Useful Notes: The Fifth Generation of Console Video Games
The Fifth Generation of Console Video Games (sometimes referred to as the 32-bit Era, but referring to consoles by their bits started to fall out of style in this gen) was a time of many of the biggest leaps forward in the industry in terms of design, graphics, and storytelling in video games, as well as the way video games were viewed and played.
The big word of this era was 3D. When the revolutionary Virtua Fighter
hit the arcades, its polygonal presentation stunned everyone. Suddenly, the addition of a third dimension seemed to make the sprites of the past look outdated, and polygons were said to be the future of video gaming. Star Fox
on the SNES
was one of the first attempts to bring polygons to consoles that achieved massive popularity, but it was in this era that developers really got serious with polygons. Both Nintendo
and their newly emergent rival Sony
caught onto the excitement towards polygons, and so they designed their respective consoles, the Nintendo 64
and the PlayStation
, around polygonal rendering from the very start. Sega
, on the other hand, didn't catch on until their own console was too far in development. Thus, the Sega Saturn
became notorious among developers for its difficulty to develop 3D games for.
With the advent of 3D graphics, there came new leaps and bounds in game design. Gamers who grew up on 8-bit and 16-bit games were wowed by the explorable 3D worlds with structures that actually rotated based on their location. Some developers went the extra mile in designing their worlds and used the full potential of the system to make the world as beautiful and detailed
as possible. Super Mario 64
kickstarted the popularity of the 3D Platform Game
, and many previously 2D franchises followed its example trying to leap to 3D
, though some would stumble
along the way.
Another big development of the fifth generation was story and presentation. Two of the PlayStation
's biggest Killer Apps
, Final Fantasy VII
and Metal Gear Solid
gained much fame for tipping the Story-to-Gameplay Ratio
towards the story end. These two games were noted for their highly complex stories which delved into deep characterization and had much more reason to them rather than justifying the gameplay
. On the N64 side, The Legend of Zelda: Ocarina of Time
was released to great fanfare for its groundbreaking cinematic presentation, setting many standards as to how a video game presents itself and its story.
The fifth generation was the time when optical discs became the standard for consoles. The CD-ROM was an ideal format for developers at the time. It was very cheap to produce and it had higher capacity than the cartridges of previous eras. The only real drawback to the format was the potential of piracy, which really was not that big of a deal to most third-party studios. The PlayStation
and the Sega Saturn
both used CD-ROMs as their format because of their benefits. The N64 was the only console to refuse this trend. Nintendo's early experiment with discs, the Famicom
Disk System, was very easy to pirate for, and the massive losses for the add-on rendered Nintendo massively cautious with piracy ever since. The N64 suffered from a lack of third-party support because of its use of cartridges, which were expensive to produce and had low capacity compared to the CD-ROM.
The era marked many developments in terms of how games were controlled. The Nintendo 64
's controller was rather awkwardly designed compared to the more practical format codified by the SNES
, but the controller featured a revolutionary development: a thumb-controlled analog stick. The analog stick was key to controlling 3D games because they allowed a more full range of control over the player character that couldn't be achieved with a D-pad. The PlayStation
controller didn't initially have an analog stick, but it eventually one-upped the N64 with the DualShock controller, which featured not one but two
analog sticks. Two analog sticks proved to be highly beneficial because the N64 controller's design had a directional pad to control the camera. A second analog stick gave the camera more freedom in movement, making Camera Screw
and thus Interface Screw
much less common than in N64 games. The "rumble" feature standard in most controllers today also originated in this era. It originated as the Rumble Pak peripheral for the Nintendo 64
, and it proved highly popular for giving games a new sense of "realism" by vibrating the controller whenever something "forceful" happened within the game. The PlayStation
also adopted this feature for itself in the DualShock controller, in its case incorporating the rumble into the controller itself rather than it being an add-on. Every console from that point on has incorporated rumble into the controller.
Meanwhile on the portable scene, the Game Boy
continued to go almost entirely unchallenged. SNK's Neo Geo Pocket
and Bandai's WonderSwan
would only find small audiences in the markets they reached and do little to dent the fortunes of the monochrome machine. Indeed, the ageing brick was only just hitting a new stride when Pokemon Red And Blue
, if not the first, then definitely the codifier of the social game, became the unexpected mega hit
of the generation, spawning countless tie-ins and spinoffs to rival even the plumber himself. The console would finally get revised into the smaller Game Boy Pocket, but the big update to the line would be the self-explanatory Game Boy Color
, which finally gave players on the go a colour screen system with decent battery.
All in all, this generation stands as probably the biggest leap forward in the history in gaming, from sprites to polygons and Excuse Plots
to deep stories.
Consoles of this era
Handhelds of this era
New IPs of these consoles
Games of previous IPs