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1997

11 games in archive from 1997

Final Fantasy VII and the JRPG Go Global

Final Fantasy VII launched on PlayStation in January 1997 in Japan and in September in North America, selling 3 million copies in three days and establishing the JRPG as a prestige genre for Western audiences. GoldenEye 007 on the N64 invented the console first-person shooter. Age of Empires defined the real-time strategy genre for a mainstream audience. The medium was producing works of genuine artistic ambition at every level of the market.

Final Fantasy VII Sells 3 Million Copies in Three Days
Square's Final Fantasy VII launched in Japan on 31 January 1997 and cleared 3 million copies in its first three days, making it the fastest-selling game in Japanese history to that point. The North American launch in September drove record PlayStation hardware sales.
GoldenEye 007 Invents Console FPS Multiplayer
Rare's GoldenEye 007 launched on N64 in August 1997 with a four-player splitscreen deathmatch mode that introduced millions of console players to the first-person shooter and established the N64 as the definitive multiplayer platform of the era.
Castlevania: Symphony of the Night Redefines the Series
Koji Igarashi's Symphony of the Night abandoned linear level progression for a vast interconnected castle in the style of Super Metroid, creating the Metroidvania genre's second founding text and one of the most beloved games on the PlayStation.
Fallout Launches a New Kind of RPG
Interplay's Fallout launched in October 1997 as an isometric post-apocalyptic RPG with meaningful player choice, a dark satirical tone, and real consequences for decisions — establishing a design template that Bethesda would inherit and expand in 2008.
Electronic Arts Reports $909M Revenue
Electronic Arts reported revenues of $909 million for fiscal year 1997, confirming that the major third-party publisher model — sports franchises, licensed properties, annual releases — was the most commercially efficient approach to the mass-market gaming business.

Final Fantasy VII and the JRPG as Art

Final Fantasy VII was the most expensive video game ever made at the time of its release, with a development and marketing budget estimated at $45 million — an extraordinary figure in 1997 when most AAA games were produced for under $5 million. Square spent the money on three things: the quality and quantity of pre-rendered CG cutscenes, the scope of the game world, and the scale of the North American marketing campaign. The cutscenes were unlike anything the PlayStation had previously displayed — cinematic sequences of polygonal characters in environments of genuine visual ambition, including the opening fly-through of Midgar that lasted over four minutes and cost more to produce than most contemporaries spent on entire games.

The narrative of Final Fantasy VII — a mercenary named Cloud joins an eco-terrorist cell fighting a megacorporation that is draining the planet's life energy, discovers a complicated and painful personal history, and confronts a villain whose nihilism is philosophically coherent rather than merely cartoonish — was the most sophisticated story a console RPG had attempted in the Western market. The death of Aerith Gainsborough in disc one remains one of the most discussed moments in gaming history: genuinely unexpected, structurally meaningful, and emotionally devastating to players who had spent thirty hours building attachment to the character. It demonstrated that video game characters could achieve the emotional resonance of characters in literature or film.

The commercial result was equally unprecedented. Final Fantasy VII sold 9.8 million copies lifetime on PlayStation and remains one of the best-selling JRPGs ever made. More importantly, it changed the Western perception of the genre. JRPGs had been niche products in North America before Final Fantasy VII — games for dedicated hobbyists, marketed modestly, reviewed in specialist publications. After Final Fantasy VII, the genre was mainstream. Square followed up with Final Fantasy VIII, IX, Chrono Cross, and Xenogears within three years, and every one of them found a large, pre-existing Western audience that Final Fantasy VII had created almost single-handedly.

GoldenEye and the Console FPS

The received wisdom in 1997 was that first-person shooters did not work on consoles. Doom had been ported to SNES and the result was widely considered a failure. The analogue sticks being pioneered on the PlayStation DualShock and N64 controller were promising but untested. Rare's decision to adapt the GoldenEye 007 license into a first-person shooter was considered a risk by Nintendo, which had approved the project primarily because the Bond license was commercially valuable and Rare's output was reliably high quality. The result proved the received wisdom completely wrong.

GoldenEye 007 succeeded for several interlocking reasons. The single-player campaign, based on the film's locations and missions, was designed with genuine intelligence: enemy AI that responded to alarms, objectives that could be completed in multiple sequences, difficulty settings that added mission objectives rather than merely increasing enemy health. The stealth option — using silenced weapons, avoiding alarms — gave the game a layer of tactical choice that pure corridor shooters lacked. And the multiplayer mode, in which up to four players competed in splitscreen deathmatch across maps designed for close-quarters combat, turned the N64 into a social gaming device at university dorms and teen bedrooms across North America.

The four-player GoldenEye session became one of the defining social experiences of late-1990s gaming. The game sold 8 million copies on a platform with a smaller install base than the PlayStation, making it one of the highest attach-rate games in N64 history. It also established that the analogue stick was the correct input method for console first-person shooters — the dual-stick control scheme that every console FPS has used since was developed from the conventions GoldenEye established. Halo, which would launch in 2001 and define the genre for the following decade, was directly influenced by GoldenEye in both its single-player campaign structure and its multiplayer ambitions.

"Final Fantasy VII proved that video games could make people cry." — Hironobu Sakaguchi, producer, Square, 1997

Games from 1997

Abe's Oddysee
1990s

Abe's Oddysee

1997 · Platform / Puzzle

PlayStation

Age of Empires
1990s

Age of Empires

1997 · Strategy

PC

Castlevania: Symphony of the Night
1990s

Castlevania: Symphony of the Night

1997 · Action RPG

PlayStation

Diddy Kong Racing
1990s

Diddy Kong Racing

1997 · Racing

Nintendo 64

Fallout
1990s

Fallout

1997 · RPG

PC

Final Fantasy VII
1990s

Final Fantasy VII

1997 · RPG

PlayStation

GoldenEye 007
1990s

GoldenEye 007

1997 · Shooter

Nintendo 64

Gran Turismo
1990s

Gran Turismo

1997 · Racing

PlayStation

Star Fox 64
1990s

Star Fox 64

1997 · Rail Shooter

Nintendo 64

The Last Blade
1990s

The Last Blade

1997 · Fighting

Neo Geo

Turok: Dinosaur Hunter
1990s

Turok: Dinosaur Hunter

1997 · Shooter

Nintendo 64