History Main / Videogame3DLeap

30th Apr '17 1:43:56 PM nombretomado
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* ''Franchise/HarvestMoon'':

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* ''Franchise/HarvestMoon'':''VideoGame/HarvestMoon'':
24th Apr '17 6:55:56 PM nombretomado
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* ''VideoGame/TalesOfSymphonia'' was the first game in the TalesSeries to use 3D battles, although free-range 3D running didn't come until later with ''VideoGame/TalesOfTheAbyss''.

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* ''VideoGame/TalesOfSymphonia'' was the first game in the TalesSeries VideoGame/TalesSeries to use 3D battles, although free-range 3D running didn't come until later with ''VideoGame/TalesOfTheAbyss''.
16th Apr '17 12:55:09 PM nombretomado
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* ''SpaceInvaders [[http://www.infinitygene.net Infinity Gene]]'' was originally a 2D ShootEmUp released for the [=iPhone=] which takes the ''Space Invaders'' formula and gradually turns it into a modernised shmup. [[http://www.youtube.com/watch?v=1VoUvIQiDIY The PlayStation Network/Xbox Live Arcade version]] takes the concept to its [[LogicalExtreme logical conclusion]] by implementing 3D levels in addition to the 2D levels. Your ship still moves in a horizontal axis in the 3D levels, but it definitely allows for more creative boss battles.

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* ''SpaceInvaders ''VideoGame/SpaceInvaders [[http://www.infinitygene.net Infinity Gene]]'' was originally a 2D ShootEmUp released for the [=iPhone=] which takes the ''Space Invaders'' formula and gradually turns it into a modernised shmup. [[http://www.youtube.com/watch?v=1VoUvIQiDIY The PlayStation Network/Xbox Live Arcade version]] takes the concept to its [[LogicalExtreme logical conclusion]] by implementing 3D levels in addition to the 2D levels. Your ship still moves in a horizontal axis in the 3D levels, but it definitely allows for more creative boss battles.
10th Apr '17 10:37:01 AM ArtoriusRex
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* ''VideoGame/MegaManX 8'' learned from X7's failures and turned the 3D conversion from Complete to Presentation, and the series was much better for it.

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* ''VideoGame/MegaManX 8'' ''[[VideoGame/MegaManX8 Mega Man X8]]'' learned from X7's [[VideoGame/MegaManX7 X7]]'s failures and turned the 3D conversion from Complete to Presentation, and the series was much better for it.
10th Apr '17 10:31:49 AM ArtoriusRex
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* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told they needed to make a 3D version of this before they could make 2D games for the UsefulNotes/PlayStation. As a consequence, while it's commonly regarded as an excellent game, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaMan the main series]]. The main series DID get an actual [=3D=] installment in the form of ''[[VideoGame/MegaManX X7]]'', but it hit the PolygonCeiling, and quite hard at that with the random jumps between camera angles and poor level design. ''[[ViceoGame/MegaManX X8]]'' managed to break through the PolygonCeiling, but did so by virtue of being more of a Presentation Upgrade than its predecessor had been, barring a few vehicle sections.

to:

* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told they needed to make a 3D version of this before they could make 2D games for the UsefulNotes/PlayStation. As a consequence, while it's commonly regarded as an excellent game, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaMan the main series]]. The main series DID get an actual [=3D=] installment in the form of ''[[VideoGame/MegaManX ''[[VideoGame/MegaManX7 Mega Man X7]]'', but it hit the PolygonCeiling, and quite hard at that with the random jumps between camera angles and poor level design. ''[[ViceoGame/MegaManX X8]]'' managed to break through the PolygonCeiling, but did so by virtue of being more of a Presentation Upgrade than its predecessor had been, barring a few vehicle sections.design.
10th Apr '17 10:19:51 AM ArtoriusRex
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* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told they needed to make a 3D version of this before they could make 2D games for the UsefulNotes/PlayStation. As a consequence, while it's commonly regarded as an excellent game, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaMan the main series]]. The main series DID get an actual [=3D=] installment in the form of ''[[VideoGame/MegaManX X7]]'', but it hit the PolygonCeiling, and quite hard at that with the random jumps between camera angles and poor level design.

to:

* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told they needed to make a 3D version of this before they could make 2D games for the UsefulNotes/PlayStation. As a consequence, while it's commonly regarded as an excellent game, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaMan the main series]]. The main series DID get an actual [=3D=] installment in the form of ''[[VideoGame/MegaManX X7]]'', but it hit the PolygonCeiling, and quite hard at that with the random jumps between camera angles and poor level design. ''[[ViceoGame/MegaManX X8]]'' managed to break through the PolygonCeiling, but did so by virtue of being more of a Presentation Upgrade than its predecessor had been, barring a few vehicle sections.
14th Jan '17 6:26:29 PM nombretomado
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* ''VideoGame/GrimFandango'' was the first post SCUMM LucasArts AdventureGame. The transition was traumatic to the genre. The 3D graphics were still crude next to crafted and detailed sprites in the late 90s. Grim Fandango suffers from the loss of [[PointAndClick mouse control]] and just moving across the map becomes tedious. All-in-all it was Gamespot game of the year, but it sold so poorly it became a GenreKiller in the minds of videogame producers.

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* ''VideoGame/GrimFandango'' was the first post SCUMM LucasArts Creator/LucasArts AdventureGame. The transition was traumatic to the genre. The 3D graphics were still crude next to crafted and detailed sprites in the late 90s. Grim Fandango suffers from the loss of [[PointAndClick mouse control]] and just moving across the map becomes tedious. All-in-all it was Gamespot game of the year, but it sold so poorly it became a GenreKiller in the minds of videogame producers.
15th Dec '16 11:03:52 PM NESBoy
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** ''VideoGame/Kirby64TheCrystalShards'' had almost everything rendered in 3D, but kept the gameplay from the rest of [[Franchise/{{Kirby}} the series]] intact.
** This remains for the later ''VideoGame/KirbysReturnToDreamLand'' and seems to be applying to ''VideoGame/KirbyTripleDeluxe'', which also includes a way for Kirby to jump between the foreground and the background.
** When ''Return to Dream Land'' was known as "Kirby [=GCN=]" and was a Gamecube game, early screenshots show they had attempted at one point to make it into a full 3D game. They ended up changing it to a traditional sidescroller and ''Kirby'' still has not made the leap like other platformers.

to:

** ''VideoGame/Kirby64TheCrystalShards'' had almost everything rendered in 3D, but kept the gameplay from the rest of [[Franchise/{{Kirby}} the series]] intact.
series intact, taking advantage of the new presentation by utilizing curving paths and dynamic camera angles.
** This remains for the later ''VideoGame/KirbysReturnToDreamLand'' and seems applies to be applying to ''VideoGame/KirbyTripleDeluxe'', both ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'', which also includes include a way for Kirby to jump between the foreground and the background.
background. Only ''Planet Robobot'' kept some of ''Kirby 64''[='=]s more dynamic design, however.
** When ''Return to Dream Land'' was known as "Kirby [=GCN=]" and was a Gamecube game, early screenshots show they had attempted at one point to make it into a full 3D game. They ended up changing it to a traditional sidescroller and ''Kirby'' still has not made the leap like other platformers. However, ''Planet Robobot'' does feature an experimental score-based subgame called ''Kirby 3D Rumble'', which translates the gameplay into a 3D environment for the first time in the series.



* ''Franchise/{{Kirby}}'':
** ''VideoGame/Kirby64TheCrystalShards'' kept the 2D gameplay of the prior games, but it took advantage of the 3D design by utilizing curving paths and dynamic camera angles.
** ''VideoGame/KirbysReturnToDreamland'' introduced a new graphical style that kept the gameplay and camera 3D, but had the visuals in 3D. This was later built upon in ''VideoGame/KirbyTripleDeluxe'' by having Kirby traverse in different foreground and background layers ala ''VideoGame/VirtualBoyWarioLand'', and ''VideoGame/KirbyPlanetRobobot'' adds more to it by bringing back some of ''Kirby 64''[='=]s visual dynamics. ''Robobot'' also features an experimental score-based subgame called ''Kirby 3D Rumble'', which translates the gameplay into a 3D environment for the first time in the series.
15th Dec '16 10:49:38 PM NESBoy
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Added DiffLines:

* ''Franchise/{{Kirby}}'':
** ''VideoGame/Kirby64TheCrystalShards'' kept the 2D gameplay of the prior games, but it took advantage of the 3D design by utilizing curving paths and dynamic camera angles.
** ''VideoGame/KirbysReturnToDreamland'' introduced a new graphical style that kept the gameplay and camera 3D, but had the visuals in 3D. This was later built upon in ''VideoGame/KirbyTripleDeluxe'' by having Kirby traverse in different foreground and background layers ala ''VideoGame/VirtualBoyWarioLand'', and ''VideoGame/KirbyPlanetRobobot'' adds more to it by bringing back some of ''Kirby 64''[='=]s visual dynamics. ''Robobot'' also features an experimental score-based subgame called ''Kirby 3D Rumble'', which translates the gameplay into a 3D environment for the first time in the series.
23rd Oct '16 12:04:01 PM ViperAcidZX
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* ''VideoGame/{{ESCHATOS}}'' is one to its spiritual predecessor, ''VideoGame/JudgementSilversword'', by using full 3D graphics reminiscent of a Sega NOAMI arcade game, but its gameplay remains mostly 2D as it uses an overhead perspective during some segments such as the boss battles and shifts angles during stage transitions.


Added DiffLines:

* ''VideoGame/{{ESCHATOS}}'' is one to its spiritual predecessor, ''VideoGame/JudgementSilversword'', by using full 3D graphics reminiscent of a Sega NOAMI arcade game, but its gameplay remains mostly 2D as it uses an overhead perspective during some segments such as the boss battles and shifts angles during stage transitions.
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