10 3D video games that would have been better in 2D
With the fifth generation of consoles, the gaming landscape was changing and industry players were scrambling to see where the future was headed. While many hedged their bets on interactive movies that were barely games, others realized 3D animation was where the wind was blowing.
Some franchises, such as mario and Solid metal gear, successfully jumped into the third dimension. Others, like Sonic and Castlevania, failed in their first attempts. While subsequent trials managed to succeed, some efforts might have been better had they just stuck to the good old 2D perspective.
ten Mega Man X7 suffers from clunky gameplay and abysmal sound
Mega Man X7 half-heartedly attempted to bring the Blue Bomber into the third dimension. Although some levels were shown in a 3D perspective, many of them were still designed with a 2D sensibility as enemies and hostiles that should pose a threat were easily bypassed.
Despite this, the controls and camera weren’t up to the task. Mega Man X7 imposed on players. If the 3D sections had been omitted, the game would still not be in the same league as the start X games, but it might have given the developers the extra time needed to fine-tune the game’s core mechanics and downright atrocious audio.
9 Oddworld Munch’s Oddysee Runs Out Before Too Long
One could hardly fault Oddworld Inhabitants for attempting to modernize the series with the hardware bump that came with the Xbox, but there’s no denying that the final product falls short of the legacy of the original games. Munch’s OdysseyThe puzzles and gameplay additions are fun for a while, but as the story progresses the mechanics and environments remain largely the same. Players will tire of stealth, repetitive gathering and throwing long before the credits roll. Additionally, respawning sligs and the ability to resurrect fallen friends give players too much freedom to solve puzzles.
8 Gabriel Knight Blood of the Sacred Blood of the Damned Killed Adventure Games
Widely regarded as the game that killed graphic adventures, Gabriel Knight Blood of the Sacred Blood of the Damned That’s why Jane Jenson stuck to 2D with her subsequent titles. One of the most talked about aspects of Gabriel’s third outing was the infamous puzzle where the player had to obtain hair from a cat in order to create a fake mustache and disguise themselves as a character who has no hair. mustache. This was apparently implemented into the game at the last minute after the planned puzzle was deemed prohibitively expensive and time-consuming.
7 Blaster Master Blasting felt like an early PS1 game again
Blaster Master Blasts Again was late to the party – released on the original PlayStation a year into its successor’s life. Despite this, the game still felt like an early PS1 title with a boring and lackluster environment, low poly models, and underwhelming performance. Audio-wise, the game holds up a bit better with usable remixes of tracks from the NES game and decent sound effects.
However, Blaster Master Blasts AgainThe vocal performances of are appalling. The disappointing presentation might have been forgivable with solid mechanics to back it up, but it’s clear Master Blaster’Shooting from a vehicle was never intended for the third dimension.
6 Broken sword The sleeping dragon tried too hard to be modern
Broken Sword: The Sleeping Dragon marked a major departure from previous entries in Revolution software’s globe-trotting adventure series. One of the biggest changes was ditching the cartoony look of the first two games to offer a fully polygonal 3D title. Additionally, the point-and-click interface of The Shadow of the Templars has been replaced with directional motion to be more in tune with modern action titles. With the change in art style, much of the charm and personality of previous entries has been significantly diminished. Additionally, the game’s visuals of the time could not provide the same level of visual quality and expressions that could be conveyed with hand-drawn characters.
5 3D Worms was caught by the early bird
During the sixth generation of consoles, Team17 decided to burrow out of the second dimension and into uncharted territory with To 3D. This change offered many advantages, but many more disadvantages. Granted, the Third Dimension gave players a lot more freedom of movement than previous versions, but it also made certain mechanics such as aiming more difficult and tedious than they had been before. A few other entries followed this formula before returning to the original perspective. While 3D entries are not without their advocates, fans generally agree that the Toward the series worked best when it was in 2D.
4 Working designs transmitted on Alundra 2
The first one Alundra was an action-adventure title for the PlayStation, beloved for its story and blend of different gameplay genres, and lovingly translated by Working designs. They were absent when it came time to locate the sequel, however, and after playing it, gamers might not be as surprised as to why the publisher moved on. Despite sharing the name of its predecessor, the first game’s eponymous protagonist is nowhere to be found. Along with the change in heroes came a change in visuals, which resulted in the removal of the beautiful 2D visuals of old for the ugly polygonal graphics.
3 Sonic Heroes could have gone the advanced route
sonic heroes abandoned the shooting and treasure hunting levels of the Adventure games to focus on platforming sections with three characters that the player could control. However, the game is too fast for the constant character switching the game requires, and the camera cannot track three fast manimals at once. On the other hand, the Sonic Advance titles on the Game Boy Advance remained 2D while allowing players to control multiple Sonic pals from the Adventure Games. Had Hero adopted this perspective, character switching might not have been so tedious and the camera issues would have been resolved.
2 The Monkey Island Escape Should Have Stayed Hand Drawn
Escape from Monkey Island marked the second game powered by the Dirt engine sinister fandango and LucasArts’ latest graphic adventure through 2009. Sean Clark and Michael Stemmle of Sam and Max hit the road served as the writers for this episode, and their talent for writing humorous characters and dialogue still shines.
However, much of the comedy relied on jokes and callbacks to previous games. While the characters were rendered in real time, the backgrounds were pre-rendered backgrounds. The visuals didn’t hold up, and the game would have been better had it stayed true to the hand-drawn look of Curse.
1 Castlevania Lament Of Innocence Could Have Been A Great Metroidvania
With Koji Igarashi as director, artist Ayami Kojima channeling his gothic manga artistry, and composer Michiru Yamane once again contributing haunting compositions, Complaint of innocence had all the ingredients for another quality Castlevania Title. Unfortunately, what fans got was a lower mid-tier the devil may cry.
With the third dimension, players could easily flee from battles, turning life-threatening enemies in previous games into a mere annoyance. However, with all the key players returning from symphony of the night and progress with PlayStation 2 hardware, the game could have made a brilliant Metroidvania.
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