As it should be. Thier arcade hardware was insanely advanced for the time.This thread is a giant tribute to the glory days of SEGA so far, which I am very much enjoying.
As it should be. Thier arcade hardware was insanely advanced for the time.This thread is a giant tribute to the glory days of SEGA so far, which I am very much enjoying.
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.
Crysis. This released 9 years ago:
you could run any 3D game through post processing like that and obfuscate it enough to claim that the game behind the grain is state of the art
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.
Right now Witcher 3 and its two expansions are blowing my socks off in terms of audiovisual presentation and scope
This.
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.
I Robot - 3D platform shooter from 1983
https://www.youtube.com/watch?v=gmvWxG2zvs8
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I previously wrote it was 1984, but after checking again it was actually a 1983 game. I'm old enough to have actually played it in NYC back then, and it was really amazing at the time.
Rogue Squadron 2, Game Cube
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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.
FEAR is a technical marvel, and I genuinely don't believe our AI has gotten any better (sometimes worse) since then.
Hell, the quote "can it run crysis" was viable for a long time
To be fair the $100-150 SNES alone could never do Star Fox by itself, it had a 3D co-processor in the cartridge.Rödskägg;206535661 said:I was surprised when I saw this back in 1993:
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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.
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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I'm sorry, I cannot accept this. Just because your character is compromised on higher difficulties doesn't make the AI "better".
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.
To be fair the $100-150 SNES alone could never do Star Fox by itself, it had a 3D co-processor in the cartridge.
Outcast
Shenmue. Digital Foundry did a video on it recently: https://www.youtube.com/watch?v=c0blSBgpRUg
Pokemon 1st Gen
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.
Yeah, I remember the first time playing that game as a kid, that stuff blew me away. It's funny how quickly things advance.The cut scenes in Ninja Gaiden were some next level shit on the NES.