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The most "State of the Art" game ever released

Quake-II_2.jpg

Quake II was very impressive for its time (1997). Colored lights!
 
Rödskägg;206535661 said:
I was surprised when I saw this back in 1993:
Starfox

The same year games like Doom and X-wing were released but this was for a $100-$150 home console.

Man, i really want a 60FPS remake of this game in a nicer resolution but nothing at all done to the art style or music. Maybe an optional remixed soundtrack, and improved draw distance.

There is such a unique charm to this games assets, its just so hard to go back and play it on the SNES.
 
Crysis and it's not even close. It was like a tech demo from the future. The lighting, vegetation, distructive environment, graphics... everything was years beyond the competition.
 
I don't think Doom 3 really is a good pick because it was the same year as Half Life 2 and one year before FEAR. It was pretty amazing on launch but it wasn't super far ahead of the pack or anything.

It is much better looking than both of those games though. Doom 3 was a huge leap in graphics.
 
Another vote for Shenmue. The thing that is still, to this day impressive for me is how immersive the game world is. I would argue that it still has one of the best game worlds with every NPC having tasks to do and places to be. I was so amazed back that you could follow the hamburger guy home, or see someone close up shop, go to the bar and stumble their way home. It was the first game that felt like it was a living, breathing world.

Of course the graphics and whatnot too, but that's already been mentioned.

Edit: Also Super Mario World, the color usage in that game blew me away at release. Especially when compared to Mario 3. To me that was the single most significant leap in graphics throughout gaming history. NES to SNES, I mean.
 
Rogue Squadron 2, Game Cube

latest

Oof, good shout. Showed that the GC was a lot more powerful than some people thought (based on theoritical numbers or reputation), and from launch too!

I don't agree with all you people choosing Crysis. I mean, it was a great game, with crazy graphics, but I think it's not what OP wanted you to think about.

Metal Gear Solid is my call.

Isn't OP talking about graphics, technology and other related features ahead of their time, and that stayed that way for a while though?
 
Outcast

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The AI still do things no-one has tried to recapture today.

Go up to any NPC in the gameworld and ask for directions. They will give you accurate directions dynamically regardless of where they are standing in the gameworld.

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Also yeah, props to Shenmue. Amazing.
 
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On the other side of the coin, (but still Dreamcast) Phantasy Star Online was a decade ahead not in graphics, sure, but in features. Online 4-player, custom emoji system for conversing with other languages, events, etc.[/QUOTE]

One of the greatest console online games of all time. The only game I played more was Diablo 2 from that time period. God I miss Sega being in the console business. I love PSO and it bothers me that they haven't brought number two stateside.
 
FEAR is a technical marvel, and I genuinely don't believe our AI has gotten any better (sometimes worse) since then.

Yeah I'd say Outcast and FEAR are the two games with the best AI ever made. One obviously a more social/adventure game and the other a shooter - but both best-in-class at their own behavioural goals.

I think Naughty Dog are almost there on AI though. The Last of Us and Uncharted 4 on their hardest difficulties have some mind-boggling AI stuff. I think it might match FEAR actually. Need to replay it.
 
Hell, the quote "can it run crysis" was viable for a long time

And still viable, due to the fact that the original Cryengine doesn't handle multi-core systems very well.

But that aside - the ways that Crysis pushed technology are still amazing to this day.
 
Rödskägg;206535661 said:
I was surprised when I saw this back in 1993:
Star_Fox_-_Gameplay.png

Starfox

The same year games like Doom and X-wing were released but this was for a $100-$150 home console.
To be fair the $100-150 SNES alone could never do Star Fox by itself, it had a 3D co-processor in the cartridge.
 
Yeah I'd say Outcast and FEAR are the two games with the best AI ever made. One obviously a more social/adventure game and the other a shooter - but both best-in-class at their own behavioural goals.

I think Naughty Dog are almost there on AI though. The Last of Us and Uncharted 4 on their hardest difficulties have some mind-boggling AI stuff. I think it might match FEAR actually. Need to replay it.

I'm sorry, I cannot accept this. Just because your character is compromised on higher difficulties doesn't make the AI "better".
 
Scud Race is a good pick, could throw Virtua Fighter 3 in there as well. Model 3 was a fucking beast..hell most 90's Sega coin-ops were untouchable.

A few more
Super Mario 64
Ridge Racer (Arcade)
Unreal Tournament (PC)
SF3: New Generation
 
I remember the Jak and Daxter games having no load times which is impressive feat for an open world game on PS2. Game was ready to start from the get go.
A lot of open world games back then would take forever to load and entering building would have their own load times which Jak and Daxter didn't.

Correct me if I'm wrong though :D

Edit : Halo CE aswell ofc
 
pc-44363-61353954524.jpg


Titanic Adventure out of Time, perhaps? Came out in '96 and you could explore (almost) the entirety of the Titanic with no loading.
 
The AI still do things no-one has tried to recapture today.

Go up to any NPC in the gameworld and ask for directions. They will give you accurate directions dynamically regardless of where they are standing in the gameworld.
.

What is also cool is that if they are nearby to the thing you want, they give accurate directions, but if they are far away they only give you a rough direction to travel in.
 
I'm sorry, I cannot accept this. Just because your character is compromised on higher difficulties doesn't make the AI "better".

I'm sorry, I can and will accept it.

It's nothing to do with how much health you have (although that is affected).

On higher difficulties the enemies communicate more, flee when relevant, flank more, push harder, throw more grenades, and move more (including climbing/dropping to tactical positions). I've had moments in Uncharted 4 on Crushing where I've got the drop on two guys, tagged one of them, then while firing at the other he's stumbled away, fled around the back of a rock, shouted 'He's back there!' to teammates (about me), then climbed up the other side of said rock, taken cover in a new position, and started firing on me while his teammates arrive from the other side. They legit give chase and keep track of you. They co-ordinate in groups to flank you. If they get close enough and you're weakened they can grab you and hold you for a teammate to attack. Replay the Jungle fight in Uncharted 4 a few times, on Crushing using the 'Encounter select' menu. You'll see what I mean.

The more you play it the more you see detailed AI behaviours - it's easy to breeze past these on a one-time playthrough, especially on Moderate/Hard where the AI is far less impressive and responsive. FEAR's AI is amazing, but it barely does anything more in-depth than this. It just does it really seamlessly and with great attention to detail.

The Last of Us also has substantially more complex AI than Uncharted. Enemies actually co-ordinate - watch closely when they lose track of you and one of them will say 'You guys check over there' *hand raises and points in a direction* 'I'm going this way!' *walks the other direction*. And you'll see the enemies split up and move in the relevant directions, exactly to how the guy gestured.

On top of that, in TLoU (and I think in Uncharted 2/4 but my memory is fuzzier) if enemies see you before you see them (eg they walk out from behind you) they will stealth attack you, grabbing you from behind and shouting 'He's here!' This is particularly amazing when you've had a skirmish then break off into stealth and, sitting behind cover with your brow sweating, you suddenly get a heart-stopping moment where you're suddenly and abruptly grabbed from behind.

Amazing work.

What is also cool is that if they are nearby to the thing you want, they give accurate directions, but if they are far away they only give you a rough direction to travel in.

Word. It's really amazing.

I'm really excited about the upcoming remake/remaster.
 
Page 3 and not a single person has said Jurassic Park: Trespasser?

In 1998, Trespasser attempted to do things that wouldn't become the industry standard until almost a decade later.

  • Full body inverse-kinematics animation for every single character in the game. (this means no pre-canned animation, everything is controlled by the physics engine.)
  • A physics engine that handled object collisions for everything in the world. Doors, crates, guns, dead bodies, vehicles, all of it was physics-driven.
  • Huge, highly detailed (for 1998) outdoor environments.
  • A dynamic LOD system that did several very advanced tricks, like lowering the detail of the heightmap world geometry and converting distant props in to 2D sprites to save on system resources
  • Shader-like effects, like dynamic water surfaces, bump mapping and specular highlighting.
  • An attempt at complex, almost simulation-like artificial intelligence for creatures, making them more than just targets to be shot
  • HUDless gameplay, so that no interface would get in the way of immersion
  • A dynamic foley system that is programmed to mix various samples on the fly in order to create any required sound effect

Y'all saying Crysis, but Crysis was just built on what Crytek tried with Far Cry, which in itself was born from a project called X-Isle, which seemed to be heavily inspired by Trespasser. Even Gabe Newell cited elements of Trespasser as inspiration for technology included in the Source Engine. It was the bleeding edge game of its generation.

Trespasser's whole problem is that it was too state of the art. It was so far ahead of its time that it tripped over its own feet and fell flat on its face in spectacular fashion.
 
Model 3. I remember playing Scud Race in 1996 and thinking "now this is how games from the future are gonna look". The Model 3 arcade board was almost military-grade technology.

From recent times, it's Crysis. The game is still taxing to powerful PCs even almost 10 years later. Such an ambitious game...doubt we'll ever see one like that again.
 

I agree. Its “voxels” engine wasn´t too GPU demanding for its time, so I could almost max it out with my Pentium 3 - 450 MHZ and my weak video card.
Very advanced from a technical standpoint (that water…), and an unforgettable semi-open world (large, portal-connected areas, vaguely comparable to what The Witcher 3 is today).

Honorable mentions:
-Captain Tsubasa 2: Super Striker (Tecmo, NES, 1990)
-Super Mario 64 (Nintendo EAD, Nintendo 64, 1996)
-Quake (id Software, PC, 1996)
 
Page 3 and not a single person has said Jurassic Park: Trespasser?

In 1998, Trespasser attempted to do things that wouldn't become the industry standard until almost a decade later.

  • Full body inverse-kinematics animation for every single character in the game. (this means no pre-canned animation, everything is controlled by the physics engine.)
  • A physics engine that handled object collisions for everything in the world. Doors, crates, guns, dead bodies, vehicles, all of it was physics-driven.
  • Huge, highly detailed (for 1998) outdoor environments.
  • A dynamic LOD system that did several very advanced tricks, like lowering the detail of the heightmap world geometry and converting distant props in to 2D sprites to save on system resources
  • Shader-like effects, like dynamic water surfaces, bump mapping and specular highlighting.
  • An attempt at complex, almost simulation-like artificial intelligence for creatures, making them more than just targets to be shot
  • HUDless gameplay, so that no interface would get in the way of immersion
  • A dynamic foley system that is programmed to mix various samples on the fly in order to create any required sound effect

Y'all saying Crysis, but Crysis was just built on what Crytek tried with Far Cry, which in itself was born from a project called X-Isle, which seemed to be heavily inspired by Trespasser. Even Gabe Newell cited elements of Trespasser as inspiration for technology included in the Source Engine. It was the bleeding edge game of its generation.

Trespasser's whole problem is that it was too state of the art. It was so far ahead of its time that it tripped over its own feet and fell flat on its face in spectacular fashion.

Actually yeah, I'll go with this. I would love a modern reattempt.
 
The cut scenes in Ninja Gaiden were some next level shit on the NES.
Yeah, I remember the first time playing that game as a kid, that stuff blew me away. It's funny how quickly things advance.
 
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