Evolution of the tree

Walls


Gauntlet, Arcade, 1985

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


Hero Quest, C64, 1991

The is🅠ometric 3D would look really good if the sha🐽dows were right. Sadly, the room looks inverted. How badly did we need true 3D?


Doom, PC, 1993

Doom’sᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ 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 BloodRa𓂃yne 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&rs♏quo; to create a false impression of depth, but you can shoot through them too. Break the fourth wall... and the fifth. And the sixth...