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SpartanSloth: Outlaws was pretty revolutionary for its time, even though it doesn't have the same fame as old titles like doom, quake, etc.
If I'm not mistaken, it was the first PC game to feature a scope for rifles, or so I remember from an article I read some time ago.
Midwinter had a rifle scope back in 1989.

For me the most novel thing about Outlaws when I played it a year or two ago was that you played as a "glass cannon" against other "glass cannons". Incredibly refreshing when most games are full of HP sponges.
Post edited March 14, 2018 by PetrusOctavianus
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SpartanSloth: Outlaws was pretty revolutionary for its time, even though it doesn't have the same fame as old titles like doom, quake, etc.
If I'm not mistaken, it was the first PC game to feature a scope for rifles, or so I remember from an article I read some time ago.
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PetrusOctavianus: Midwinter had a rifle scope back in 1989.
Oh, wow, never heard of that one before, but according to the wikipedia page I just read it has a bunch of other interesting mechanics for a game from 1989! That's pretty cool :)
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PetrusOctavianus: Midwinter had a rifle scope back in 1989.
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SpartanSloth: Oh, wow, never heard of that one before, but according to the wikipedia page I just read it has a bunch of other interesting mechanics for a game from 1989! That's pretty cool :)
Yeah, Mike Singleton (RIP) was in many ways ahead of his time, and did incredible things with the ZX Spectrum in particular.
Most of the games on the PC98 were amazingly ahead of the time.
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Darvond: Most of the games on the PC98 were amazingly ahead of the time.
While I do love PC98 games, the hardware of PC98 is much better than IBM PC.
The graphics were so good due to the much better video card.
IBM PC could do the same thing if you have similar video card like PC98's.
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joppo: Maniac Mansion 1 was absurdly ahead of its time too. Not when it comes to graphics or sound; those were just fine (as far as games from that age could be). It isn't even my favorite adventure, but when was the first time you saw a puzzle-heavy game where you could choose any 3 out of 6 characters and you had different puzzle solutions based on who you chose and all combinations were winnable?
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kbnrylaec: The term "cutscene" was coined by Ron Gilbert, the creator of Maniac Mansion.
(But no, Maniac Mansion is not the first game to implant "cutscene".)

Maniac Mansion is also my favorite game all-time.
It is still so fun even in year 2018.
(I prefer the original look and feel, the 1987 version.)
It is definitely a great game, but I only had a chance to play it a lot later. Much later than I had played MM2 (which was a bit old by then.) By that time (around 2000) it was a bit hard to ignore that MM1's graphics looked like they were made in 1987 :) I still enjoyed it for the humor and general fun, but it would be even more fun if I had touched it closer to release.

My favorite adventure and probably fave game of all time is Monkey Island 2, but it is a tough competition. :)
Daggerfall and Morrowind, System Shock, Vice City and San Andreas. Also Gran Turismo.
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tinyE: PC Games that were behind their time:

DukeNukem Forever :D
Totally agreed, but except for that one bit where you got shrunk down to the size of an action figure and had that epic fight in the kitchen. I want an entire game like that:
https://www.youtube.com/watch?v=2Yp2DRJxAkE
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tinyE: PC Games that were behind their time:

DukeNukem Forever :D
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Matewis: Totally agreed, but except for that one bit where you got shrunk down to the size of an action figure and had that epic fight in the kitchen. I want an entire game like that:
https://www.youtube.com/watch?v=2Yp2DRJxAkE
I didn't get that far. Twenty minutes in I was still running around air ducts that look like something I could have coded, so I got out.
I'm just going to say the elder scrolls: arena. Due to it's sheer size!
Post edited March 14, 2018 by TheNerdyPlane
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ResidentLeever: Which was the first RPG with activity-based progression? I know of FF2 and Ultima 8.

https://en.wikipedia.org/wiki/Experience_point#Activity-based_progression
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PetrusOctavianus: Dungeon Master from 1987, maybe.
Thanks, I looked into it and added some info on my site (also updated the maniac mansion info).

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F4LL0UT: To me that would, probably above all, be Outcast and Gothic, both for very similar reasons. Both went for immersive solutions and living worlds and they were so ambitious about it that there's still comparably few games that can compete with them in some regards. And both of them were released at kinda exactly the wrong time for their true genius to be fully recognised. They were released before gamers, reviewers and developers had quite become sensitive to certain things and by the time buzzwords like "immersion" and "emergence" became a thing
Cool, can you give some concrete examples of this?
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ResidentLeever: Cool, can you give some concrete examples of this?
Sure, for starters: Outcast is basically an RPG but it's not that noticeable as the game avoids any of the dead giveaways like a character building, stats and formal quests. You have conversations with many NPCs and they give you tasks but they are just captured as loose notes in your log and get greyed out once they become obsolete. You don't become stronger through better stats but through better equipment and performing quests that e.g. weaken enemies because they become undernourished or weaken their guns because you've cut off their iron supply (so effectively you get all the development as in an RPG but through plausible means). There's tons of alien language in the game and it's not translated by the game itself, you just learn it by playing the game. And you find things and characters through verbal descriptions rather than markers on a map or something. If you ask for someone's location, even generic NPCs will tell you the rough direction and distance and if the character you're looking for is nearby they will actually just point at him. And well, the basic gameplay is not like in an RPG - you get to shoot like in a shooter, you get to use stealth, you get some 3D platforming. It pretty much is an RPG but just doesn't show it.

And Gothic of course stands out with its crapload of details. NPCs have their day and night cycles, they work, eat, sleep and talk to each other. They react to stuff like walking through their homes or entering areas that someone of your social standing is not allowed in. And there's also tons of scripted reactions. The philosophy is similar for your character, you can engage in lots of activities just because, others are very much important. You can grill meat to improve its qualities, if you want to look at a map you have to actually buy one and your character will have to open it each time you want to see it. And some creatures are active by day, others are active at night and they give different places totally naturally different levels of danger. Forests are dangerous because that's where you'll typically find wolves, mountainous regions house these weird dinosaurs and the orcs' territory is dangerous because orcs just happen to be friggin' tough. There's no level scaling and such crap that may make the small creatures more powerful than any large one. Then there's the fact that the game features a very specific society (or rather three of them) and their differences are just gigantic. You feel the different hierarchies and moral codes in every quest and interaction with any NPC from either camp and you have to engage with these particular societies and their characteristics to get ahead in the game. And while you do build your character much like in other RPGs, you need teachers to actually get better. And access to better equipment is achieved by rising through the hierarchy of either camp. And, much like Outcast, Gothic avoids just feeling like an RPG by having core mechanics inspired by action games, with action oriented melee combat (even though it IS lousy by today's standards) and platforming and climbing like in the Tomb Raider series which in turn is used to allow for more rewarding exploration.

I really don't do these games justice by just listing features, though. In both cases it's really about the whole package and overall feel that all these small things create.
^Nice, thanks a lot! Yeah I know what you mean, but it's perfect for the quick reference format I'm using on the site.
I'm told Nine Parchments is unique - it's twin stick shooter with magic, and apparently there's no other twin stick shooter with magic.
There's also unique magic crafting system in Mages of Mystralia.

...
These are more unique than ahead of time, but if anything, they are just new.
I'll add my own stone here:

Original War

Why? For very interesting mix of RTS with RPG: every human have own proficiency in 4 main skills, which have an influence on their ability in various situations, like building or using stationary weapon. That make you personnel a valualble resource you can't easly replace.
Moreover, your decisions from earlier missions could have impact in later ones, i.e. if you spare life to some captured scientist, you'll meet him much later as a commander of base you have to capture: he will surrender due to "debt" he has to you. If you kill him, you'll have to seize that base in harder way. There were plenty of situation like this, what actually make you kinda responsible for your own future.
Also, you could build vehicles of your own desing: you need some fast? Choose wheeled chassis with light weapon. Need a firepower? Choose heavy chassis with tracks for carring more effective armament. Lack of personel for driving? Then mount remote steering or AI.
Other noticable feature was a query system, which allow to "automate" some routine for subordinates or give a bunch orders to some of them, which allows you to freely look somewhere else.
Some minor feature was a "grass" system: Every unit with move through grassland make it "disappearing" a bit, so you could find enemy outpost just by looking for treaded paths.
I think those are most distinguish features worth mentioning.
Post edited March 15, 2018 by ErnestLemingway