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submitted 1 year ago* (last edited 1 year ago) by Kerred@lemmy.ml to c/gaming@beehaw.org

I see the phrase 'ahead of it's time' used a lot like a long with words such as 'underrated' or 'epic' or 'literally', or 'ironic'. I read how ahead of it's time is used for literally any popular game that it alters the meaning of the phrase.

Anyways here is a list of games I feel would have sold or been more known had they been released several years in the future:

  • Jurassic Park Trespasser: the YouTube channel ResearchIndicates and one of the most informative Let's Play videos of all time best explains this game.

JPT had a rather ambitious physics engine AND open world environments which seemed pretty much undoable at the time, along with non gameplay breaking story flow with Attenborough himself. But just like with No Man's Sky the hype engine and promising too much got the devs way over their heads and failed. Valve was able to continue what JPT started with Half Life, but I imagine if it had more time JPT could have been an immersive classic.

  • Time Splitters Future Perfect an FPS with sharable Map Creation content. The problem I feel was many people didn't try this as Halo's Forge wasn't out yet to bring to light what user content can really do, and less accessible online play at the time.

  • Tony Hawks Pro Skater 3 Okay this doesn't count, but I just want to mention this because the official Sony Network Adapter wasn't even out yet when this released. You have to use a specific brand of Linksys or D-Link USb to Ethernet adapter on your PS2 to get it to work ๐Ÿ˜„. So I classify this ahead of it's time due to the first party product not existing yet.

  • Psychonauts. This was an easy one, non Mario platformers weren't the trend among the ocean of best selling Xbox titles. Thankfully A Hat In Time much later showed the more mainstream appeal of small dev platformers.

  • Dragon Quest 1 & 5 in the US. Not in Japan as you could shut down Japan for a day with the release of a new Dragon Quest game (tip for invaders). DQ has always struggled in the US partly due to, oddly enough, taking so long to reach the US. It's a mix of too early and too late, with DQ 1 inventing the traditional console RPG format, and DQ5 being Pokemon before Pokemon, to quote Tim Rogers. But early DQ games releasing far too late on the NES life and not releasing on SNES I feel could have made DQ games closer to FF games in the US

  • Puzzle Quest Challenge of the Warlords: a Match 3 game in the early days of Xbox Live arcade.

The timing would have had to be tight on this, had it come out around the time of monument Valley it would have been perfect to expose casuals to a match 3 game with more depth to it

But it was too easily for the match 3 craze, and now too late for the oversaturation of match 3 mobile games.

  • Eternal Darkness Lovecraft is all the rage among public domain IPs nowadays. Eternal Darkness was all the fun of bizarre 4th wall breaking spooks combined with non frustrating old school Resident Evil like gameplay. more of a wrong place wrong time kind of thing, in an attempt to bring a more mature crowd to the GameCube is underperformed.

I would love to see Nintendo at least attempt to emulate it on the Switch somehow.

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[-] LucyLastic@beehaw.org 4 points 1 year ago

Midtown Madness was more of an approximation of Chicago whereas MSR was a proper scale recreation of a 2km square for each of the 6 areas; every alleyway, every building (plus it had realistic physics). You could learn an area in MSR and then know your way around in real life.

At the time that was super futuristic

[-] jerkface@lemmy.ca 3 points 1 year ago* (last edited 1 year ago)

I'm disappointed to find out I haven't actually learned to get around the real Chicago, but that sounds very cool! I can't think of a well known game with a faithful representation of a city prior to I guess Spider Man? That's a big gap.

To think that in a few years, using real city locations will be the cheapest and easiest option, certainly as compared to building something convincing from scratch.

[-] LucyLastic@beehaw.org 2 points 1 year ago

Absolutely! Newer racing games often use scans of the real life racetracks to get the details right; when I prepared for a track day at Cadwell Park (a notoriously complex circuit, it's tight with lots of weird corners) I picked up a copy of Project Cars and by the time I was there I already knew the layout enough to settle into the finer details of the corners within a couple of laps.

When the same level of detail is available for actual cities it's going to very interesting to see how people react

[-] jerkface@lemmy.ca 1 points 1 year ago

Pole Position was ahead of its time in 1982 by being the first racing video game to feature a track based on a real racing circuit. ;-) It also used the first arcade cabinet to use the Z8000 processor, and was the first to use multiprocessing with 16-bit processors! I had no idea it was so studly, I was just double checking the track fact and learned the other stuff.

[-] LucyLastic@beehaw.org 1 points 1 year ago

Arcade machines pre-2000 had some amazing technological advances in them ... check out the stuff that was done to get Daytona USA to work, for example

[-] Lowbird@beehaw.org 1 points 1 year ago

How was the post-apocalyptic Seattle representation in The Last of Us 2, do you know? Like, did they just throw the space needle in there somewhere, or was it in any other way recognizably the Seattle area (but post-apocalypse) otherwise?

this post was submitted on 25 Jun 2023
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