Samu UO time travel foreign media to 15 creative ahead of the game

Source: Internet
Author: User
Keywords Ideas Games
The 15 games may not be masterpieces, but some pioneers of the era or game genre, some of which let us see a new game-playing method, were selected by the foreign media 1up.  Many of the games we play today are inspired by their ideas, and their advanced ideas may have an impact on future games. Majestic Distributor: EA Release date: 2001 Landing platform: PC "Majestic" is the first batch of ARG (alternate Reality Games, can interact with the reality of the game) of the pioneers, it does not need to use a controller such as controllers to play  , but with the help of some of the communication tools around, such as telephone, SMS, e-mail, fax and Web site, etc., through the close interaction of these tools to play. Games inspire curiosity about hypothetical secret government plots by real events such as strangers texting or calling players.  Although "Majestic" was eventually too small to sell, its spirit was inherited by other Arg.  Advanced Creativity: EA opened up a new type of game, and the other game experience is very different, is a bold game, although the final failure. 14. God Steals: Diablo program (thief:the Dark Project) Publisher: Looking Glass Studio Release date: 1998 Landing platform: PC "God Steal: Diablo Plan" is a stealth action game, the player to silently hidden in the shadows to avoid  Patrol guards, if the noise is too loud to alarm the guards, then the situation is bad.  "The God Steals: The Dark Plan" is the first introduced the stealth and the light concept the game, he has inspired after "the Split cell" and "The alloy Equipment" series and "The Cunning Fox" (Sly Cooper), can say is this kind of game's Mountain monster.  Advanced Creativity: Game History of the first light and sound to reflect the hidden game. 13.VR Warrior (Virtua Fighter) Distributor: SEGA Release date: 1993 Landing platform: Arcade SEGA Company in 1993, "VR Warrior" is the first to enter the entire 3D era of fighting games, unlike the previous 2D plane fighting games, "VR Warrior" From the character to the background and then to the site are exclusively by the polygon.  VR Warrior affects all the 3D fighting games, including the Iron Fist, the soul strength (the Spirit of the sword) and life or death, etc.  Advanced Creativity: Game History of the first 3D fighting games, all 3D fighting the originator of the game, can be said to have developed a 3D fighting game standards, including the way to play. 12. Shadow bolted (Shadowrun) Publisher: Data East release Date: 1993 Landing platform: SFC "Shadow Run" is 16-bit machine era, in the home machine one of the few excellent European and American RPG, in the overwhelming Japanese RPG in particular appear unique.  Game dialogue in the key word system can be said to be the originator of many games nowadays. Players will get some key words from NPC when they talk to NPC, and the keywords will be recorded in the game dictionary. In the following game, you can take these keywords out to ask other NPC, the game plot to advance mainly depends on this method.  This system is very common on PCs, but it's a new thing for home computers.  Ahead of the creative: "Shadow run" at that time is a home machine PC game, and the home machine RPG feel very different. 11. Time Travel/hyperspace wheel (Chrono Trigger) Distributor: SQUARE Release date: 1995 Landing platform: SFC "time travel" is the undisputed most powerful RPG in the SFC platform, the game has a moving story and unique multiple-end system, Depending on the choices and actions the player makes, there are as many as 13 outcomes.  In addition, Square also created a multi-weekly system, when the player can select multiple weeks after clearance mode to restart the game, this model can inherit the game before the level, state, props, equipment, gold coins and so on, in the "Journey of Time and space", the player through this model can dig out a lot of interesting endings. Advanced Creativity: Today's multi-weekly pattern is already a necessary part of every game, it can enhance the fun of many games, we still have to remember that the model of the pioneer is "time and space journey." [Page] 10. Wanda and Colossus (Shadow of the Colossus) Publishers: Scea Release Date: 2005 Landing platform: PS2 Wanda and Colossus show us how grand the game scene can be. The goal of the game is simple, to find 16 of the Giants scattered around the world and then kill them without a spur plot and task.  Then, under such a simple game, we experience an unusual game process, thanks to Scea's vast and boundless game scene. Advanced Creativity: "Wanda and The Colossus" in a special way to perform an unusual chase play, the goal of the game is like from a point to point B so simple, but the feeling is the heart of the lungs, so that players see a simple game can do so shocking,  It also shows other vendors how to make a strong execution process under simple concepts. 9.X Distributor: Argonaut UBM Release date: 1992 Landing platform: GB by Argonaut UBM and Dylan Cuthbert (he developed "pixel trash" after entering Q-games.Series "X" is a new GB game sold only in Japan, it is the spiritual mentor of the Nintendo "star Firefox".  The game is very powerful, in the GB of the low performance of the Palm machine to make a good 3D effect, and in 1992, no one knows what it was made of black technology.  Advanced Creativity: Japan's first 3D palm machine game, landing in a very low function of GB, creating a myth. 8. Human results (body Harvest) Distributors: DMA Design Release date: 1998 Landing platform: N64 Development company DMA is the predecessor of the Rockstar North, who developed the N64 open world To promote the flow of action adventure shooting game. The vehicle in the game can ride, have the task to complete, and the environment is still open, this and "Grand theft Rook 3" is just too similar.  Maybe you already know that this game is the prototype of the sandbox type game.  Advanced Creativity: The first thought and implementation of the "sandbox" type of game. 7. Planetary Combat (Tobal No. 1) Distributor: SQUARE Release date: 1996 Landing platform: PS talking about this game, most people are more reminiscent of the "Final Fantasy 7" demo, and then the game's meaning is not so.  Up to 60 frames of the game screen can also be free to move the side roll of the battle ground, which affect the subsequent "VR Warrior 3" and "Soul Power" and other games.  Ahead of the creative: You can run in which the battle ground. 6. Perfect Darkness (Perfect Dark) Publishers: Rare Release Date: 2000 Landing platform: N64 Rare in "Golden Eye 007" Break the concept of shooting game after a very ambitious work, the game contains a large number of new elements, such as training programs, multiplayer games and cooperative mode, etc. These are not seen on the home machine platform.  And then just because you want to do so much at once, the game is beyond the control of the developer, and finally some imbalances. Advanced Creativity: In the home machine platform to give after the "Halo 3" a lot of inspiration.  [Page] 5. Network Genesis (Ultima Online) Publishers: EA Release Date: 1997 Landing platform: the PC "Web Genesis" is not the first to have "let many players through the network in the same world," the concept of the game, But it is the first popular mud (multi-user dungeons, many people with the underground city) game. "Network Genesis" or set out an MMO (Massively multiplayer online, large multiplayer on-line) a prototype of the game, affecting today's "Warcraft" and "Star Wars Eve"And so many games, if not its bold setting, we may not see such a rich MMO game today."  Advanced Creativity: The originator of all MMO games, its achievements can not be estimated. 4. Karate (Karateka) Distributor: Broderbund Release date: 1984 Landing Platform: Apple II, the father of the Prince of Persia, Jordan Mechner a game made on Apple II in 1984, with vivid scenes and rich character movements and was praised. The game is about a karate master in order to save the Truth Princess Yong Chuang Demon Fortress story, players to play the Karate Master defeated countless enemies, but only one blood.  Mechner still in the game ending shocking one, the player in rescued after the princess if not stand far away, will be the princess kicked off her head.  Advanced creativity: Excellent scene and developers novel thinking. 3. Dream Star Online (Phantasy Star Online) Publisher: SEGA Release Date: 2001 Landing platform: DC as the first home computer online game, SEGA played a beautiful battle, he gave players to show the "second generation" three Character of the high quality game.  "Dream Star Online" is different from the PC online game, it simplifies a lot of processes, enhance the movement and the pace of play, is a play in the middle of the night will also concentrate on the work.  Advanced Creativity: The home computer users into the network era, from this network game is no longer a PC player exclusive. 2. Samu (Shenmue) Distributor: SEGA Release date: 2000 Landing Platform: DC "Samu" is the SEGA in the DC host of the killer, the game has real-time weather changes, day and night alternating, there are a large number of interactive scenes, which was very far-sighted at that time. At the same time, "Samu" is also the promotion of QTE (Quick time event, Quick reaction event) a major contributor.  However, there has been a game applauded the phenomenon of not draw, high investment in exchange for less than 1 million of the sales, game producer Suzuki Yu also was Sega in the cold. Advanced Creativity: "Samu" to the player to bring a "have a life" of the world, inside the characters are full of shape, interactive rich. Qte is also a new system that has been vigorously played in the "Ares" series.  "Samu" in any aspect at that time is ahead of the game, the impact of countless. 1. The bean-eating man versus (Pac Vs.) Issuer: Namco Release date: 2003 Landing platform: NGC in the 2003-year "Pac-Man versus", the player can use GB and NGC online vs. using the villains of NGC's operation game, using GBA is to operate the bean-eating people. The player on NGC is a small, visible range, and the player who eats the beans on the GBA can see the whole game scene, just like the traditional Pac-Man.  It is worth mentioning that NGC has 4 handle interfaces by default, which means that 3 players can simultaneously operate the child to catch the bean-eating people. Ahead of the creative: "Eat bean people against the" palace Ben Mao design, so many elements of the game after the Wii has been reproduced: interconnected, multiplayer, affinity and joy of the game, unique operation and so on. (Digging the shell net)
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