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1998

18 games in archive from 1998

The Greatest Year: Ocarina, Half-Life, StarCraft, and Metal Gear Solid

By any measure, 1998 produced the densest concentration of all-time masterworks in gaming history. The Legend of Zelda: Ocarina of Time launched in November and received the highest aggregate critical score of any game ever released. Half-Life redefined the narrative first-person shooter. StarCraft established real-time strategy as a global competitive sport. Metal Gear Solid proved that a cinematic video game narrative could rival film. No other year before or since has delivered four genre-defining titles of this calibre simultaneously.

Ocarina of Time: The Highest-Reviewed Game Ever
Zelda: Ocarina of Time launched on 23 November 1998 and received a Metacritic score of 99/100 — the highest aggregate score ever recorded for a game. Gamerankings, the predecessor to Metacritic, listed it at 97.6% from 23 reviews.
Half-Life Reinvents the FPS Campaign
Valve's Half-Life launched on 19 November 1998 without a single cutscene, delivering its entire narrative through the player's first-person perspective and shipping with a modding toolset that would produce Counter-Strike within a year.
StarCraft Becomes a National Sport in South Korea
Blizzard's StarCraft launched in March 1998 and within a year had become a professional spectator sport in South Korea, with dedicated television channels broadcasting matches between professional players to audiences of millions.
Metal Gear Solid Sells 6 Million Copies
Hideo Kojima's Metal Gear Solid launched on PlayStation in September 1998 and sold 6 million copies worldwide, establishing Kojima as the medium's most prominent auteur and the stealth-action genre as a commercially viable alternative to straightforward action games.
Pokémon Red and Blue Launch in North America
Nintendo launched Pokémon Red and Blue in North America on 28 September 1998, two and a half years after the Japanese release. The accompanying anime series and trading card game had already built audience anticipation to extraordinary levels.

Ocarina of Time and the Perfection of 3D Adventure

The Legend of Zelda: Ocarina of Time did not merely translate the Zelda formula into three dimensions — it solved the problem of 3D game design in ways that have not been substantially improved upon since. The Z-targeting system, which locked the camera and movement relative to a selected enemy, made combat in three-dimensional space immediately intuitive for the first time. The combination of Hyrule Field — a vast open area traversable on horseback, evoking the sense of scale that outdoor environments in 3D had previously failed to convey — with the dense, puzzle-driven interiors of the game's dungeons created a rhythm of exploration and problem-solving that the series has attempted to replicate in every subsequent entry.

The narrative structure — child Link in a present-day Hyrule, adult Link in a corrupted future Hyrule, the revelation that Link's victory as a child inadvertently enabled Ganondorf's victory — was the most sophisticated story the Zelda series had attempted. The adult Hyrule, rendered in muted colours with empty streets and hostile population, created a genuine sense of loss and urgency that previous games had gestured at but never achieved. The Water Temple, universally acknowledged as one of the hardest and most confusing game sections of the era, became a cultural reference point for the specific frustration of being unable to progress in a game you were determined to finish without a guide.

Ocarina of Time's Metacritic score of 99/100 has never been matched or surpassed. This fact is remarkable less for what it says about the game — which genuinely is as good as its reception suggests — than for what it says about the critical culture of 1998. Reviewers across publications that rarely agreed on anything produced near-identical scores for a game that they recognised, collectively and independently, as a work of generational significance. The industry, by 1998, had developed enough critical vocabulary and enough historical perspective to identify a masterwork when it shipped. Ocarina of Time arrived at exactly the moment when the medium was mature enough to receive it.

Half-Life, StarCraft, and the Year That Wasn't

If Ocarina of Time had been the only major release of November 1998, the month would be remembered as a landmark. Instead, Valve released Half-Life on 19 November — the same month — and the two games competed for critical attention in a way that benefited both. Half-Life's innovation was structural: Valve eliminated all cutscenes and delivered the entire narrative of Black Mesa research facility physicist Gordon Freeman's catastrophic work day through the player's first-person perspective. Nothing was shown that Gordon could not see. Nothing was explained that Gordon could not infer from the environment around him. The result was a level of narrative immersion that no first-person game had previously achieved, and a standard of environmental storytelling that the industry is still aspiring to match.

StarCraft, released in March 1998, was Blizzard's third real-time strategy game and its most carefully balanced. The three-race design — Terran, Zerg, and Protoss, each with distinct unit sets, build orders, and strategic philosophies — produced a competitive meta-game of extraordinary depth. The South Korean scene, which adopted StarCraft as the national competitive game within a year of launch, demonstrated that a real-time strategy game could support professional play at the highest level. By 2000, StarCraft was being broadcast on Korean cable television to audiences of millions. By 2010, it would be considered the gold standard of competitive game balance, studied by game designers worldwide as a model of what asymmetric faction design could achieve.

Metal Gear Solid, completing 1998's quartet of masterworks, arrived in September with Hideo Kojima's most ambitious attempt to merge cinematic narrative with interactive gameplay. The codec conversations — audio exchanges between Snake and his support team delivered in real-time over a fictional radio channel — delivered approximately four hours of voiced dialogue in a game whose active gameplay ran perhaps six hours. Kojima's interest in the physical and psychological dimensions of military conflict, his willingness to use game mechanics as narrative metaphor (the Psycho Mantis controller-reading sequence remains one of the most celebrated fourth-wall breaks in the medium), and his command of the PlayStation's hardware produced a game that felt, in 1998, like proof that the medium had finally arrived at parity with film as a narrative form.

"It's not just the greatest game ever made. It's the greatest thing ever made." — Edge magazine, reviewing Ocarina of Time, 1998

Games from 1998

1080° Snowboarding
1990s

1080° Snowboarding

1998 · Sports

Nintendo 64

Baldur's Gate
1990s

Baldur's Gate

1998 · RPG

PC

Banjo-Kazooie
1990s

Banjo-Kazooie

1998 · Platform

Nintendo 64

Blazing Star
1990s

Blazing Star

1998 · Horizontal Shooter

Neo Geo

Dance Dance Revolution
1990s

Dance Dance Revolution

1998 · Rhythm

Arcade

Half-Life
1990s

Half-Life

1998 · Shooter

PC

MediEvil
1990s

MediEvil

1998 · Action-Adventure

PlayStation

Metal Gear Solid
1990s

Metal Gear Solid

1998 · Stealth / Action

PlayStation

Metal Slug 2
1990s

Metal Slug 2

1998 · Run-and-gun

Neo Geo

Parasite Eve
1990s

Parasite Eve

1998 · Action RPG

PlayStation

Sonic Adventure
1990s

Sonic Adventure

1998 · Platform

Dreamcast

Spyro the Dragon
1990s

Spyro the Dragon

1998 · Platform

PlayStation

StarCraft
1990s

StarCraft

1998 · Strategy

PC

Tekken 3
1990s

Tekken 3

1998 · Fighting

PlayStation

The King of Fighters '98: The Slugfest
1990s

The King of Fighters '98: The Slugfest

1998 · Fighting

Neo Geo

The Legend of Zelda: Ocarina of Time
1990s

The Legend of Zelda: Ocarina of Time

1998 · Action-Adventure

Nintendo 64

Thief: The Dark Project
1990s

Thief: The Dark Project

1998 · Stealth

PC

Xenogears
1990s

Xenogears

1998 · RPG

PlayStation