1998 was video gaming's ultimate year!

Wild self

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As the nineties slowly rolled to a stop, something magical happened; in just twelve months, a handful of developers completely changed the industry with five fantastic games that redefined genres and inspired constant imitation for years to come. And, strangely enough, these bursts of innovation weren't limited to the release of some overpriced, bleeding edge piece of hardware; they happened across a variety of platforms that came into being years prior.

For some developers, 1998 marked the first year gaming had finally overcome its polygonal growing pains, allowing designers to fill their worlds with interesting ideas, now that they no longer had to concentrate on preventing their works from breaking apart at the seams. For others, graphical prowess didn't change matters much; some world-changing productions amounted to a collection of time-tested concepts presented in a highly polished and appealing package. Though each of the following games took their own approach to legendary status, they all saw release in 1998, making it the most memorable year in gaming history.

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Half-Life
Valve didn't stand alone in trying to add something more substantial to the typically testosterone-driven first-person shooter; years earlier, both Ultima Underworld and System Shock added RPG elements to the traditional FPS framework, but didn't quite set the world on fire. Half-Life didn't deviate too far from the demon-blasting action of Quake and Doom, at least in play style, but its setting presented an environment and atmosphere that genre vets had never seen before. Unlike its competitors, Half-Life didn't open with blistering guitar solos and explosions en masse, but rather, a quiet and ominous tram ride meant to introduce players to the enormity of their new playground. And the first living beings the protagonist meets can't be killed (not that Hal-Life gives you anything to kill them with); in fact, the nebbish scientists of the prologue spout brief bits of dialogue when prompted -- a startling idea for a genre where players most often shoot first and ask questions later.

The Black Mesa Research Facility still offered a variety of weaponry for dispatching its many threats, though the run-and-gun tactics of previous FPSes wouldn't always work here; the leather-clad assassins in particular gave gamers a far greater challenge than the brain-dead imps and pig cops of the past. Above all, Half-Life's setting felt like one big, interconnected world -- even with occasional breaks for loading -- a far cry from the distinct maps that acted as the FPS standard for quite some time. By the the Gordon Freeman reached the last leg of his journey, the path carved through Black Mesa's dangerous corridors definitely made his surroundings seem far more grounded than game environments of the past. Today, most FPSes can't help but borrow from Half-Life -- just try and find a modern example that doesn't contain at least trace amounts of this game's DNA.
 

Wild self

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Continued (page 2 of 3)

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Metal Gear Solid
Metal Gear Solid wasn't the first game to ape Hollywood; several embarrassments from the early-to-mid 90s beat director Hideo Kojima to the punch by giving former child stars like Dana Plato and Corey Haim an excuse to cavort and caper through the magic of full-motion video. And while adventure games like Alone in the Dark and Resident Evil borrowed the visual elements of horror films, they did so at the cost of robbing an important bit of awareness from the player via the use of purposely unfriendly camera angles. Metal Gear Solid marked the first time the seemingly incompatible worlds of cinema and video games meshed successfully, thanks to the insane attention-to-detail that would soon make Hideo Kojima synonymous with "quality" for most gamers. With Solid, Kojima took the love of film lurking in the background of all his personal projects -- especially traditional point-and-click adventures like Snatcher and Policenauts -- and crafted an extremely playable game around this passion. Granted, the overuse of cut-scenes would soon become the famed Konami director's biggest obstacle to overcome, but in 1998, no other game displayed the same sense of professionalism with even the smallest movement of the camera.

Of course, Metal Gear wouldn't have turned so many heads had it just been a collection of pretty, real-time cut scenes. Snake's collection of weaponry and gadgets allowed players to shape the experience any way they wanted, as killing the enemy guards usually worked best as a last resort. Since the tranquilizer gun would be M.I.A. until the sequel, the game offered many tools and routes for the purposes of sneaking around Shadow Moses' many guards, who honestly should have been more concerned about their legal blindness than a possible intruder. The boss fights didn't always offer the same versatility, though they each provided very unique scenarios, from Psycho Mantis' meta-commentary (and enthusiasm for Konami games) to Sniper Wolf's long-distance take on the old-school shooting gallery. And those looking for Easter Eggs found themselves rewarded in spades; some of the more iconic moments come from out-of-the-way extras, like being urinated on by adorable wolves, Ultimately, Kojima and company's insane devotion to every element of Metal Gear Solid helped prove that video games weren't limited to aspiring to the heights of Hollywood's popcorn hits -- in the case of Kojima, he outdid them.

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StarCraft
Who could have guessed that a deceptively simple Warhammer knock-off would eventually spawn the national sport for an entire country (and a business empire that just might consume us all)? Admittedly, Blizzard took some risks in developing StarCraft; they left the tried-but-true familiarity of dark fantasy for a setting where they couldn't lean too heavily on tropes, and added a third set of units to their patented brand of strategy. This could have spelled disaster for a developer that previously built two games and an expansion around the extremely delicate balance between orcs and humans, but somehow, it all came together, and amazingly so; while future RTSes would complicate their games with a greater array of unit types and graphics far superior to StarCraft's humble little sprites, even today, no other RTS experience feels quite as pure as Blizzard's 1998 creation.

Some 14 years later, StarCraft still remains relevant; while most games are released and quickly dismissed by publishers, Blizzard has crafted constant updates, stamping out bugs, exploits, and other factors that might make the game play less-than-perfect -- and for free. This commitment to quality can be held responsible for the StarCraft's continued multiplayer dominance, even in a world where its much-anticipated sequel currently exists. StarCraft came into being as a fully functional and highly relevant experience, and it remains so even if real-time strategy no longer dominates the PC gaming landscape. 100 years from now, it's doubtful that any of 1998's greatest hits aside from Blizzard's RTS masterpiece will be viewed as anything more than important-but-unplayable historical curiosities. Like chess, shogi, and kickball, StarCraft will endure.
 

Wild self

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Continued (page 3 of 3)

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The Legend of Zelda: The Ocarina of Time
Ocarina of Time presented many challenges for Nintendo; they certainly showed the world how 3D action games should be done with Mario 64, but moving the Zelda series to a new generation of hardware posed much bigger problems. Instead of drastically rethinking the Zelda formula -- which hadn't been fully established yet -- Shigeru Miyamoto's team started with A Link to the Past's sturdy skeleton, and focused on bringing its elements to the world of 3D. Those who played Link's amazing 16-bit adventure might have been surprised to see a large chunk of this game transition to the N64, but Ocarina wasn't the first time Nintendo took this approach; months earlier, Star Fox 64 came into being as a highly refurbished and expanded take on the SNES original. Though Nintendo would come to rely on this method a bit too often, re-using old ideas at this stage made for a brilliant game plan, as it allowed the development team to concentrate on making Hyrule's huge world work properly -- an ambitious goal that simply hadn't been pulled off at that point in time.

The game might feel a little sparse and sluggish these days, but it's impossible to find a third-person action/adventure game that doesn't borrow from Ocarina in some way. Z-targeting alone absolutely changed the way we play games, as it finally allowed players to combat enemies without the guesswork pushed on them by that tricky z-axis. Ocarina also let players switch between first and third-person modes on the fly (for aiming and viewing), allowed them to customize their button layout through context-sensitive input, and presented a game world that could be manipulated at will through the use of a single tool -- something later Zeldas dropped entirely. Even those who find the game a bit overrated can't deny its influence on the gaming world at large; Ocarina alone made the rest of the industry step up their game, which eventually caused bold and ambitious 3D adventures to posture themselves as "Zelda killers." This bravado never really paid off, but it sent a very clear message: Ocarina of Time was the yardstick by which to measure every game.

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Pokemon Red and Blue
Pokemon may have existed before 1998, but not for Americans; before it hit the states, we largely knew this Nintendo property as "that weird Japanese seizure cartoon," which must have posed a monumental challenge for Nintendo's PR department. But the benefit of the two years between Japanese and American releases allowed the various Pokemon incarnations to accumulate into an all-out media storm featuring a cartoon, collectable card game, and endless waves of merchandise alongside the games themselves. A bit cynical, maybe, but Nintendo's parent-angering sales strategy made the Pokemon world one that could exist around players long after they turned off their Game Boys. It's doubtful that Pokemon would have become such a social phenomenon if not for the various ways to connect with the series outside of sitting alone and squinting at a tiny, green screen.

The games facilitated this highly social subculture by making it necessary for gamers to cooperate for the ultimate goal of "catching them all," something that definitely hasn't changed throughout the series' umpteen iterations. And it certainly helped that both red and blue gently eased the player into monster combat with a very simple set of mechanics; as console RPGs grew more and more baroque, Pokemon didn't aspire to be more complicated than your average 8-bit Dragon Quest. JRPG addicts may have been shocked by Pokemon's utter simplicity, but the series' bare bones approach allowed millions of curious folks to pick up and play the game, even if they didn't know what the letters in "RPG" stood for. And while anyonecould blaze through the game without exploring its many hidden corners, hardcore gamers have long obsessed about building the "perfect" team via methods that would make any research statistician drop to their knees out of utter respect. As games were quickly growing too complicated for a mass market to understand -- for better or worse -- Pokemon reaffirmed the value of accessibility for an industry slowly losing its relevance to a casual audience.

http://www.1up.com/features/1998-gamings-greatest-year?pager.offset=2

I agree. Add Tekken 3, Final Fantasy Tactics, Banjo Kazooie, and NFL Gameday 99, and you had your ultimate year. PERIOD!
 

Doctor Wily

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Its always 1987 .. Then 1991 , then 98 , 2001 ... 2007 & IMO 2015 will be gamings last great year.
 

FlyRy

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Its always 1987 .. Then 1991 , then 98 , 2001 ... 2007 & IMO 2015 will be gamings last great year.
07 aint touching 04

04 was the year of the GOAT sequel.. (07 had some aight starting titles of promising franchises)

mgs3, halo 2, gta san andreas, half life 2

also Ninja Gaiden

even had zelda wind waker, burnout 3, Chronicles of Riddikk, jak 3 , ratchet 3
 
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