From the early promo video tapes that were given away for free, I wasn't really sure if I could like the blocky polygonal graphics style, pop-ups, collision clipping and distance fog. I didn't know the words for these graphical phenomens and techniques back then, but seeing Mario having transformed from a round-shaped plumper into a edged stature, I at least know there was something wrong.
But then that was becoming the graphical style of the video- and PC games back then, so I had to accept it.
Even though I knew shooters from the computer in the form of Doom and Quake, I still liked Turok: Dinosaur Hunter and GoldenEye 007 a lot. The former transformed the control of PC FPS perfectly to the console with fast 4-way movement (c-buttons, felt like using WASD), precision aiming (as long as the control stick didn't wear out), an unbelievably smooth refresh rate (thanks to the fog?) and a lot of out-of-the-world enemies. Oh, and the enourmous stages, there was so much to discover. The later Turok games messed around with the control and the graphics, too bad. They also tried to copy the glorious Unreal Tournament ('99) with Turok: Rage Wars, and I didn't like it.
For GoldenEye 007, the unique feature back then were the mission system, weapon reload, realisticly shaped level design after real-world objects, and smart behaving enemies with hit zones. You just didn't get this whole package anywhere else at the time it was released. The controls weren't as slick as Turok's, but since the whole game was running on a lower speed and less pure action-oriented, it was perfectly acceptable and suited the game very well. I still play it today some times, mostly for revisiting my favourite levels (Faciltiy and Bunker #1) on 00 agent hard mode.
Perfect Dark followed the GE007 formula, but there's something in it that doesn't let me enjoy it as much as I did with its predecessor. It might be the weapons, the levels or the general slightly altered control feel itself. GE007 nailed it, but PD failed on trying to expand it too much. And then there was the annoying permanent-drop in framerate which even got worse in many enemy-polluted areas.
Do FPS games on modern consoles support keyboard and mouse yet?
Half Life on PS2 did natively through the USB ports of the console, but that's the exception of the rule. Today there are some converters available to use keyboard/mouse controls on console, but since they emulate joypad input, all I can guess is their precision varies a lot and isn't on par with native k/m support.
Played that Doom64 WAD too using jDoom back then. I guess the real thing plays and looks a little bit different in some places. Have you ever tried the Goldeneye WAD? Hilarious trying to put a genuine 3D game with vertical axis into a 3D environment without vertical axis, but at least they tried.
For those who haven't seen it yet (anyone?), here's the N64 episode that let me to learn of the GameSack show: