Gaming History, One Month at a Time

GTM-1998-11

November 1998

November is impossibly crowded.

OcarinaHalf-LifeMetal Gear SolidDreamcast

Gallery 01

News

Five researched month markers or context notes.

01

November 1998

Half-Life launches on November 19.

A month marker with regional timing kept visible rather than smoothed into a single global date.

release card

02

November 1998

Ocarina of Time launches in Japan/North America in November.

A month marker with regional timing kept visible rather than smoothed into a single global date.

magazine clipping

03

November 1998

Dreamcast launches in Japan on November 27.

A month marker with regional timing kept visible rather than smoothed into a single global date.

shop-window label

04

November 1998

StarCraft: Brood War appears in November context.

A researched period marker, written cautiously where sources disagree or the month is more atmosphere than hard date.

demo-disc note

05

November 1998

PC, N64 and Sega all claim the future at once.

A researched period marker, written cautiously where sources disagree or the month is more atmosphere than hard date.

context plaque

Gallery 02

Releases

Eight notable releases, led by month-specific anchors where evidence supports them.

November 19, 1998Windows

narrative FPS

Half-Life

Valve stitches FPS action into a continuous authored disaster.

November 21/23, 1998Nintendo 64

3D adventure landmark

The Legend of Zelda: Ocarina of Time

Nintendo translates Zelda into 3D and makes lock-on combat feel inevitable.

January 21, 1998PlayStation

survival horror sequel

Resident Evil 2

Capcom moves survival horror from mansion to city-scale panic.

March 31, 1998Windows

RTS landmark

StarCraft

Blizzard turns asymmetric RTS design into a multiplayer language.

May 22, 1998Windows

PC engine showcase

Unreal

Epic's shooter makes lighting, scale and engine technology part of the PC boast.

June 29, 1998Nintendo 64

N64 platformer

Banjo-Kazooie

Rare gives the N64 a warm, dense collectathon with British studio fingerprints.

September 3, 1998PlayStation

stealth cinema

Metal Gear Solid

Kojima turns stealth, cinema and controller tricks into a PlayStation event.

September 28, 1998Game Boy

handheld phenomenon

Pokemon Red and Blue

Pokemon reaches North America and starts building the Western wave that hits Europe in 1999.

Gallery 03

Hardware

Machines, media and platform context around the month.

Game Boy Color launches in Japan

Nintendo refreshes handheld play just as Pokemon is beginning its Western climb.

Dreamcast launches in Japan

Sega opens the sixth generation with a built-in modem and arcade-derived confidence.

N64 peaks with event software

Ocarina of Time makes the cartridge machine feel essential again, even beside PlayStation volume.

PC gaming splits between strategy, shooter and RPG

StarCraft, Half-Life, Unreal, Thief and Baldur's Gate show several PC futures at once.

Gallery 04

Magazine Covers

Reconstructed shelf markers for the magazine culture of the year.

1998

N64 Magazine

The UK Nintendo shelf watches GoldenEye afterglow turn into Ocarina anticipation.

1998

Official PlayStation Magazine UK

Demo discs and glossy covers place Metal Gear, Gran Turismo and Tomb Raider in the same ritual.

1998

PC Gamer UK

A PC shelf marker for StarCraft, Half-Life, Unreal, Thief and Baldur's Gate.

1998

Edge

A year where serious criticism had to make room for several all-time landmarks at once.

Gallery 05

Online Life

How network play, downloads, fan pages and demo culture felt at the time.

Battle.net becomes routine for strategy players

StarCraft turns online matchmaking and ladder identity into part of the game.

Half-Life mod culture is waiting in the walls

Valve's shooter arrives as a platform for communities, tools and eventually Counter-Strike.

Pokemon trading remains mostly physical

The Western wave begins, but playground cables and local friends still matter more than websites.

Dreamcast makes online console play imaginable

The built-in modem is not yet a UK reality, but the idea changes how Sega talks about the future.

Gallery 06

What It Felt Like

A short atmospheric reading from the player side of history.

01

Every platform had a masterpiece argument

N64, PlayStation and PC could each point to a different future and sound convincing.

02

The year felt overcrowded in the best way

One magazine issue could hold Zelda, Metal Gear, Half-Life and StarCraft without blinking.

03

Pokemon was approaching Britain from overseas

UK players could feel the wave coming through American coverage and import chatter.

04

Sega seemed to be preparing one last clean slate

Dreamcast made Saturn's troubles look like prelude rather than ending.