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The Evolution of 3D Gaming - The Evolution of 3D Gaming - Page 3 Print E-mail
Written by Layden   
Thursday, 08 October 2009 00:00
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The Evolution of 3D Gaming
The Evolution of 3D Gaming - Page 2
The Evolution of 3D Gaming - Page 3
Hard Drivin' - (1988) Coin-op


This was quite a radical departure from most racing games of the time.  Instead of 2D sprite scaling graphics, it was rendered in glorious 3D polygons.  This opened up the idea of using a more realistic car physics model.  Much research went in to developing the model and the games was supplied with a steering wheel, gear shift and pedals.  Rather than just have a straightforward racetrack, there was also an option of driving on a stunt track.   One of the advantages of the 3D system was that when the player crashed, the game was able to replay the crash from different perspectives.  The game was touted as a simulation at the time.  The gameplay certainly reflects this as it is as not as much fun as it could have otherwise been.  Having said that, there is a lot of satisfaction to be gained from trying to squeeze out a better lap than last.  It was a groundbreaking game for the time but not as much fun as "Stunt Car Racer".


Stunt Car Racer - (1989) Commodore Amiga


The second game from Geoff Crammond in this article!  "Stunt Car Racer" combined fast 3D graphics with credible physics to create an amazing gameplay experience.  Rather than go for out and out realism like "Hard Drivin'", the game is set on a raised track (a bit like a rollercoaster).  Each race set against one opponent - the first to finish 3 laps is the winner. There are increasingly difficult 8 tracks split over 4 divisions.  There are tricky bends and HUGE jumps to negotiate, the trick being to learn what speed to be at on each section of the track.  The tracks are exceptionally well designed.  The exhilaration experienced when flying off a large ramp is second to none, but no words or screenshots can really convey what the game is like to play.  Give it a go.  It is best experienced on the Amiga or Atari ST, but there were also impressive versions released on the 8-bit home computers.  The EGA PC version used the simplified renderer of the 8-bit version so it was rather disappointing.  A modern day sequel was almost started but was sadly scrapped.  Still, fret not, as the "Trackmania" series of games offer a reasonably similar style of gameplay.


Midwinter - (1990) Atari ST


Mike Singleton was well known for his 8-bit "Lords of Midnight" series of fantasy games, where the player could explore large worlds and view it them from multiple directions.  So it was no surprise that he would turn his hand to the emerging 16-bit 3D gaming market.  It was no surprise that he had produced another top game either.  In a novel twist to the global warming theme, the game take place in a period of "global cooling" where the world has fallen into an ice-age.  The aim of the game is to defend your lands from the "other side" and finally defeat them.  This involves travelling over the icy landscapes by ski, snow-buggy, glider or cable car.  You can recruit people to your team to assist you, sabotage enemy buildings and interfere with his supply infrastructure.  The graphics are simplistic, but speedy enough.  They don't really need to be detailed as the entire world is covered in ice - a masterstroke by the designer!  The feeling of trotting around it is very realistic and the scenario is both innovative and compelling.  The icon-driven interface is well designed and the 3D action scenes are easy to control.  It certainly succeeded in creating a virtual world to play in.  There's a huge expanse to explore (apparently 160000 square miles) and the game has considerable strategic depth. Definitely one to keep you burning the midnight oil.


Virtua Fighter - (1993) Coin-op


I remember seeing this in the arcade when it came out.  The use of 3D made it look so much more dynamic than any other fighter at the time.  Freed from the constraint of 2D sprites and backdrops, the screen was able to zoom in and out on the players, showing extreme close-ups and reaction shots.  Replays utilised even more dynamic camera angles.  The machine was built on the Sega Model 1 hardware, first used on "Virtua Racing".  Both of these games would use 3D graphics very effectively to help draw the player into the game world - they were considerably more than just gimmicks or tech demos.  As for the gameplay of "Virtua Fighter", well it was certainly a lot simpler than "Street Fighter 2".  Whether that is a good thing or not depends on your point of view.  The controls were simplistic and direct, while "Street Fighter 2" had deep strategy and complicated combos.  One thing is certain, "Virtua Fighter" offered a very different experience at the time.


Wolfenstein 3D - (1992) PC MS-DOS


Already possessing cult status on the shareware scene with their "Commander Keen" 2D platformer games, ID Software would have a massive shareware hit with "Wolfenstein 3D".  John Carmack had already been tinkering with his ultra-fast 3D Raycasting engine for some time.  All they needed was a game to use it for.  They settled on a remake of an old Apple II game they were fond of.  "Wolfenstein 3D" is significant because it was not a simulation or a 3D game based on exploration or strategy.  It was entirely focused on fast action.  The use of 3D put the player right in the thick of the carnage.  Levels were thoughtfully designed and were packed full of neat touches and bad guys to gun down.  The era of the first person shooter was here.  Where would it go next?


Doom - (1993) PC MS-DOS


"Doom" represented a massive advance in technology for Carmack's 3D engine.  Floors and ceilings could now have textures on them.  Rooms did not have to be rectangular in shape and walls could differ in height.  Lighting effects were added.  To keep the speed up, enemies were still 2D sprites but they rarely lived long enough for it to matter.  The scenario changed from World War 2 to being set on the moons of Mars fighting demons.  Everything was pumped up - the amount and type of enemies, the gore, the weapons.  The level design was ingenious.  Most of all, it was just a lot of fun to play!  It was clear that this was a game created by gamers for gamers.  All this was good enough on its own, but "Doom" had one more trick up its sleeve - network play.  This meant that people could play it over their networks at work, college, even at home.  Gamers ate it up.  First person shooters were here to stay.


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