago. Definitely the most powerful item here.

>> No.10739563

>>10739239

Ah I see I'm dealing with an insincere retard.
No quakes legacy is creating the first truely 3d engine for PC gaming that would go on to define the FPS genre altogether and be used in many other games as well as standardising elements of FPS games like controls and online play.

>You mentioned 3D adventure games that came out earlier(Hell, Alone in the Dark was already mentioned earlier in this thread and that came out 4 years earlier) and tons of "vast" games

The only one I mentioned was Kings field sarcastically cause nobody would consider that a realistic comparison. Kings field was a primitive tech demo, it was one step above the windows 95 screensaver that walks through the 3d maze or that game you could play in microsoft encarta where you answered history trivia questions to escape a castle. You then bring up alone in the dark, a game with pre-rendered backgrounds that is nothing like tomb raider or adventure and platform games in the slightest.

I never said anything about Tomb Raider being "vast" you started creating that strawman because you couldn't actually rebut my statements or offer any examples of a fully realised realistic 3d world that could be explored fully by the player offering adventure and platforming elements. You then try to use your "vast" strawman to start talking about FF7 coming out a few months later and mentioning it has 3 discs lmao. FF7 had 3 disks because of all it's pre-rendered backgrounds and FMV's, those same pre-rendered backgrounds which make it nothing like Tomb Raider as FF7 is not a real 3d game with 3d worlds like I said. FF7 was just the exact same game formula that FF games on SNES were with a new lick of paint. Instead of pixel art backgrounds now they were CG rendered ones and instead of character sprites they had primitive 3d models but it's just the same type of game we had saw before in FF6 and previous instalments.

Now piss off.

>> No.10739625

>>10738372
>Goldeneye moggs the shit out of it
Lol.
Lmao, even

>> No.10739704
File: 1.22 MB, 1049x986, crashmanual.png [View same] [iqdb] [saucenao] [google]
10739704

>>10739135
>Just a correction there Metal Gear was released in 1998 and was designed to work with the analogue sticks as were most games released after 1997 on psx

You're not wrong. I did play through the entirety of MGS with a dualshock. But even with that game, I used the d-pad 90% of the time. The best enhancement that the dual shock gives is the rumble. Metal Gear Solid uses that rumble feature incredibly well. The Crash series were made more for the OG PS1 gamepad. Spyro felt a lot more tailored for the dualshock. By 1998, more games were using the dualshock. But the dualshock was never the default controller.

>> No.10739949

>>10739625
Goldeneye has the most amazing 'gunfeel' of any game. Everything is so satisfying to shoot and hit enemies with, everything feels so deliberate, solid and crunchy. Perfect Dark and Timesplitters even fail to do this the same.

>> No.10740112

>>10736706
I guess quake? no one makes 3d platformers survival horror games or adventure games anymore, so that has to be the answer.

>> No.10740145
File: 69 KB, 809x589, Quake1DefaultControls.png [View same] [iqdb] [saucenao] [google]
10740145

>>10739530
>Not fully 3D.
Quake and Tomb Raider shillers in this thread seem to share a common retardo reverence for "fully 3D" in genres that were already 2.5D, had several "fully 3D" games that came before it, or had tons of them already in development and would be imminently released in 1997. They're games that were lost in a sea of sameness. It's the same reason most people prefer Doom over Quake. Because even though Quake has a complete third axis, it's a boring brown mess.

Tomb Raider is "vast" and "fully 3D" but nobody plays it today for its supposed innovations because the overall design of the game isn't great and didn't hold up over time. The same is not true of the rest of the games we're discussing.

>>10739563
>Ah I see I'm dealing with an insincere retard.
Obvious projection is obvious.

>No quakes legacy is creating the first truely 3d engine for PC gaming
This is objectively false. It was the highest quality 3D engine produced, but it was not the first.

>as well as standardising elements of FPS games like controls and online play.
You even lied about this, because WASD was not introduced in Quake 1. It wasn't even the case at Quake 2's release at the end of 1997. WASD was implemented as an optional control configuration in 1998 for Quake 2. Pic very related. It's Quake's manual.

>The only one I mentioned was Kings field sarcastically cause...
This is basically long winded whining about the fact that other 3D games existed before Quake and you want to dismiss them. Yes, Quake ran smoother and it had more influence as an engine, but I'm not the one who used the words "first", you did. There's a difference between doing things first and doing things right.

>I never said anything about Tomb Raider being "vast" you started creating that strawman
lol, too stupid to even check his own words before posting

>>10739130
>What could Tomb Raider possible be derivative of? No other game before at that point had created vast 3d worlds

>> No.10740294

>>10740145
>Tomb Raider is "vast" and "fully 3D"
It's another distorted cubes engine like Descent. It's not fully 3D in the same way Quake is.

>> No.10740369
File: 664 KB, 1362x1000, SCES-01912-B-ALL.jpg [View same] [iqdb] [saucenao] [google]
10740369

>>10737539
Hey you retarded lorelet zoomer, "Syphon filter" was released in 1999 and with full dual analog support. You see that little picture in the bottom right that says "dual analog support"
>Stop talking about shit you have no idea about you faggot zoomie

>> No.10740426
File: 414 KB, 1200x1071, MGSBack.jpg [View same] [iqdb] [saucenao] [google]
10740426

>>10740369
I'm not him and I've never played Siphon Filter so I can't comment on that game specifically, but he said those games were designed around a d-pad, not that they had no support for analog controls. Many of the games he listed had analog support listed on the back of their CD cases. I have played MGS, and he is correct that it was not designed with analog control in mind despite supporting it.

>> No.10740578
File: 40 KB, 640x480, images-61.jpg [View same] [iqdb] [saucenao] [google]
10740578

>fully 3d
No one fucking cares. Even if you settle on reasonable definition what exactly that means, you're almost always wrong about which game did it first. But more importantly, pseudo 3d didn't exist because fully 3d hadn't been invented yet, but because it was good enough. Catacomb 3-d was good enough while "fully 3d" was wire frame spaceships on a black and white star field running at 8 frames a second. 96 wasn't the year that 3d was finally invented. It was the year that 3d finally didn't suck. And it took more than one game to make the case.

>> No.10740617

All are good except Mario 64

>> No.10740631

>>10740145
Mario 64 sucks, RE is mid

>> No.10740760

>>10736706
Tomb raider

>> No.10740968

>>10736706
>Which one of these 1996 games was the most important for gaming?
Quake
other anons already gave good answers why

>Which one has aged the best and is still worth playing today?
I would actually say Tomb Raider

Quake, while a technical pioneer, was quite clunky. Other FPS games were tighter, had more coherent levels, didn't suffer from weapons becoming useless like Q1's regular nailgun after you got the super nailgun, etc
Resident Evil I never cared about
same for any Mario game, and also not a huge fan of platformers with uncaged movement, neither 2D nor 3D
I prefer cinematic platformers (though I don't like the name, but whatever) like PoP or Oddworld
Tomb Raider is basically a cinematic platformer in 3D and gives a great sense of exploration

>> No.10741094
File: 288 KB, 1280x960, tn_sfc beautiful 2 - better on CRT dithering.jpg [View same] [iqdb] [saucenao] [google]
10741094

>>10736706
>Which one of these 1996 games was the most important for gaming
None of the above.

>> No.10741104

>>10737408
>c&c clone
>warcraft 1 but some improved UI
>"redefined this dead genre that doesn't matter"
in 1994 i sent peons to mine gold, in 2024 i played the stormgate beta and sent peons to mine gold. this game didnt change anything.

if you have to pick a blizzard (north*) game from 1996 you might as well say diablo 1, it basically invented its genre and in some ways is unmatched today

>> No.10741108

>>10737472
>added nothing to the industry.
you are such a dumb nigger it's unbelievable.
mario 64 might be the most important game of all time.
>>10737579
>standardized FPS controls
no it didn't you fucking zoomer retarded niggermonkey, the game came with the fucking arrow keys bound by default, as did games that came after it including but not limited to unreal and unreal tournament and quake 2.
nothing "standardized" wasd+mouse, it evolved/happened from the quake tournament scene because thresh won and everyone was trying to copy him.
but there was no one saying "it's wasd+mouse now" - people were trying esdf, rdfg, there's people that use the fucking mouse to move (leftclick to run forward, shooting with space), there's people who use rightclick to jump (me) there's people who use space to jump, there's people that use space to change their FOV for a zoom, there's "professional" duel players and their controls and configs are all radically different.
it didn't even fucking invent mouselook.
something like CyClones was more innovative with the control scheme, but no one liked that.

>> No.10741129

>>10740145
There's no point in even responding to you as either you are completely fuckign retarded or jsut purposely you are throwing up endless strawmen and creating counter points to arguments no one before you brought up. Your inability to address the things I actually said in my comment or refute any of my points shows the level of mental retardation or insincerity evident in your replies. Instead of actually addressing the points I made about Tomb Raider and how it was the first of it's kind in many ways you bang on about quake being brown and again throw up your "vast" strawman which I nor nobody else every mentioned. Again your a complete fucking tool and obviously mentally retarded if you can't follow an argument and address the points made in it. Your just clowning on yourself at this point.


>You even lied about this, because WASD was not introduced in Quake 1. It wasn't even the case at Quake 2's release at the end of 1997. WASD was implemented as an optional control configuration in 1998 for Quake 2. Pic very related. It's Quake's manual.

WASD controls were popularised in Quake 1's competitive online scene originally by a player known as Thresh. It is because of this that this control scheme became standard out of the box in quake 2 but it originated in quake 1 you absolute moron.

>This is basically long winded whining about the fact that other 3D games existed before Quake and you want to dismiss them

I was taling about Kigns Field in comparison to Tomb raider, not quake, you absolute retard, You can't even follow basic conversation or address the actual points made, instead you resort to mulching everything up, switching examples out and misrepresenting everything said. Because again, your an insincere, trolling retard.

>> No.10741138

>>10741108
>mario 64 might be the most important game of all time.
Would you like to elaborate? The other people that vouch for M64 in this thread have made few arguments in its favor. This post is good >>10737539 but I would like to see why other people also consider it the most important out of those 4.

>> No.10741150
File: 3.83 MB, 750x420, 1689794733630496.webm [View same] [iqdb] [saucenao] [google]
10741150

tr1 and re1 aged like wine

>> No.10741221

>>10740145
Midwit.

>> No.10741230

>>10741129
>There's no point in even responding to you as either you are completely fuckign

>so assmad and seeing red that he's making multiple typos
>even samefagging on a board this slow due to severe autism and asspain
you need to take a break

>> No.10741289

>>10741150
>tr1 and re1 aged like wine

I honestly think TR1 is probably one of Core Designs best games overall. In ways the sequels were better, But I feel like the first game has such a solid foundation in general. that I consider it to be one of the best of 1996. Which is saying a lot given the crazy year of 1996.
> Resident Evil
Aside from a hilariously bad localisation, the game is great.
> Mario 64
Still one of the best showcases of analog controls
> Quake
There are modern game engines still derived from Quake 1 code
> Wave Race 64
This game was innovative for its amazing water physics.
> Duke Nukem 3D
This one is using a sector based engine that falls in with the Doom era game engine. So it wasn't as technically impressive as quake. But it was still a blast to play.
> NiGHTS: Into Dreams
I enjoy the game, character is weird and didn't have the appeal of Sonic. Also, this game had impressive analog controls too.
> Crash Bandicoot
I don't feel that this game was as innovative as some of the others. But what it does, it does well, and looks good doing it too.
> Shadows of the Empire
A really late 1996 game. This one was kinda uneven, but the devs tried to make a multi-layered 3D aaction/ adventure game.
>Bubsy 3D
The most innovative 3D platformer of all time.

Overall 1996 was just innovative 3D game after innovative 3D game; ending the year with the N64 'blowout'. Plus there was Diablo, I would also put Metal Slug up as one of the best looking 2D games of 1996.

>> No.10741326

>>10741150
the movement is nice but the levels themselves are so empty and boring. if we were ranking these games by how much they are still played today, TR is clearly the lowest and it is not particularly close. it would go SM64>RE=Quake>TR

>> No.10741330

>>10740578
I don't think people are arguing a retarded standpoint of "Doom isn't 3d". I think they mean fully 3d in that Quake is a first person shooter with fully 3d levels that fully utilize the third dimension.
I'm in the "Descent counts" camp though.

>> No.10741335

>>10740369
>Hey you retarded lorelet zoomer, "Syphon filter" was released in 1999 and with full dual analog support. You see that little picture in the bottom right that says "dual analog support"

I was like 17-18 when this game was released. Sure it supported analog dualshock, like most 1999 release PS1 games did. But, I never really felt like the game Syphon Filter took full advantage of it. The majority of N64 games used the full range of the N64 analog stick, but I found that very few PS1 games had more than 'digital control movement' on an analog stick. I did play games like Metal Gear Solid 1, Silent Hill, Syphon Filter (very little), Driver, and a lot of other PS1 games in 1999. I always found myself using the d-pad for every game. As I said above, Metal Gear Solid mostly benefited from the vibration support of the rumble. So many of the cutscenes would use the rumble.

>> No.10741407

>>10741129
You are an actual retard and a brainlet. I quoted for you precisely where you said the word vast and you're STILL trying to blame me for it for some stupid reason as if I brought it up out of nowhere. Also top kek at this post in general

>fuckign
>jsut
>first of it's kind
>nor nobody else
>nobody else every mentioned
>your a complete fucking tool
>Your just clowning
>Kigns Field
>your an insincere

Further, you lied yet again in claiming Quake 2 had WASD as default controls, not that that's relevant to anything anyways since this topic is about Quake 1. You are now trying to attribute the entire Quake series' accomplishments to the first game. Not even that, you're trying to attribute a Quake PLAYER'S contribution to gaming as Quake's own accomplishment. Completely moronic.

Finally, I didn't mix up any arguments. I just didn't read your long ass whinefest about how other 3D games that came out before Quake didn't count because I knew it wasn't relevant to anything. Whether you were talking about it in relation to Tomb Raider or Quake doesn't matter, it's still the same unsupported dismissal.

>> No.10741439
File: 274 KB, 500x375, 1689747613859576.jpg [View same] [iqdb] [saucenao] [google]
10741439

>>10741326
>the levels themselves are so empty and boring
in what fucking world? the 3D level design in tomb raider is god tier. you're clearly another deluded revisionist tendie

>> No.10741897

>>10740294
That's not what 3D means, and you should stop with this line of reasoning.
It's not the same method as quake, but it is a fully 3D game engine.

>> No.10741992

>>10736706
Tomb Raider for sure. The whole use of the seemingly unrestricted open worlds and the 3rd person view exploded after TR pioneered that shit in their current forms. Everybody started doing 3rd person open world stuff after that. Games also became a lot more cinematic after that, like interactive movies. The use of full motion video, competent voice acting by pro actors, and movie like story telling exploded after Tomb Raider's release. The 1996 Tomb Raider was unequivocally a game changer in the industry.

Quake was just more Doom, but with better tech. Resident Evil, while excellent on its own right, didn't do anything that the Infogrames Alone in the Dark series already hadn't done a few years before. Mario was still just the same old platforming stuff, but in 3D now. Tomb Raider actually broke new ground.

>> No.10742338

>>10741150
>>10741326
Half the reason it's so good is because of what the webm demonstrates, it can hide secrets in interesting ways through level geometry in ways that wouldn't make sense in most other games because of the precise ways it controls and the weight of the way you move through levels.

>> No.10742364

The most important is Quake just flat out. The FPS genre defined gaming for decades.

>> No.10742617

>>10736706
The one that sold the most.

>> No.10743876

>>10736706
Nintendo has utterly raped people's understanding of video games.
People act like it invented the fucking camera and made navigating 3D spaces manageable, when it's already being put in the same image as fucking Quake.

>> No.10743883

>>10737201
Resident Evil was the first big push outside JRPGs for storytelling in games, it saved Capcom, spawned a genre as well as one of the largest franchises in both games and films, etc.

>> No.10743895

I love how all of the posts saying Mario 64 can't actually articulate why it's the most important one, and arguments against the other games amount to "Well, Doom was already out" and then just shitting on anything they can't think of a 'proper' response to.
The honest truth is, Mario 64 did nothing revolutionary. You can argue the analog stick of the N64 controller was, but the development of something like the analog stick was inevitable (it's just an evolution of joysticks, which had been around since the 70s), and Nintendo's implementation of it would become archaic shortly after Sony's DualShock would be released.
Beyond that one miniscule factor, there's nothing Mario 64 really does that is truly significant, unlike Quake or even Tomb Raider. I'd even say Resident Evil, which is a title derivative of several games prior to it and does very little new, holds far greater weight in the industry than Mario 64 for how it pushed the envelope for storytelling in video games, was one of the first media mix franchises to not completely fail, and had the first truly successful video game film franchise. Not all of those may be good, but they're decidedly significant overall.

Quake's still the most significant game though.

>> No.10743909

>>10743895
I find it amusing that you bitched about people who claimed Mario 64 was important didn't provide any reasons and then you didn't actually list a single reason in your post why Quake was the most important.

>> No.10743917

>>10743909
Already been provided by other people in this thread. There's a whole list fairly early on, and I have yet to see even more than one or two half baked reasons for Mario 64.

>> No.10743918 [DELETED] 

>>10743876
cope and seethe Quakecuck cope and seethe

WA-HOOO!!!

>> No.10744059
File: 2.89 MB, 640x480, Mario 64 camera pan.webm [View same] [iqdb] [saucenao] [google]
10744059

>>10743895
I think SM64's main contribution is the amount of control and actions the player have at their disposal, plus the sandbox-like levels with multiple objectives. Fast, free-ranging analogue control where you seemlessly link multiple unique animations together, with an independently controllable camera. That's a lot of things that can influence a lot of games and genres, and it did, i.e. GTA, Tony Hawk, even Grim Fandango.

https://archive.is/KEPhV
>Apart from camera criticism, everyone thought it was amazing. It defined the 3D platformer as a genre,” says veteran designer, Co-Founder of id Software and Senior Creative Director for VR developers Resolution Games Tom Hall.
>Tim Schafer had been making “relentlessly 2D” games on PC for years when he directed Grim Fandango, a classic LucasArts adventure game released in 1998. The game used flat backgrounds and set camera angles with 3D characters, controlled using a character-relative ‘tank’ control scheme in the vein of older Resident Evil games.
>“We were like: ‘how else are you gonna control someone in 3D? You’ll be so disoriented’,” Schafer recalls. “The idea of navigating a character in 3D just seemed like this really hard [thing] - how do you map a 2D screen, 2D controller to a 3D environment? It seemed insurmountable. And then Mario just did it."
>When asked about the lasting legacy of Super Mario 64 in the games we play today, developers give a variety of answers. Sutherland and Stevenson point to the game’s focus on navigating a physical landscape and fluid movement, the DNA of which can be seen in AAA blockbusters like Assassin’s Creed.

>> No.10745716

tomb raider has a sense of mystery i rarely found in other games, thanks to its music

>> No.10746741

>>10736706
Merry Oh