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Useful Notes / The Fifth Generation of Console Video Games

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"Funny how the world of gaming was turned completely upside on its head by the incremented of a single digit by one, that digit being the 2 at the start of 2D. If only they'd known that one day 90% of the indie games on Steam would be aping the 16-bit era [...] It was a painful, transitionary period when the old kings collapsed syphilitically from their thrones and the crowns were up for grabs."

The Fifth Generation of Console Video Games (sometimes referred to as the 32/64-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. The 16-bit era had a few scattered experiments to bring polygons to primarily sprite-based consoles (most notably Star Fox), but when the revolutionary Virtua Fighter hit the arcades, polygons finally took off. Suddenly, the addition of a third dimension seemed to make the sprites of the past look outdated, and polygons were said to be the future of video gaming. Both Nintendo and their newly emergent rival Sony Computer Entertainment 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. Ironic, considering that Virtua Fighter, the game that caused the 3D boom, was their own product.


Things certainly didn't get better for the Saturn and Sega when the company's next planned entry in their flagship franchise, Sonic the Hedgehog, which would unquestionably have helped the console's lacking sales, failed to materalize. Work on the game, Sonic X-treme, which would also have been the franchise's leap into 3D, started in 1994, but got caught up in a quite a messy bit of Development Hell, and even some in-fighting between Sega's Japanese and American divisions, and was eventually unceremoniously cancelled in 1997, just a year before the Saturn was officially discontinued on the Western market. The Saturn was, in hindsight, ultimately a Creator Killer for Sega as a console manufacturer, but this would not become appearent until the next generation came along.

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 far more depth than the 2D backgrounds of the past. 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. Overall, the shake-up meant that it took the industry some time to find their feet again, both in regards to graphic design and gameplay, and, as a result, quite a lot of these early 3D games have not aged very gracefully, especially in the eyes of those who came into gaming after all the teething troubles with 3D had been more or less sorted out.


An area where especially many developers would stumble along the way was in attempting to repilicate the previous generation's succes of the Mascot with Attitude platformer. While the generation would see a couple of great success stories when it came to platformers with mascot characters, they were notably by and large original to the generation, such as Naughty Dog's Crash Bandicoot, Insomniac Games' Spyro the Dragon, and Rare's Banjo-Kazooie, these were less seen as as straight mascot platformers, but rather the shining examples of the Collect-A-Thon Platformer, a permuation of the genre that would come to largely dominate the late 90s.

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. The later, especially, took full advantage of its 3D space to introduce several tricks from the world of film. On the N64 side, The Legend of Zelda: Ocarina of Time was released to great fanfare for its groundbreaking depth of control, varied atmosphere, and cinematic presentation.

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, hard to program on, and had low capacity compared to the CD-ROM. The use of cartridges also hampered what could have been the N64's greatest advantage, namely that it was, at least on paper, the console with the most powerful graphical capabilities, but this technical edge over Sony's PlayStation only ever rarely managed to shine through in practice due to the relatively high difficulty in squeezing such graphics out of cartridges. The only real exception to this was in the multiplayer department; with the PlayStation being the weaker console and requiring an add-on for four-player parties, many developers couldn't justify the heavy amount of extra work that was needed to give a game 4-player supportnote , where the Nintendo 64's extra horsepower made it significantly less of a hassle and players were far more likely to experience it at some point. In fact, one of the console's greatest hits, the James Bond tie-in GoldenEye managed to become one of the most iconic games of the generation due to its multiplayer mode, which allowed four players to duke it out in action-packed split-screen FPS combat against each other.

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 fuller 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: one primarily for controlling the player's movement, and one primarily for the camera. Unlike the N64's C-pad, a second analog stick gave the camera more freedom in movement — and Sony didn't patent using the right stick for this purpose like Nintendo did with their C-pad — 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 N64, 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. With very few exceptions, every console from that point on has incorporated rumble into the controller.note 

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 Pokémon 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 life.

All in all, this generation stands as probably the biggest leap forward in the history in gaming in both graphics and stories, from sprites to polygons, and from Excuse Plots to deeper and longer-lasting stories.

Consoles of this era

Handhelds of this era

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    New IPs of this era 

    Games of previous IPs 

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