When 3D engines started becoming more prevalent in the mid-90s, a feature that should have taken off way more than it did was the idea of switching from a top-down management/building game, to a first-person view where you could tour your work at ground level. 1997’s Dungeon Keeper is probably the best example of this, with its charming ‘possession’ feature, but to me, 1996’s SimCopter did something even more extraordinary.
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