PLATFORM ADVENTURE
Unreal (PC, 1998)
Subgenre: FPS w/ some AA elements (can toggle TP View with a cheat or in the fan patched Gold ver.), MP co-op and vs modes
Other: Some NPCs (most give access to good items if helped, can't talk to them though and they don't hand out quests, difficulty increases if you kill any Nali), Text logs (System Shock etc., for lore and clues)
Save anywhere (9 slots)
Linear structure - Some backtracking for newly opened paths inside the levels similar to Quake 1 (various maze-like levels with many locked doors, can't manually return to previously beaten levels unlike in Quake 2 or HL1 - the game automatically returns you to a previous level once before the final boss), Partially open-ended bluff eversmoking level
Various hidden items and some fairly long optional detours
Some tools used for traversal (flare (also used in a different way in the Temple of Vendora to find invisibility)/flashlight/searchlight for lighting up dark areas - consumable items but flares are plentiful, scuba gear (optional), toxin suit - consumable but needed a couple of times, jump boots (optional) - these only last for 3 minutes or 3 jumps while the super jump boots are permanent but you only get those right before the final boss)
Good environmental storytelling overall
Some very large and open areas
Some upgradeable weapons (first gun)
Alternate firing modes for the guns - Marathon (1994)
Minor puzzles (switches and boxes, raising the wooden platform to the water surface in level 5, some breakable walls using barrels or the blob gun/biorifle, etc; decent riddle-style puzzles at the vandora temple fountain and bluff level's crypt)
A few sequence breaking opportunities (can skip some of terraniux and temple of vandora with the jump boots if you manage to find and hold on to them for the right situations - or you can cheat and summon some in)
Influenced by: Quake 1-2, probably Turok, possibly Strife, SW: Dark Forces 1-2
Influenced: Probably Half-Life