Evolution of the tree


Gauntlet, Arcade, 1985

Just look at those walls. They don’t make them like that anymore. Mainly because it was possible to get stuck in a room with no way out.

Hero Quest, C64, 1991

The isometric 3D would look really good if the shadows were right. Sadly, the room looks inverted. How badly did we need true 3D?

Doom, PC, 1993

Doom’s walls were so convincing, players would continually move their heads to peer around corners. Feel free to laugh.

BloodRayne, PS2/PC/Xbox, 2002

Almost any last-gen action game would do here, but BloodRayne gets a mention, if only because blood wood stick to the walls.

Tom Clancy's Ghost Recon Advanced Warfighter 2, PC/360/PS3, 2007

These walls are amazing. Not only do they utilize ‘normal mapping’ to create a false impression of depth, but you can shoot through them too. Break the fourth wall... and the fifth. And the sixth...