History Main / VideoGame3DLeap

13th Apr '18 8:52:30 AM flameclaw0x7
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[[caption-width-right:349:And he lost 20 pounds too!]]

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[[caption-width-right:349:And he [[caption-width-right:349:There's a noticeable difference between {{Franchise/Mario}} in ''VideoGame/SuperMarioWorld'' and ''VideoGame/SuperMario64''. [[ComicallyMissingThePoint He's lost 20 pounds too!]]
pounds!]]]]



Usually comes in two forms: Total Upgrade, and Presentation Upgrade. The latter changes just the graphics, while leaving the gameplay the same, usually because the gameplay works in both.

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Usually comes in two forms: Total Upgrade, and Presentation Upgrade. The former completely changes the gameplay to accommodate the third dimension, while the latter changes just the graphics, while leaving the gameplay the same, usually because the gameplay works in both.
10th Feb '18 2:10:42 PM bwburke94
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The largest portion of video game franchises made the leap during the UsefulNotes/TheFifthGenerationOfConsoleVideoGames.

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The largest portion of video game franchises made the leap during the UsefulNotes/TheFifthGenerationOfConsoleVideoGames.
26th Jan '18 10:58:08 AM AireDaleDogz
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Added DiffLines:

* ''[[VideoGame/TheSims1 The Sims]]'' was mostly 2D styled to look like 3D via IsometricProjection, with simplistic 3D characters who had a basic set of needs to take care of. Aside from having an upgrade to full 3D, ''VideoGame/TheSims2'' also expanded on gameplay by adding aging, familial relationships, genetics, and more; which caused it to dethrone ''The Sims'' as the best selling PC game of all time.
5th Jan '18 12:41:33 AM Cryoclaste
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* The original ''OutRun'', was a "3-D" driving game that used advanced scaling technology (as did other racing games from the mid-late 1980s), so Out Run 2 isn't much of a change, save for the graphics.

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* The original ''OutRun'', ''VideoGame/OutRun'', was a "3-D" driving game that used advanced scaling technology (as did other racing games from the mid-late 1980s), so Out Run 2 isn't much of a change, save for the graphics.
19th Dec '17 1:55:37 PM bwburke94
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* ''ProfessorLaytonVSAceAttorney'' keeps both games' VisualNovel style, but now the characters are in 3D instead of using sprites, as part of the platform shift to the UsefulNotes/Nintendo3DS.
** For the main series however, ''Franchise/ProfessorLayton'' already made the leap in ''VideoGame/ProfessorLaytonAndTheMiracleMask'', while ''Visualnovel/PhoenixWrightAceAttorneyDualDestinies'' did this for the ''Franchise/AceAttorney'' series proper.
* While the titular sims of ''VideoGame/TheSims1'' game were 3D, the environment they lived in was not. ''VideoGame/TheSims2'' was completely in 3D, and the ''VideoGame/TheSims3'' took said 3D UpToEleven. The core gameplay remains the same, with some added features here and there.

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* ''ProfessorLaytonVSAceAttorney'' ''VideoGame/ProfessorLaytonVsPhoenixWrightAceAttorney'' keeps both games' VisualNovel style, but now the characters are in 3D instead of using sprites, as part of the platform shift to the UsefulNotes/Nintendo3DS.
** For the main series however, ''Franchise/ProfessorLayton'' already made the leap in ''VideoGame/ProfessorLaytonAndTheMiracleMask'', while ''Visualnovel/PhoenixWrightAceAttorneyDualDestinies'' ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' later did this for the ''Franchise/AceAttorney'' series proper.
* While the titular sims Sims of ''VideoGame/TheSims1'' game were 3D, the environment they lived in was not. ''VideoGame/TheSims2'' was completely in 3D, and the ''VideoGame/TheSims3'' took said 3D UpToEleven. The core gameplay remains the same, with some added features here and there.
18th Nov '17 8:52:12 AM rixion
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* ''Franchise/{{Ys}} VI: The Ark of Napishtim'' uses 3D graphics [[SpritePolygonMix with 2D character sprites]] (except in the UsefulNotes/PlayStation2 version, which renders characters in 3D as well), but still has the overhead view of previous games, aside from the original version of the third game (the remake (''[[VideoGame/YsTheOathInFelghana The Oath in Felghana]]'') of which is more similar to ''Ys VI''). ''VideoGame/YsSEVEN'' is fully 3D, even with character graphics, but still doesn't make any radical gameplay changes. Similar to ''The Oath in Felghana'' borrowing elements from ''VI'', ''SEVEN''[='=]s visual and gameplay styles also carried over when ''Ys IV'' was reimagined as ''VideoGame/YsMemoriesOfCelceta''.

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* ''Franchise/{{Ys}} VI: The Ark of Napishtim'' ''Videogame/YsVITheArkOfNapishtim'' uses 3D graphics [[SpritePolygonMix with 2D character sprites]] (except in the UsefulNotes/PlayStation2 version, which renders characters in 3D as well), but still has the overhead view of previous games, aside from the original version of the third game (the remake (''[[VideoGame/YsTheOathInFelghana The Oath in Felghana]]'') remake, ''VideoGame/YsTheOathInFelghana'', of which is more similar to ''Ys VI''). ''VideoGame/YsSEVEN'' is fully 3D, even with character graphics, but still doesn't make any radical gameplay changes. Similar to ''The Oath in Felghana'' borrowing elements from ''VI'', ''SEVEN''[='=]s visual and gameplay styles also carried over when ''Ys IV'' was reimagined as ''VideoGame/YsMemoriesOfCelceta''.
15th Nov '17 4:09:14 AM jormis29
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* ''Franchise/{{Ys}} VI: The Ark of Napishtim'' uses 3D graphics [[SpritePolygonMix with 2D character sprites]] (except in the UsefulNotes/PlayStation2 version, which renders characters in 3D as well), but still has the overhead view of previous games, aside from the original version of the third game (the remake (''The Oath in Felghana'') of which is more similar to ''Ys VI''). ''VideoGame/YsSEVEN'' is fully 3D, even with character graphics, but still doesn't make any radical gameplay changes. Similar to ''The Oath in Felghana'' borrowing elements from ''VI'', ''SEVEN''[='=]s visual and gameplay styles also carried over when ''Ys IV'' was reimagined as ''VideoGame/YsMemoriesOfCelceta''.

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* ''Franchise/{{Ys}} VI: The Ark of Napishtim'' uses 3D graphics [[SpritePolygonMix with 2D character sprites]] (except in the UsefulNotes/PlayStation2 version, which renders characters in 3D as well), but still has the overhead view of previous games, aside from the original version of the third game (the remake (''The (''[[VideoGame/YsTheOathInFelghana The Oath in Felghana'') Felghana]]'') of which is more similar to ''Ys VI''). ''VideoGame/YsSEVEN'' is fully 3D, even with character graphics, but still doesn't make any radical gameplay changes. Similar to ''The Oath in Felghana'' borrowing elements from ''VI'', ''SEVEN''[='=]s visual and gameplay styles also carried over when ''Ys IV'' was reimagined as ''VideoGame/YsMemoriesOfCelceta''.
8th Nov '17 6:13:00 AM UchuuFlamenco
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* After testing the polygonal waters with ''VideoGame/WarGods'', Midway brought ''MortalKombat'' into the third dimension with its fourth installation.

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* After testing the polygonal waters with ''VideoGame/WarGods'', Midway brought ''MortalKombat'' ''Franchise/MortalKombat'' into the third dimension with its fourth installation.
28th Oct '17 8:18:38 PM Actua11y
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** Ambitious plans were announced for ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' (an {{interquel}} released shortly after Fallout 2). The game was going to get the 3rd dimension and the characters were to be full 3D models. Among other things changing armour was going to be done by swapping textures. In the end the game did get the 3rd dimension -- which is used in maybe 2 missions (watchtowers in the raiders' base and tunnels in the beastlords' base) -- and extremely inconvenient interface -- the use of ladders and staircases is strictly automatic and there's no interface command to rise the view point. The former means that once the character touches a ladder or a staircase, he/she will ascent/descent automatically and cannot stop unless the turns run out; the latter means no way to manually aim at an enemy directly above you (autofire can be used and it was implemented surprisingly well). As for 3D models, all characters in the release were still done as sprites.

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** Ambitious plans were announced for ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' (an {{interquel}} released shortly after Fallout 2). The game was going to get the 3rd dimension and the characters were to be full 3D models. Among other things changing armour was going to be done by swapping textures. In the end the game did get the 3rd dimension -- which dimension--which is used in maybe 2 missions (watchtowers in the raiders' base and tunnels in the beastlords' base) -- and base)--and extremely inconvenient interface -- the interface--the use of ladders and staircases is strictly automatic and there's no interface command to rise the view point. The former means that once the character touches a ladder or a staircase, he/she will ascent/descent automatically and cannot stop unless the turns run out; the latter means no way to manually aim at an enemy directly above you (autofire can be used and it was implemented surprisingly well). As for 3D models, all characters in the release were still done as sprites.
25th Oct '17 11:31:22 AM SeptimusHeap
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** This also applies to the ''VideoGame/{{F-Zero}}'' series.

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** This also applies to the ''VideoGame/{{F-Zero}}'' ''VideoGame/FZero'' series.
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