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Games that are still ahead of their time

Kill Switch is up there most definitely. Revolutionized cover based shooters

No, no it didn't. Most of these cover based shooters are copying GOW not Kill Switch.

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Soul Calibur II. It's still the best fighting game ever made. For the record though, SC5 is fantastic.

SC2 isn't really a good fighter when you get into it because most characters are worthless due to the way you can defend.
 
Godhand was ahead of its time. I don't know how much longer it is going to take action games to adopt an adaptive difficulty level and customizable movesets.
 
Yeah, I think Ultima Online takes the cake here and that with ease.

You can do just about everything in it and you do it online with thousands of other players.

Some of its design was just beyond shitty and confusing, but man, was it ambitious.
 
I want to expand the Perfect Dark list since some people seem to agree with me.

- Counter Co Op
- Custom tagging based on your behavior during competitive play
- Full stat log with many granular information regarding your performance, both global and per match.
- Customizable multiplayer character model (almost using face mapping)
- Every weapon had 2 fire mods which were really inventive (knife becomes throwing knife, some guns become mines, sentry guns)
- Tons of multiplayer modes
- Fully customizable weapon spawns for multiplayer (only mines and pistols games, etc)
- Target practice mode
- Crazy amount of weapons that actually behave differently than other games (Ping pong grenade, laptop gun)
- Main menu runs on top of the actual game
- Best weapon cycling mechanism in any console FPS game ever (the expanding wheel)

And im probably forgetting so much more, last time I played this game was in 2002 and this is just the stuff I remember.


I'll add to this having just played the XBLA version a bit the other day.

-You could shoot out lights, to create cover of darkness.
-Shoot the weapons out of enemy hands, which they could then retrieve or use a sidearm.
-Wound enemies, who would then limp away bleeding and warn other enemies.
-Wounded enemies left blood trails you could follow.
-Higher difficulties actually added new objectives, boss fights, and encounters rather than just modified health/damage etc.
-You could command AI bots in multi to do your bidding, defend positions, attack certain people, etc.
-You could move around furniture to block doors and provide cover, etc.
-You could make AI surrender to you if they were wounded or you snuck up on them
-It had a hub world in the Carrington Institute that provided mini games and exploration as well as tutorials.
(Not to mention was brought into the actual game proper later on)
-The game had a ton of unlockables attainable by in game achievements, characters, weapons, coop AI partners, even entire missions and levels were unlockable as a bonus.
-game had some awesome lens flare effects for back in the day.

and a whole ton more.

Game is still a blast to this day.
 
I'm gonna say Final Fantasy XI. I've been saying it for years, because it's still the only decent console MMO that is worth playing and has been supported for many years. While the game was also released on PC, and Xbox 360, I've always considered it a very impressive PS2 game since that was the platform it was originally developed for.

While the resolution and framerate are not perfect, it still is the first and only MMO to bring that experience from the PC to console without any sacrifice to the game play. It's not just a button mashy game with an MMO coat of paint like Everquest Online Adventures, and DC Universe ended up being. It has received consistent updates over the years also.

Beyond the technical aspects though, it was years before any other developer attempted to have a decent story in their MMO like FFXI did. The game had cut scenes for the missions and quests that progressed the story and made it seem like you were taking part in something, and not just doing it for the loot. You were getting narrative and context on why you must go and kill a beast, or why you must hunt down a certain piece of treasure from a monster. Some of it all may have been so massive, and a little hard to follow since there was so much in the world, but at least it was there.
 
And GOW got it from Kill Switch. Cliffy admitted this, and even mentioned Winback at least once in an interview.

All the recent cover shooters are copying GOW. And he got the idea from those games, but its obvious when you play GOW and those games that Epic's cover system is different and the current cover based games feel like GOW, not kill switch.

I disagree!

I disagree with you. A lot of the roster is useless because you can step guard then to death. Namco fighting games are overrated imo.
 
Jumping Flash (PS1)
Crime Crackers 1/2 (JPS1)
Burning Rangers (Saturn)

All way ahead of their times. All can use a serious update with better technology and controls.
 
When people say Final Fantasy XII are they ignoring that MMORPGs have existed for over a decade?

How many of these games are still ahead of the times? Only a few.
 
I'll add to this having just played the XBLA version a bit the other day.

-You could shoot out lights, to create cover of darkness.
-Shoot the weapons out of enemy hands, which they could then retrieve or use a sidearm.
-Wound enemies, who would then limp away bleeding and warn other enemies.
-Wounded enemies left blood trails you could follow.
-Higher difficulties actually added new objectives, boss fights, and encounters rather than just modified health/damage etc.
-You could command AI bots in multi to do your bidding, defend positions, attack certain people, etc.
-You could move around furniture to block doors and provide cover, etc.
-You could make AI surrender to you if they were wounded or you snuck up on them
-It had a hub world in the Carrington Institute that provided mini games and exploration as well as tutorials.
(Not to mention was brought into the actual game proper later on)
-The game had a ton of unlockables attainable by in game achievements, characters, weapons, coop AI partners, even entire missions and levels were unlockable as a bonus.
-game had some awesome lens flare effects for back in the day.

and a whole ton more.

Game is still a blast to this day.

YES!

What about the widescreen mod, hi-res mode, surround sound, mp3 playback implementation, extremely vertical levels, see through walls with that one aimbot gun.

And so much more, the feature list in this game would make any developer sweat just thinking about implementing, testing and balancing all this stuff.
 
Final Fantasy XII.

It's a shame XIII was a huge step back from it.
Thousands of fans complained XII was too unfocused, that it didn't have enough cut-scenes and was unemotional, so SE made XIII very linear and added too many cut-scenes with loads of melodrama. What a shame. XIII was a result of fan feedback and ironically became one of the least popular entries in the series. Sometimes it's best for a developer to just ignore them.
 
YES!

What about the widescreen mod, hi-res mode, surround sound, mp3 playback implementation, extremely vertical levels, see through walls with that one aimbot gun.

And so much more, the feature list in this game would make any developer sweat just thinking about implementing, testing and balancing all this stuff.

I don't think they thought too much about balancing stuff. Which was great, since you could customize your multiplayer games to such a massive degree. Go balls out with crazy weapons, or have a toned down match with a balanced weapon set.

On the topic of widescreen mode, you could even play it at the cinematic ratio of 2.35:1. Super widescreen.

This game is the main reason I'll pick up a 360 someday, along with REZ HD and the Halo series
 
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There is no shooter as advanced for its time as System Shock was in 1994.

Iingenious level layout and puzzle design, a genuinely interesting story and antagonist, excellent writing and voice acting, a full 3D space to play around in, and creative missions all combine to form what is a masterclass in game design. With mouselook enabled, the game is just as playable today as it was when it released.
 
Thousands of fans complained XII was too unfocused, that it didn't have enough cut-scenes and was unemotional, so SE made XIII very linear and added too many cut-scenes with loads of melodrama. What a shame. XIII was a result of fan feedback and ironically became one of the least popular entries in the series. Sometimes it's best for a developer to just ignore them.
Sounds like BS. Every decision that led to FFXIII was made due to technical and time restrictions because they had trouble with HD assets.
 
To me Halo CEs gameplay and AI is still one of the best in the biz. Just playing through Anniversary again and it blows me away everytime how much they got right in so little time.
 
I don't think they thought too much about balancing stuff. Which was great, since you could customize your multiplayer games to such a massive degree. Go balls out with crazy weapons, or have a toned down match with a balanced weapon set.

On the topic of widescreen mode, you could even play it at the cinematic ratio of 2.35:1. Super widescreen.

This game is the main reason I'll pick up a 360 someday, along with REZ HD and the Halo series

Why did they do that? In case you plugged your N64 to a cinema projector? hahaha crazy rare, they were inspired.

What about the crazy input methods they programmed, like using 2 controls at the same time.
 
I never thought MGS2 seemed all that ahead of its time, but that was probably because MGS1 seemed so ahead of its time to me. I literally thought it felt like a video game from the future had fallen back through a wormhole.
 
Is this a stealth Perfect Dark appreciation thread? I wish today's shooter feature half of the feature of this game. I'd be happy with challenging and meaty single player campaign though, but even that seems too much to ask.
 
Correct as well. Dunno how I missed that.

Man, i replayed it recently and even 10 years later its still challenging and fun. That game was so ahead of its time its not even funny and i don't even think Bungie realizes it even today.

Just like in the library level for example, everyone complained about it (me included) but if you really take a good look at it, its basically a big level when full of small "Horde" moments 10 years before Horde made that shit popular. Every moment in that level is a small confined area with waves of enemies coming at you. And the pacing of it just makes it so different than every other level in the game.

Im seeing all these little things now, a decade later, and it still blows me away. This game is just insane.
 
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The Nomad Soul a.k.a. Omikron. The first game I played where I felt like I was actually exploring a living, breathing world. It tried to meld fighting, RPG style stats, first person shooting and adventure game elements all together...not always completely succesfully I'll admit. Exploring the world and find stuff to do was still great fun, and if it never quite lived up to it's ambitions, I thought it was way ahead of it's time, and to this day I haven't played many games that sucked me into it's world as much as this one. I thought Fahrenheit was pretty good but it wasn't quite the same. Only played a few minutes of Heavy Rain before it got stolen and I haven't yet bothered to buy another copy.

One other thing:
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Virtual David Bowie. That is all.

Good call. I wish I could get that game working in Windows 7. A follow up to this, done right, would be excellent.
 
The ultimate answer here is Jurassic Park: Trespasser released in 1998 for the PC


Technically speaking, it was so far ahead of it's time it's ridiculous. The game's graphics engine was coded to make use of bump mapping, specular lighting and the game's engine was coded specifically to handle large open world complex environments. These are things we would not see from video games until the mid 2000's at least.

Every AI in this game had it's own set of independent objectives that don't have anything to do would you. Raptors would dinosaurs in packs trying to get a meal and would leave you alone if there was something bigger to kill. This sort of thing was not even tried in video games until STALKER. A quick side note, the early versions of STALKER were in of itself pretty ahead of the curve on this note, the developers intended for some AI characters to be on the same main quest as you making it possible for an AI to "win" the game before you did.

Trespasser had an advanced physics engine that we would not see again until Half Life 2. Every item in Trespasser had weight and could be manipulated with your hand. Random rocks could be thrown off cliffs to hit dinosaurs and kill them, crates could be piled on top of each other and turned into a makeshift ladder. Even the guns were handled like this. You literally had to pick up guns with your virtual hand.


However, because the game was so far ahead of it's time - and still is in many ways, it was incredibly buggy and impossible to play on 1998 computers.
 
OG TrackMania and TM2 are crazy, Nadeo keeps on doing their own thing. There's a ton of stuff that other devs could learn from it's single minded pursuit of community driven time trial perfection.

said:
 
OG TrackMania and TM2 are crazy, Nadeo keeps on doing their own thing. There's a ton of stuff that other devs could learn from it's single minded pursuit of community driven time trial perfection.

How did I forget this, the map editor is ridiculous, not sure how and when someone will surpass this.
 
Deus Ex and Crysis have far more interesting design than basically every shooter or WRPG made today and Crysis' tech is also superior to most games still.

I can see MGS2 as still being ahead of the time because it was willing to experiment artistically in video games, but not a lot of the other stuff. FFXII is surpassed pretty thoroughly by Xenoblade in gameplay-design.
 
The ultimate answer here is Jurassic Park: Trespasser released in 1998 for the PC


Technically speaking, it was so far ahead of it's time it's ridiculous. The game's graphics engine was coded to make use of bump mapping, specular lighting and the game's engine was coded specifically to handle large open world complex environments. These are things we would not see from video games until the mid 2000's at least.

Every AI in this game had it's own set of independent objectives that don't have anything to do would you. Raptors would dinosaurs in packs trying to get a meal and would leave you alone if there was something bigger to kill. This sort of thing was not even tried in video games until STALKER. A quick side note, the early versions of STALKER were in of itself pretty ahead of the curve on this note, the developers intended for some AI characters to be on the same main quest as you making it possible for an AI to "win" the game before you did.

Trespasser had an advanced physics engine that we would not see again until Half Life 2. Every item in Trespasser had weight and could be manipulated with your hand. Random rocks could be thrown off cliffs to hit dinosaurs and kill them, crates could be piled on top of each other and turned into a makeshift ladder. Even the guns were handled like this. You literally had to pick up guns with your virtual hand.


However, because the game was so far ahead of it's time - and still is in many ways, it was incredibly buggy and impossible to play on 1998 computers.
The AI was planned but never implemented. The dinosaurs were supposed to have routines for hunger, anger, curiosity and other "emotions," many of which were independent of the player thus creating a living ecosystem in the game.

They could never get it working right, so all the meters were set down to 0 except for anger, which was at 100. They just hate you on sight, lol.

The game was a buggy pile of shit mainly due to mismanagement. It was advanced on paper but what was released was garbage.
 
Majora's Mask - Only game I've ever played where I didn't feel like the world revolved around me.

Seriously, nothing beats the world of MM. Just making shit bigger really doesn't make things better in certain genres, if none of these soulless NPCs/quests in it come close to the details of a single citizen of clock town. There's so much detail in this game, even if it doesn't revolve some quest or anything, but simply to add to the mood.
 
Sotc_boxart.jpg


Before the HD collection came out the only thing this game lacked was high res textures and a solid framerate, everything else about Sotc was truly next gen.

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The ultimate answer here is Jurassic Park: Trespasser released in 1998 for the PC


Technically speaking, it was so far ahead of it's time it's ridiculous. The game's graphics engine was coded to make use of bump mapping, specular lighting and the game's engine was coded specifically to handle large open world complex environments. These are things we would not see from video games until the mid 2000's at least.

Every AI in this game had it's own set of independent objectives that don't have anything to do would you. Raptors would dinosaurs in packs trying to get a meal and would leave you alone if there was something bigger to kill. This sort of thing was not even tried in video games until STALKER. A quick side note, the early versions of STALKER were in of itself pretty ahead of the curve on this note, the developers intended for some AI characters to be on the same main quest as you making it possible for an AI to "win" the game before you did.

Trespasser had an advanced physics engine that we would not see again until Half Life 2. Every item in Trespasser had weight and could be manipulated with your hand. Random rocks could be thrown off cliffs to hit dinosaurs and kill them, crates could be piled on top of each other and turned into a makeshift ladder. Even the guns were handled like this. You literally had to pick up guns with your virtual hand.


However, because the game was so far ahead of it's time - and still is in many ways, it was incredibly buggy and impossible to play on 1998 computers.
ctrl + f "trespasser". All is well.
It's like the first Kinect game that couldn't even wait for Kinect to come out. I absolutely adored that game because it felt like you could complete your objectives in ways the game hadn't even thought about.
 
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(1996)Neverhood's claymation art blew my mind back in the day, and still does. No other developer would dare to put that much still motion work into their game. Also, had one of the greatest soundtracks in VGM history.
I'm glad at least one more claymation adventure game, The Dream Machine (2012), has come out since then.
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Oddworld: Stranger's Wrath (2005)
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LIVE AMMO!

SWAT 4 (2005)
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What is this, non-violent options in my shooter? No "shoot first, ask questions later" design tenet to a FPS? Shout commands as a central gameplay feature? Decking out my whole crew with just paintguns? The ability to see every single member of your team's viewpoints in picture-in-picture display? Enemy AI that can fake an arrest and pull out a hidden gun while they're lowering their hands for surrender? Random enemy spawns? 4 player online co-op?

If you want some hilarity, watch Spoony's videos on it.

I think only Payday The Heist is similar in cribbing some of the mechanics.
 
Sotc_boxart.jpg


Before the HD collection came out the only thing this game lacked was high res textures and a solid framerate, everything else about Sotc was truly next gen.

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Metroid Prime.

It's just so good, man.

That atmosphere. That detail. That level design. That music.

I think one of the biggest things that other games should have adopted is the scan visor. It's just a "What the hell is this?" button, and the flavor text it throws at you does wonders for world building. It's amazing how every single enemy in the game has a detailed logbook entry complete with pictures.

Other games have tried implementing similar "What the hell is this?" buttons, but the only game that's come close Metroid Prime's effort and attention to detail, much less surpassed it, was Metroid Prime 2.
Indeed. Bioshock takes some cues from this and the audio logs act like the scans, but I still think that Metroid Prime did it better.

FF XII, it was only until Xenoblade that the rest of the genre started to catch up with its free roaming gameplay.
Absolutely right. It's a great mix of the japanese RPG mechanics with western RPG ideas. I still have to play Xenoblade, I don't have a Wii now...
Skyrim was kinda successful in Japan, wasn't it? If that one leaves a mark on the jRPG genre, which results in more games like FFXII, I really would like it. FFXIII-2 is also a lot more open than FFXIII.

One of the only things FF XIII had over XII was the soundtrack. XII's soundtrack is way too somber, the soundtrack in XII sounded like it belonged in Winnie the Pooh.
Do you really think that this belongs to Winnie the Pooh?
(Btw, even though I love the FFXII soundtrack, I must say that the FFXIII one is better)

The Legend of Zelda: Majora's Mask
Why?
- Gave a feeling of a living brething world that I haven't yet felt in any game since
- Was genuinely creepy and eerie without being in your face scary. Made you feel alone in the world of Termina, something games struggle with today.
- Secrets, so many secrets. I've played the game so many times and even this year I'm hearing about certain parts of the game that I missed (The talk with Anju and her mother)
- A big (not huge) world that actually has things in it. Puts Twilight Princess to shame in that regard.
- Graphics, for N64 are amazing (Thank you expansion pack) and really haven't aged badly at all IMO, unlike most of that generation of games,

Majora's Mask and Clock Town.
Damn right, with Jamix giving good reasons why.

Mirror's Edge.
The gamers weren't ready for this kind of game.
Sleep well sweet prince...
I wish to see another sequel to this. Such a great game.

----
And not to forget:
F-Zero GX
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Great amount of content, nice soundtrack, and it looks absolutely incredible while staying at 60 FPS. The sense of speed and challenge is completely unmatched.
 
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