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* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the Platform/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[Platform/NintendoDS Nintendo DS]] and later the [[Platform/Nintendo3DS 3DS]].

to:

* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the Platform/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[Platform/NintendoDS Nintendo DS]] Platform/NintendoDS and later the [[Platform/Nintendo3DS 3DS]].



** ''Franchise/TheElderScrolls'' made the leap to fully polygonal 3D graphics with its third installment, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', which was a very natural as the previous installments (''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'') already used sprite-based 3D. This also meant a major shift if design philosophy for the series from [[SlidingScaleOfContentDensityVsWidth the "Width" side of the scale to the "Density" side]]. ''Arena'' and ''Daggerfall'' have absolutely massive game worlds, on the scale of real life countries. However, to fill out these worlds, any areas not related to the main quests (or a few prominent side quests, in the case of ''Daggerfall'') are [[RandomlyGeneratedLevels Randomly Generated]], with ProceduralGeneration used for dungeons. This allows for huge game worlds with nigh-infinite content...but at the cost of that content getting very repetitive, very quickly. Starting after the 3D leap, Bethesda significantly scaled down the game world (to a "mere" nine square miles compared to thousands) but was entirely hand-built. It helps that, through the use of SpaceCompression, it is nowhere near the size of it's predecessors, but is still far larger than most game worlds. Another reason for this philosophical change was ''Morrowind''[='s=] MultiPlatform availability on console (specifically, {{Platform/Xbox}}) as well as PC, a first for the series (and first for a prominent WesternRPG in many, many years at the time). This changed helped ''Morrowind'' to get into the hands of a wider audience, being the BreakthroughHit for both the series and the development company. Follow-up games (''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') swung the series back toward the middle of the scale. Both increased the size of the game world compared to ''Morrowind'', but also brought back elements of random and procedural generation to fill out those larger game worlds. Coupled with [[LevelScaling enemy and loot]] spawns being spread sheet generated, much of the "density" uniqueness seen in ''Morrowind'' was lost.

to:

** ''Franchise/TheElderScrolls'' made the leap to fully polygonal 3D graphics with its third installment, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', which was a very natural as the previous installments (''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'') already used sprite-based 3D. This also meant a major shift if design philosophy for the series from [[SlidingScaleOfContentDensityVsWidth the "Width" side of the scale to the "Density" side]]. ''Arena'' and ''Daggerfall'' have absolutely massive game worlds, on the scale of real life countries. However, to fill out these worlds, any areas not related to the main quests (or a few prominent side quests, in the case of ''Daggerfall'') are [[RandomlyGeneratedLevels Randomly Generated]], {{Randomly Generated|Levels}}, with ProceduralGeneration used for dungeons. This allows for huge game worlds with nigh-infinite content...but at the cost of that content getting very repetitive, very quickly. Starting after the 3D leap, Bethesda significantly scaled down the game world (to a "mere" nine square miles compared to thousands) but was entirely hand-built. It helps that, through the use of SpaceCompression, it is nowhere near the size of it's predecessors, but is still far larger than most game worlds. Another reason for this philosophical change was ''Morrowind''[='s=] MultiPlatform availability on console (specifically, {{Platform/Xbox}}) as well as PC, a first for the series (and first for a prominent WesternRPG in many, many years at the time). This changed helped ''Morrowind'' to get into the hands of a wider audience, being the BreakthroughHit for both the series and the development company. Follow-up games (''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') swung the series back toward the middle of the scale. Both increased the size of the game world compared to ''Morrowind'', but also brought back elements of random and procedural generation to fill out those larger game worlds. Coupled with [[LevelScaling enemy and loot]] spawns being spread sheet generated, much of the "density" uniqueness seen in ''Morrowind'' was lost.



* ''VideoGame/PrinceOfPersia'' changed tremendously, accompanied by a total ContinuityReboot. Of course, [[Videogame/PrinceOfPersia3D the first try]] was an abject failure, ultimately requiring [[Videogame/PrinceofPersiaTheSandsOfTime another reboot]] to correctly execute a [=3D=] leap.

to:

* ''VideoGame/PrinceOfPersia'' changed tremendously, accompanied by a total ContinuityReboot. Of course, [[Videogame/PrinceOfPersia3D [[VideoGame/PrinceOfPersia3D the first try]] was an abject failure, ultimately requiring [[Videogame/PrinceofPersiaTheSandsOfTime [[VideoGame/PrinceofPersiaTheSandsOfTime another reboot]] to correctly execute a [=3D=] leap.



* ''Franchise/{{Castlevania}}'' tried making the leap [[VideoGame/{{Castlevania 64}} on the Nintendo 64]], but it too was unsuccessful in [=3D=]. The series would keep trying, however, though the 3D titles would be nowhere near as popular as the 2D MetroidVania titles that would also be made alongside the series, at least until ''VideoGame/CastlevaniaLordsOfShadow'' was released.
* The ''VideoGame/{{Mother}}'' series went back and forth. The third game in the series was originally meant to be a Nintendo 64 title known internationally as ''Earthbound 64''. It fell into DevelopmentHell until it was ultimately revamped into a sprite based Game Boy Advance game, ''VideoGame/{{Mother 3}}''. ''Mother 3'' is the last ''Mother'' game so the series never made the leap to 3D.
* ''[[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.

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* ''Franchise/{{Castlevania}}'' tried making the leap [[VideoGame/{{Castlevania 64}} [[VideoGame/Castlevania64 on the Nintendo 64]], but it too was unsuccessful in [=3D=]. The series would keep trying, however, though the 3D titles would be nowhere near as popular as the 2D MetroidVania titles that would also be made alongside the series, at least until ''VideoGame/CastlevaniaLordsOfShadow'' was released.
* The ''VideoGame/{{Mother}}'' series went back and forth. The third game in the series was originally meant to be a Nintendo 64 title known internationally as ''Earthbound 64''. It fell into DevelopmentHell until it was ultimately revamped into a sprite based sprite-based Game Boy Advance game, ''VideoGame/{{Mother 3}}''. ''Mother 3'' ''VideoGame/Mother3''. That game is the last ''Mother'' game so the series never made the leap to 3D.
* ''[[VideoGame/TheSims1 The Sims]]'' ''VideoGame/TheSims1'' 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.



* After over 20 years and thirteen 2D games, the 3D ''[[VideoGame/TheKingOfFighters King of Fighters XIV]]'' fell under this--As the first ''main'' series game to make the leap, still having 2D gameplay. As opposed to what was technically the first 3D title in the series as a whole, the Total-example ''King of Fighters: Maximum Impact'', released a year after the tenth game, ''2003''.[[note]]Commercials for the latter game featured a 2D Neo Geo-style Terry and Ryo discussing the move to 3D, and ended with Ryo non-graphically tearing an arm off while working out.[[/note]]

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* After over 20 years and thirteen 2D games, the 3D ''[[VideoGame/TheKingOfFighters King of Fighters XIV]]'' ''VideoGame/TheKingOfFightersXIV'' fell under this--As the first ''main'' series game to make the leap, still having 2D gameplay. As opposed to what was technically the first 3D title in the series as a whole, the Total-example ''King of Fighters: Maximum Impact'', ''VideoGame/KOFMaximumImpact'', released a year after the tenth game, ''2003''.''VideoGame/TheKingOfFighters2003''.[[note]]Commercials for the latter game featured a 2D Neo Geo-style Terry and Ryo discussing the move to 3D, and ended with Ryo non-graphically tearing an arm off while working out.[[/note]]



* ''[[VideoGame/MegaManX8 Mega Man X8]]'' learned from [[VideoGame/MegaManX7 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/MegaManX8 Mega Man X8]]'' ''VideoGame/MegaManX8'' learned from [[VideoGame/MegaManX7 X7]]'s failures and turned the 3D conversion from Complete to Presentation, and the series was much better for it.
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Not subversions.


* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, was still the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the Platform/Nintendo64 against the Platform/PlayStation.

to:

* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, was still the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of avoiding the usual problems associated with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the Platform/Nintendo64 against the Platform/PlayStation.



* Subverted with the ''VideoGame/{{Mother}}'' series. The third game in the series was originally meant to be a Nintendo 64 title known internationally as ''Earthbound 64''. It was put on DevelopmentHell until it was ultimately revamped into a sprite based Game Boy Advance game, ''VideoGame/{{Mother 3}}''. ''Mother 3'' is the last ''Mother'' game so the series never made the leap to 3D.

to:

* Subverted with the The ''VideoGame/{{Mother}}'' series.series went back and forth. The third game in the series was originally meant to be a Nintendo 64 title known internationally as ''Earthbound 64''. It was put on fell into DevelopmentHell until it was ultimately revamped into a sprite based Game Boy Advance game, ''VideoGame/{{Mother 3}}''. ''Mother 3'' is the last ''Mother'' game so the series never made the leap to 3D.

Changed: 1951

Removed: 401

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' maintained much of the core gameplay as the 2D ''[[Franchise/TheLegendOfZelda Zelda]]'' games (apart from ''VideoGame/ZeldaIITheAdventureOfLink''); just adding its lock-on system was a great way to get around the camera issues in so many of these games and allow for more focused combat gameplay.
** And the same game got the honor again, with a second upgrade to stereoscopic 3D (what most people think of when they think of, for example, 3D movies) on the 3DS.
* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the Platform/Nintendo64 against the Platform/PlayStation.
* ''Franchise/{{Metroid}}'': ''VideoGame/MetroidPrime'' received a great amount of acclaim for not only transitioning the non-linear adventure format of the series to 3D, but for doing so while also becoming a FirstPersonShooter (er, [[InsistentTerminology First-Person Adventure]]). The ''Prime'' series would come to form its own branch of the franchise, with the 2D games continuing alongside them.

to:

* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' maintained much of the core gameplay as the 2D ''[[Franchise/TheLegendOfZelda Zelda]]'' games (apart from ''VideoGame/ZeldaIITheAdventureOfLink''); just adding its lock-on system was a great way to get around the camera issues in so many of these games and allow for more focused combat gameplay.
** And the same
gameplay. The game got the honor again, with a second upgrade to stereoscopic 3D (what most people think of when they think of, for example, 3D movies) on the 3DS.
* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, still the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the Platform/Nintendo64 against the Platform/PlayStation.
* ''Franchise/{{Metroid}}'': ''VideoGame/MetroidPrime'' received a great amount of acclaim for not only transitioning the non-linear adventure format of the series to 3D, but for doing so while also becoming a FirstPersonShooter (er, (labeled by Nintendo as a [[InsistentTerminology First-Person Adventure]]). The ''Prime'' series would come to form its own branch of the franchise, with the 2D games continuing alongside them.



** This also applies to the ''VideoGame/FZero'' series, though the ''VideoGame/FZeroX'' course design heavily exploits the new 3D perspective with steeply banked curves and loop-de-loops.

to:

** This also applies to the * The ''VideoGame/FZero'' series, though the ''VideoGame/FZeroX'' series jumped to true 3D visuals with ''VideoGame/FZeroX'', whose course design heavily exploits the new 3D perspective with steeply banked curves and loop-de-loops.loop-de-loops. The original SNES game used Mode 7 to simulate its 3D-like graphics.



** Likewise, the [[Franchise/{{Pokemon}} mainline series]] did this as well. [[VideoGame/PokemonDiamondAndPearl Gen IV]] and [[VideoGame/PokemonBlackAndWhite V]] featured [[SpritePolygonMix 3D environments with character sprites]], and while there were small effects on the overworld gameplay, the battle system changes were minimal. [[VideoGame/PokemonXAndY Gen VI]] onward had the series make the full leap, with the only substantial change outside the usual battle system tweaks being that movement is no longer restricted to a grid.

to:

** Likewise, the [[Franchise/{{Pokemon}} mainline series]] did this as well. [[VideoGame/PokemonDiamondAndPearl Gen IV]] and [[VideoGame/PokemonBlackAndWhite V]] featured [[SpritePolygonMix 3D environments with character sprites]], and while there were small effects on the overworld gameplay, the battle system changes were minimal. [[VideoGame/PokemonXAndY Gen VI]] onward had the series make the full leap, with the only substantial change outside the usual battle system tweaks being that movement is no longer restricted to a grid.
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None

Added DiffLines:

* ''VideoGame/RogueLegacy2'' replaces the 2D spritework of the first ''VideoGame/RogueLegacy'' with 3D models, but retains the same gameplay. The 3D transition is lessened by the fact that extensive CelShading and stepping is applied to make the new models look like the old sprites as closely as possible.
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None


This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during MediaNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, Platform/SegaSaturn, and Platform/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.

to:

This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures [[MediaNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics.MediaNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during MediaNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, Platform/SegaSaturn, and Platform/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.
Is there an issue? Send a MessageReason:
None


This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during MediaNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, UsefulNotes/SegaSaturn, and Platform/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.

to:

This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during MediaNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, UsefulNotes/SegaSaturn, Platform/SegaSaturn, and Platform/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.



* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the UsefulNotes/Nintendo64 against the Platform/PlayStation.

to:

* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the UsefulNotes/Nintendo64 Platform/Nintendo64 against the Platform/PlayStation.



* ''VideoGame/SonicAdventure'' brought ''Franchise/{{Sonic|TheHedgehog}}'' into 3D and had a huge overworld complete with full voiceovers and multiple characters. Depending on who you ask, it also first had problems with jumping to [=3D=] here. Sonic was supposed to make the jump with ''VideoGame/SonicXTreme'' on the UsefulNotes/SegaSaturn, but that game was cancelled, with the only 3D ''Sonic'' games on the Saturn being the racing spin-off ''VideoGame/SonicR'' and ''VideoGame/SonicJam'''s Sonic World.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the Platform/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS 3DS]].

to:

* ''VideoGame/SonicAdventure'' brought ''Franchise/{{Sonic|TheHedgehog}}'' into 3D and had a huge overworld complete with full voiceovers and multiple characters. Depending on who you ask, it also first had problems with jumping to [=3D=] here. Sonic was supposed to make the jump with ''VideoGame/SonicXTreme'' on the UsefulNotes/SegaSaturn, Platform/SegaSaturn, but that game was cancelled, with the only 3D ''Sonic'' games on the Saturn being the racing spin-off ''VideoGame/SonicR'' and ''VideoGame/SonicJam'''s Sonic World.
* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the Platform/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS [[Platform/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS [[Platform/Nintendo3DS 3DS]].



** ''Franchise/TheElderScrolls'' made the leap to fully polygonal 3D graphics with its third installment, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', which was a very natural as the previous installments (''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'') already used sprite-based 3D. This also meant a major shift if design philosophy for the series from [[SlidingScaleOfContentDensityVsWidth the "Width" side of the scale to the "Density" side]]. ''Arena'' and ''Daggerfall'' have absolutely massive game worlds, on the scale of real life countries. However, to fill out these worlds, any areas not related to the main quests (or a few prominent side quests, in the case of ''Daggerfall'') are [[RandomlyGeneratedLevels Randomly Generated]], with ProceduralGeneration used for dungeons. This allows for huge game worlds with nigh-infinite content...but at the cost of that content getting very repetitive, very quickly. Starting after the 3D leap, Bethesda significantly scaled down the game world (to a "mere" nine square miles compared to thousands) but was entirely hand-built. It helps that, through the use of SpaceCompression, it is nowhere near the size of it's predecessors, but is still far larger than most game worlds. Another reason for this philosophical change was ''Morrowind''[='s=] MultiPlatform availability on console (specifically, {{UsefulNotes/Xbox}}) as well as PC, a first for the series (and first for a prominent WesternRPG in many, many years at the time). This changed helped ''Morrowind'' to get into the hands of a wider audience, being the BreakthroughHit for both the series and the development company. Follow-up games (''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') swung the series back toward the middle of the scale. Both increased the size of the game world compared to ''Morrowind'', but also brought back elements of random and procedural generation to fill out those larger game worlds. Coupled with [[LevelScaling enemy and loot]] spawns being spread sheet generated, much of the "density" uniqueness seen in ''Morrowind'' was lost.

to:

** ''Franchise/TheElderScrolls'' made the leap to fully polygonal 3D graphics with its third installment, ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'', which was a very natural as the previous installments (''[[VideoGame/TheElderScrollsArena Arena]]'', ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'') already used sprite-based 3D. This also meant a major shift if design philosophy for the series from [[SlidingScaleOfContentDensityVsWidth the "Width" side of the scale to the "Density" side]]. ''Arena'' and ''Daggerfall'' have absolutely massive game worlds, on the scale of real life countries. However, to fill out these worlds, any areas not related to the main quests (or a few prominent side quests, in the case of ''Daggerfall'') are [[RandomlyGeneratedLevels Randomly Generated]], with ProceduralGeneration used for dungeons. This allows for huge game worlds with nigh-infinite content...but at the cost of that content getting very repetitive, very quickly. Starting after the 3D leap, Bethesda significantly scaled down the game world (to a "mere" nine square miles compared to thousands) but was entirely hand-built. It helps that, through the use of SpaceCompression, it is nowhere near the size of it's predecessors, but is still far larger than most game worlds. Another reason for this philosophical change was ''Morrowind''[='s=] MultiPlatform availability on console (specifically, {{UsefulNotes/Xbox}}) {{Platform/Xbox}}) as well as PC, a first for the series (and first for a prominent WesternRPG in many, many years at the time). This changed helped ''Morrowind'' to get into the hands of a wider audience, being the BreakthroughHit for both the series and the development company. Follow-up games (''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' and ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'') swung the series back toward the middle of the scale. Both increased the size of the game world compared to ''Morrowind'', but also brought back elements of random and procedural generation to fill out those larger game worlds. Coupled with [[LevelScaling enemy and loot]] spawns being spread sheet generated, much of the "density" uniqueness seen in ''Morrowind'' was lost.



** The UsefulNotes/WiiWare and Gen 5 and 6 ''VideoGame/PokemonMysteryDungeon'' games are rendered entirely in 3D; alterations to gameplay appear to be minimal.

to:

** The UsefulNotes/WiiWare Platform/WiiWare and Gen 5 and 6 ''VideoGame/PokemonMysteryDungeon'' games are rendered entirely in 3D; alterations to gameplay appear to be minimal.



* Although the first two ''VideoGame/GoldenSun'' games on the UsefulNotes/GameBoyAdvance already used pre-rendered 3D sprites, ''VideoGame/GoldenSunDarkDawn'' transitioned to actual polygonal graphics, though since the entire series uses more or less the same perspective, the gameplay is mostly the same aside from the option to control the game using the UsefulNotes/NintendoDS[='s=] touch screen.
* ''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, ''VideoGame/ProfessorLayton'' already made the leap in ''VideoGame/ProfessorLaytonAndTheMiracleMask'', while ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' later did this for the ''Franchise/AceAttorney'' series proper.

to:

* Although the first two ''VideoGame/GoldenSun'' games on the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance already used pre-rendered 3D sprites, ''VideoGame/GoldenSunDarkDawn'' transitioned to actual polygonal graphics, though since the entire series uses more or less the same perspective, the gameplay is mostly the same aside from the option to control the game using the UsefulNotes/NintendoDS[='s=] Platform/NintendoDS[='s=] touch screen.
* ''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.Platform/Nintendo3DS. For the main series, ''VideoGame/ProfessorLayton'' already made the leap in ''VideoGame/ProfessorLaytonAndTheMiracleMask'', while ''VisualNovel/PhoenixWrightAceAttorneyDualDestinies'' later did this for the ''Franchise/AceAttorney'' series proper.



* The UsefulNotes/Nintendo64 port of ''VideoGame/CommandAndConquerTiberianDawn'' upgraded the presentation, with everything except infantry - the maps, the buildings, and the vehicles - rendered in 3D, though compared to the later total upgrade in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' the gameplay is otherwise identical to the original.

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* The UsefulNotes/Nintendo64 Platform/Nintendo64 port of ''VideoGame/CommandAndConquerTiberianDawn'' upgraded the presentation, with everything except infantry - the maps, the buildings, and the vehicles - rendered in 3D, though compared to the later total upgrade in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' the gameplay is otherwise identical to the original.
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* This was the main complaint ''WebVideo/TheAngryVideoGameNerd'' had with the ''UsefulNotes/VirtualBoy''. Despite the system's capacity for "true" 3D graphics, just about all of its games could have been perfectly done in a 2D setting.

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* This was the main complaint ''WebVideo/TheAngryVideoGameNerd'' had with the ''UsefulNotes/VirtualBoy''.''Platform/VirtualBoy''. Despite the system's capacity for "true" 3D graphics, just about all of its games could have been perfectly done in a 2D setting.
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This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.

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This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, MediaNotes/TheFifthGenerationOfConsoleVideoGames, when the Platform/PlayStation, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 Platform/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.
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This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, when the UsefulNotes/PlayStation1, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.

to:

This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, when the UsefulNotes/PlayStation1, Platform/PlayStation, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics, up to a point, are less intensive to make.



* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the UsefulNotes/Nintendo64 against the UsefulNotes/PlayStation.

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* ''[[VideoGame/GoldenEye1997 GoldenEye 007]]'', being far from the first ''007'' video game, but it was the first and most notable one, the first to make the 3D leap, and the first major example of the FirstPersonShooter genre finding success on consoles. With its [[ShownTheirWork movie-accurate]] setpieces, split-screen multiplayer, focus on realistic environments and level design, and [[SugarWiki/NoProblemWithLicensedGames subversion of the usual problems with licensed games]], ''[=GoldenEye=] 007'' is still regarded as one of the most influential video games of all time across the board, and was a bonafide [[KillerApp system-seller]] for the UsefulNotes/Nintendo64 against the UsefulNotes/PlayStation.Platform/PlayStation.



* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told by Sony they needed to make a 3D ''Franchise/MegaMan'' before they could make 2D games for the UsefulNotes/PlayStation. As a consequence, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaManClassic the main series]]. As you would expect, it turned out to be a very polarizing game -- some consider it an excellent game in its own right, while others view it a prime example of a poorly done jump to [=3D=], with the UnexpectedGameplayChange and clunky camera controls. They later ''would'' release a main-line [=3D=] installment of a ''Mega Man'' game in the form of ''VideoGame/MegaManX7'', but opinions are more unanimous on it having poorly executed its [=3D=] leap, with the random jumps between camera angles and poor level design.

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* ''VideoGame/MegaManLegends'' was an EnforcedTrope for this, since Capcom was told by Sony they needed to make a 3D ''Franchise/MegaMan'' before they could make 2D games for the UsefulNotes/PlayStation.Platform/PlayStation. As a consequence, it's more of an ActionAdventure[=/=]RPG than a run-n-gun platformer like [[VideoGame/MegaManClassic the main series]]. As you would expect, it turned out to be a very polarizing game -- some consider it an excellent game in its own right, while others view it a prime example of a poorly done jump to [=3D=], with the UnexpectedGameplayChange and clunky camera controls. They later ''would'' release a main-line [=3D=] installment of a ''Mega Man'' game in the form of ''VideoGame/MegaManX7'', but opinions are more unanimous on it having poorly executed its [=3D=] leap, with the random jumps between camera angles and poor level design.



* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the UsefulNotes/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS 3DS]].

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* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the UsefulNotes/PlayStation2 Platform/PlayStation2 was the only game in the [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS 3DS]].



* ''VideoGame/SpaceInvadersInfinityGene'' was originally a 2D ShootEmUp released for the [=iPhone=] which takes the ''Space Invaders'' formula and gradually turns it into a modernised shmup. [[https://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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* ''VideoGame/SpaceInvadersInfinityGene'' was originally a 2D ShootEmUp released for the [=iPhone=] which takes the ''Space Invaders'' formula and gradually turns it into a modernised shmup. [[https://www.youtube.com/watch?v=1VoUvIQiDIY The PlayStation Platform/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.



* ''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'', 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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* ''Videogame/YsVITheArkOfNapishtim'' uses 3D graphics [[SpritePolygonMix with 2D character sprites]] (except in the UsefulNotes/PlayStation2 Platform/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'', 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''.



* Once the ''VideoGame/AtelierSeries'' games made the jump to the UsefulNotes/PlayStation3, they went from a mixture of "strictly 2D" and "[[TwoAndAHalfD 2D character sprites with some 3D environmental elements]]" to "full-on 3D presentation" starting with the release of ''VideoGame/AtelierRoronaTheAlchemistOfArland''.

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* Once the ''VideoGame/AtelierSeries'' games made the jump to the UsefulNotes/PlayStation3, Platform/PlayStation3, they went from a mixture of "strictly 2D" and "[[TwoAndAHalfD 2D character sprites with some 3D environmental elements]]" to "full-on 3D presentation" starting with the release of ''VideoGame/AtelierRoronaTheAlchemistOfArland''.
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** This also applies to the ''VideoGame/FZero'' series, though the ''F-Zero X'' course design heavily exploits the new 3D perspective with steeply banked curves and loop-de-loops.

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** This also applies to the ''VideoGame/FZero'' series, though the ''F-Zero X'' ''VideoGame/FZeroX'' course design heavily exploits the new 3D perspective with steeply banked curves and loop-de-loops.
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* Sega tried to do this to two of their most famous BeatEmUp games in ''Project Videogame/AlteredBeast'' (changing the AncientGrome setting to a contemporary BioPunk one) ''Videogame/GoldenAxe: Beast Rider'' (tried to keep similar to the old games, aside from only featuring ActionGirl Tyris as a playable character). Neither was well received, with complaints that the gameplay was not well implemented in three dimensions.

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* Sega tried to do this to two of their most famous BeatEmUp games in ''Project Videogame/AlteredBeast'' ''VideoGame/AlteredBeast2005'' (changing the AncientGrome setting to a contemporary BioPunk one) ''Videogame/GoldenAxe: Beast Rider'' (tried to keep similar to the old games, aside from only featuring ActionGirl Tyris as a playable character). Neither was well received, with complaints that the gameplay was not well implemented in three dimensions.
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* 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 further. The core gameplay remains the same, with some added features here and there.

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* 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 further. The core gameplay remains the same, with some added features here and there.
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2D graphics


* Inverted with ''VideoGame/TheMagicSchoolBus'' video games. The adaptations released from 1994 to 2000 use a mix of animated gameplay and 3D cutscenes while the activity centers released from 2000 to 2003 only use 2D animation.

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* Inverted with ''VideoGame/TheMagicSchoolBus'' video games. The adaptations released from 1994 to 2000 use a mix of animated 2D gameplay and 3D cutscenes while the activity centers released from 2000 to 2003 only use 2D animation.
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* ''VideoGame/ProjectSylpheed'' is a ''VideoGame/FreeSpace''-style SimulationGame, unlike its InNameOnly predecessors which were vertical {{shoot 'em up}}s.

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* ''VideoGame/ProjectSylpheed'' is a ''VideoGame/FreeSpace''-style SimulationGame, unlike its InNameOnly predecessors which were vertical {{shoot 'em em up}}s.
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* The ''VideoGame/{{Raiden}}'' series starting with ''Raiden III'' uses polygonal graphics as opposed to sprite-based, which allows for bosses and stage designs not possible in the sprite-based games. However, it's still a conventional VerticalScrollingShooter with two-dimensional player movement and automatically-scrolling levels.

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* ''VideoGame/CommandAndConquerGenerals'' was this for the ''VideoGame/CommandAndConquer'' strategy games, which up as far as ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' had consisted of 2D sprites and/or voxel models on an isometric sprite background. ''Generals'' brought the series to full 3D in models, maps and camera controls. However, Generals changed significant chunks of the ''C&C'' formula in the process, leaning much more toward a ''Franchise/StarCraft'' style of RTS compared to prior ''C&C'' titles. The storyline also took place in a completely different continuity to its predecessors -- basically being a RippedFromTheHeadlines War on Terror setting rather than sci-fi AlternateHistory. Later ''C&C'' titles (''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'' and ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'') would move back toward the traditional ''C&C'' style of RTS and work within the previous non-''Generals'' story settings, while keeping the fully 3D environment and engine.

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* ''VideoGame/CommandAndConquerGenerals'' was this for the ''VideoGame/CommandAndConquer'' strategy games, which up as far as ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'' had two.
** Up to [[VideoGame/CommandAndConquerRedAlert2 the fourth game]], the series
had consisted of 2D sprites and/or voxel models on an isometric sprite background. ''Generals'' ''VideoGame/CommandAndConquerGenerals'' brought the series to full 3D in models, maps and camera controls. However, Generals ''Generals'' also changed significant chunks of the ''C&C'' formula in the process, leaning much more toward a ''Franchise/StarCraft'' style of RTS compared to prior ''C&C'' titles. The storyline also took place in a completely different continuity to its predecessors -- basically being a RippedFromTheHeadlines War on Terror setting rather than sci-fi AlternateHistory. Later ''C&C'' titles (''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'' and ''[[VideoGame/CommandAndConquerRedAlert3 Red Alert 3]]'') would move back toward the traditional ''C&C'' style of RTS and work within the previous non-''Generals'' story settings, while keeping the fully 3D environment and engine.engine.
** ''VideoGame/CommandAndConquerRenegade'' took the setting and story of [[VideoGame/CommandAndConquerTiberianDawn the 1995 original]] and [[GenreShift transplanted it into a full-3D FPS]]. Multiplayer still plays as much like the RTS games as possible, with players on each side being able to spend credits to change into more advanced infantry classes and purchase vehicles, and full bases with unique buildings that take away abilities as they're destroyed (e.g. taking away the enemy's access to higher-tier infantry types by destroying their barracks).


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* The UsefulNotes/Nintendo64 port of ''VideoGame/CommandAndConquerTiberianDawn'' upgraded the presentation, with everything except infantry - the maps, the buildings, and the vehicles - rendered in 3D, though compared to the later total upgrade in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' the gameplay is otherwise identical to the original.
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This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, when the UsefulNotes/PlayStation1, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics were less intensive to make.

to:

This is when a VideoGame series makes the leap from [[UsefulNotes/BitmapsSpritesAndTextures sprite graphics]] to UsefulNotes/PolygonalGraphics. The largest portion of video game franchises made the leap during UsefulNotes/TheFifthGenerationOfConsoleVideoGames, when the UsefulNotes/PlayStation1, UsefulNotes/SegaSaturn, and UsefulNotes/Nintendo64 released in the mid-90s. In that era 3D graphics were feasible on home consoles,[[note]]While there are certainly earlier 3D games on home consoles such as ''VideoGame/Starfox1'', 3D didn't take off until the horsepower of mid-90s consoles allowed for stronger presentation[[/note]] and as a dream for many developers, it was the hot new thing. In fact, this trope was so desireable that it would take fifteen years for new games being in 2D to be acceptable, in large part thanks to the rise of indie games since 2D graphics were graphics, up to a point, are less intensive to make.
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* Once the ''VideoGame/{{Atelier}}'' games made the jump to the UsefulNotes/PlayStation3, they went from a mixture of "strictly 2D" and "[[TwoAndAHalfD 2D character sprites with some 3D environmental elements]]" to "full-on 3D presentation" starting with the release of ''VideoGame/AtelierRoronaTheAlchemistOfArland''.

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* Once the ''VideoGame/{{Atelier}}'' ''VideoGame/AtelierSeries'' games made the jump to the UsefulNotes/PlayStation3, they went from a mixture of "strictly 2D" and "[[TwoAndAHalfD 2D character sprites with some 3D environmental elements]]" to "full-on 3D presentation" starting with the release of ''VideoGame/AtelierRoronaTheAlchemistOfArland''.
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Dupliacte


* ''3D VideoGame/{{Picross}}'' has the player solving three-dimensional shape puzzles as opposed to traditonal 2D grid puzzles. Some changes to the basic rules have been made to make the transition work: In addition to having to color what are now cubes instead of squares, the player also has to remove cubes that are not part of the solution.
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* ''3D VideoGame/{{Picross}}'' has the player solving three-dimensional shape puzzles as opposed to traditonal 2D grid puzzles. Some changes to the basic rules have been made to make the transition work: In addition to having to color what are now cubes, the player also has to remove cubes that are not part of the solution.

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* ''3D VideoGame/{{Picross}}'' has the player solving three-dimensional shape puzzles as opposed to traditonal 2D grid puzzles. Some changes to the basic rules have been made to make the transition work: In addition to having to color what are now cubes, cubes instead of squares, the player also has to remove cubes that are not part of the solution.
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Examples should be in historic present tense. The R-Type example should be on its own line and there is no context for it anyway


* ''VideoGame/{{Gradius}} IV'' was the same as the earlier ''Gradius'', only in 3D. Same thing for ''VideoGame/RType Delta''.

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* ''VideoGame/{{Gradius}} IV'' was is the same as the earlier ''Gradius'', only in 3D. Same thing for ''VideoGame/RType Delta''.It doesn't do much to fully utilize the third dimension.
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Added DiffLines:

* ''3D VideoGame/{{Picross}}'' has the player solving three-dimensional shape puzzles as opposed to traditonal 2D grid puzzles. Some changes to the basic rules have been made to make the transition work: In addition to having to color what are now cubes, the player also has to remove cubes that are not part of the solution.
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* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the UsefulNotes/PlayStation2 was the only game in the [[VideoGame/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS 3DS]].

to:

* ''VideoGame/ShinMegamiTenseiIIINocturne'' for the UsefulNotes/PlayStation2 was the only game in the [[VideoGame/ShinMegamiTensei [[Franchise/ShinMegamiTensei mainline series]] to conduct battles in full 3D until ''VideoGame/ShinMegamiTenseiV'' in 2021. All further mainline games returned to 2D battles (with the [[SpritePolygonMix occasional 3D models for some of the bosses]]). This can be correlated to a ChannelHop of the mainline series to the [[UsefulNotes/NintendoDS Nintendo DS]] and later the [[UsefulNotes/Nintendo3DS 3DS]].
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minor edits


The leap usually comes in two forms: Total Upgrade, and Presentation Upgrade. Total Upgrades completely change the gameplay to accommodate the third dimension, while Presentation Upgrades change just the graphics while leaving the gameplay the same, usually because the gameplay works in both (although even then changes can and often must be made to accomodate the old gameplay in the new presentation).

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The leap usually comes in two forms: Total Upgrade, and Presentation Upgrade. Total Upgrades completely change the gameplay to accommodate the third dimension, while Presentation Upgrades change just the graphics while leaving the gameplay the same, usually because the gameplay works in both (although even then changes can and often must be made to accomodate accommodate the old gameplay in the new presentation).



* ''VideoGame/ProjectSylpheed'' is a ''VideoGame/FreeSpace''-style SimulationGame, unlike its InNameOnly predecessors which were vertical {{shoot em up}}s.

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* ''VideoGame/ProjectSylpheed'' is a ''VideoGame/FreeSpace''-style SimulationGame, unlike its InNameOnly predecessors which were vertical {{shoot em 'em up}}s.

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Removed: 309

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
** ''The Legend of Zelda: Ocarina of Time'' maintained much of the core gameplay as the 2D ''Zelda'' games (apart from ''VideoGame/ZeldaIITheAdventureOfLink''); just adding its lock-on system was a great way to get around the camera issues in so many of these games and allow for more focused combat gameplay.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
** ''The Legend of Zelda: Ocarina of Time''
''VideoGame/TheLegendOfZeldaOcarinaOfTime'' maintained much of the core gameplay as the 2D ''Zelda'' ''[[Franchise/TheLegendOfZelda Zelda]]'' games (apart from ''VideoGame/ZeldaIITheAdventureOfLink''); just adding its lock-on system was a great way to get around the camera issues in so many of these games and allow for more focused combat gameplay.
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* ''VideoGame/DukeNukem3D'' was outrageously more successful than its [[VideoGame/DukeNukemI two]] [[VideoGame/DukeNukemII predecessors]], becoming massively more violent and with the main character's attitude significantly changing at the same time. Despite its name, ''Duke Nukem 3D'' wasn't a true 3D game, but a 2.5D game that used clever level design tricks like room-over-room and sloped surfaces to create an illusion of verticality and 3D space. It wasn't until ''VideoGame/DukeNukemForever'' and some of the spin-off games that Duke went truly 3D.

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* ''VideoGame/DukeNukem3D'' was outrageously more successful than its [[VideoGame/DukeNukemI two]] [[VideoGame/DukeNukemII predecessors]], becoming massively more violent and with the main character's attitude significantly changing at the same time. Despite its name, ''Duke Nukem 3D'' wasn't a true 3D game, but a 2.5D game that used clever level design tricks like room-over-room and sloped surfaces to create an illusion of verticality and 3D space. It wasn't until ''VideoGame/DukeNukemForever'' and some of the spin-off games such as ''Duke Nukem: Time to Kill'' that Duke went truly 3D.

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