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1999

15 games in archive from 1999

The Dreamcast Arrives, and the Medium Reaches Its Millennium

Sega launched the Dreamcast in North America on 9 September 1999 — the largest launch day in gaming history to that point — with a machine that was ahead of its competition in almost every technical respect, including a built-in modem for online gaming. Planescape: Torment and EverQuest demonstrated that deep, narrative-rich gaming experiences had a large and underserved adult audience on PC. Soulcalibur launched to perfect critical scores. The industry was approaching the millennium not with anxiety but with confidence.

Dreamcast Launches 9/9/99 in North America
Sega launched the Dreamcast on 9 September 1999 — the date was a deliberate marketing choice — with a $199 price and $98.4 million in first-day sales, surpassing any previous gaming launch record. The built-in 56K modem was the first standard internet connectivity on a home console.
EverQuest Creates the Modern MMORPG
Sony Online Entertainment's EverQuest launched on 16 March 1999 and reached 400,000 subscribers within a year, demonstrating that persistent online worlds with subscription models could sustain a large player base and setting the template for World of Warcraft five years later.
Soulcalibur Receives Perfect Scores Across the Board
Namco's Soulcalibur received a 10/10 from Famitsu (a perfect score) and perfect or near-perfect scores from every major publication, making it one of the most critically acclaimed games of the decade and the defining weapon-based fighting game.
Planescape: Torment Sets the Standard for RPG Writing
Black Isle Studios' Planescape: Torment launched in December 1999 with a narrative density and philosophical ambition unprecedented in a video game: 800,000 words of dialogue, a protagonist who is literally immortal, and a central question — "What can change the nature of a man?" — that the game genuinely engages with.
Tony Hawk's Pro Skater Changes Sports Games
Neversoft's Tony Hawk's Pro Skater launched in September 1999 and was critically and commercially celebrated for its physics model, its open-level design, and its soundtrack — demonstrating that licensed sports games could achieve genuine design innovation rather than merely incremental annual updates.

The Dreamcast and Sega's Final Gamble

The Sega Dreamcast was, by every technical measure that mattered in 1999, the right console. Its Hitachi SH-4 processor ran at 200 MHz, its PowerVR2 GPU could deliver polygon counts that exceeded the PlayStation (106 million per second theoretical), and its built-in 56K modem made it the first home console designed from the ground up for internet connectivity. Sega's online service, Sega Net (later SegaNet), offered online multiplayer for Dreamcast games, and titles like Quake III Arena and Phantasy Star Online demonstrated that console online gaming was not a theoretical possibility but an actual, functional experience. The Dreamcast was doing in 1999 what Xbox Live would do in 2002 and receive enormous credit for.

The 9/9/99 launch in North America was a genuine spectacle. Pre-orders exceeded 300,000 units. First-day sales of $98.4 million surpassed any previous game-hardware launch record. The launch software — Soulcalibur, Soul Reaver, Sonic Adventure, NFL 2K — was the strongest launch library any console had assembled. Soulcalibur in particular received perfect scores from publications that had given 10/10 to nothing else that year, and the game's visual fidelity — smooth, high-polygon character models with fluid animation — was a genuinely stunning demonstration of what Sega's hardware could achieve.

The tragedy of the Dreamcast is that all of this was not enough. Sony's announcement of the PlayStation 2, with its DVD player and promised technical superiority, cast a shadow over Dreamcast from the moment of its launch. Third-party developers — most critically Electronic Arts, which refused to develop for the platform — waited for the PS2 rather than committing to Dreamcast. Sega's financial position, weakened by the Saturn's commercial failure, was insufficient to sustain the marketing required to maintain momentum against a competitor of Sony's resources. The Dreamcast was discontinued in North America in March 2001 after selling 9.13 million units worldwide. It was the last console Sega would ever produce.

Planescape, EverQuest, and the Depth of PC Gaming

Planescape: Torment arrived in December 1999 as an argument against every assumption that the games industry had been developing about narrative. The games market of 1999 was moving rapidly toward short-session multiplayer experiences, licensed sports games, and cinematic action titles. Planescape: Torment offered none of these things: it was an isometric RPG set in the Planescape Dungeons & Dragons setting, featuring a protagonist who could not permanently die, a 40-60 hour narrative built primarily through dialogue, and a thematic seriousness that no video game had previously approached. The central character, the Nameless One, had lived and died and been resurrected so many times that he had become an entirely different person in each life, and the game's plot concerned his attempt to understand who he had been and who he was. "What can change the nature of a man?" was not a rhetorical question; the game offered multiple answers, each emerging from the choices the player made.

EverQuest, by contrast, was an argument about community. The massively multiplayer online RPG — a genre that text MUDs had established in the 1980s and Ultima Online had commercially validated in 1997 — found its mass-market form in EverQuest's persistent world of Norrath. The game required players to form groups to progress through its most challenging content, and the social bonds formed in those groups created a level of player investment that no single-player game could match. Players who cancelled their subscriptions sometimes reported feeling genuine grief at leaving the community they had built. The design was not without flaws — EverQuest's reputation for time commitment earned it the nickname "EverCrack" — but the basic model of subscription-funded persistent worlds would define online gaming for the following fifteen years.

The coexistence of Planescape: Torment and EverQuest in the same year was itself a statement about the range that PC gaming had achieved. One was a single-player narrative experience of unprecedented literary ambition; the other was a social world in which thousands of players coexisted simultaneously. Both found their audiences. Both influenced the medium profoundly. The PC gaming platform of 1999, served by a mature development community, powerful consumer hardware, and a distribution channel that still allowed small studios to compete with large publishers, was producing a diversity of experiences that no console platform could match. As the millennium approached, it was clear that games were not one thing but many — and that the medium had grown large enough to contain all of them.

"What can change the nature of a man?" — Planescape: Torment, 1999

Games from 1999

Age of Empires II: The Age of Kings
1990s

Age of Empires II: The Age of Kings

1999 · Strategy

PC

Ape Escape
1990s

Ape Escape

1999 · Platform

PlayStation

Crazy Taxi
1990s

Crazy Taxi

1999 · Racing

Dreamcast

Donkey Kong 64
1990s

Donkey Kong 64

1999 · Platform

Nintendo 64

Driver
1990s

Driver

1999 · Action / Racing

PlayStation

Final Fantasy VIII
1990s

Final Fantasy VIII

1999 · RPG

PlayStation

Garou: Mark of the Wolves
1990s

Garou: Mark of the Wolves

1999 · Fighting

Neo Geo

Jet Force Gemini
1990s

Jet Force Gemini

1999 · Shooter

Nintendo 64

Planescape: Torment
1990s

Planescape: Torment

1999 · RPG

PC

Pokémon Gold and Silver
1990s

Pokémon Gold and Silver

1999 · RPG

Game Boy

Pokémon Snap
1990s

Pokémon Snap

1999 · Simulation / Photography

Nintendo 64

Shenmue
1990s

Shenmue

1999 · Action-Adventure

Dreamcast

Silent Hill
1990s

Silent Hill

1999 · Survival Horror

PlayStation

Soul Calibur
1990s

Soul Calibur

1999 · Fighting

Dreamcast

Tony Hawk's Pro Skater
1990s

Tony Hawk's Pro Skater

1999 · Sports

PlayStation