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Conina said:

Crash Bandicoot 1 on PS1 for example?


They both solved the problem in two vastly different ways. Crash operated with a largely on rails camera instead of a free camera which allowed each input to function in a specific two dimension plane. This allowed precise movement because the camera was always on a rail and your possibilities for movement were severely limited. It functioned a lot like any horizontal section of a game, like the horizontal sections in contra, however with free backwards forwards movement.

3D World/Land did things in a much more open and much more abstract way. The main ways they solved this problem was through level design, specific camera placement (of a much higher degree of complexity than Crash), and specific tweaks of controls. I think the combination of these factors all worked together to produce new ideas and a new way of playing.

I would say that both series were innovative for 3D platformers, and as such, they both felt like nothing else.