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Before GTA Went 3D, Body Harvest Was Already Testing Open-World Ideas on the N64

A rough draft of wide, open play across five ages of war, with giant foes and vehicles for the taking, on Nintendo 64.

By mitch·3 min read
A hero drives an armored truck toward a towering creature across a vast, ruined field.

Body Harvest arrived on Nintendo 64 with a strange idea: fight giant creatures across decades of human history, one world at a time. The studio behind Grand Theft Auto built something that looks like an early sketch of that later series. The result is mixed, but the ambition still shows through.

Five Periods, One Fight

The game sends its hero through five time periods, each with its own world, vehicles and group of alien threats. Players roam free within each stage, gathering arms and driving whatever they can find, from farm vehicles to armored trucks. That freedom was rare on Nintendo 64 in 1998, and it remains the game’s clearest selling point.

The periods break down like this:

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  1. 1916, a battlefield from the first World War
  2. 1941, a setting from the second World War
  3. 1966
  4. 1991
  5. A final stage set in the future, built around a comet

Each period changes the vehicles on offer and the shape of the ground, which keeps the core round from going dull too fast.

The creatures come in shapes that run from small ones to towering forms far larger than the hero and his vehicles. Early fights are simple, but later stages call for real thought, since some of these creatures can only be beaten with the right instrument or vehicle in hand.

The camera does not always help. Aiming while driving is a fight of its own, and the system sometimes locks on the wrong enemy in a group. These issues do not sink the game, but they take away from the pleasure of the harder fights.

Vehicle handling changes between pleasant and frustrating. Armored trucks feel heavy in a way that suits them. Light vehicles feel loose. Moving between them at will is one of the game’s better ideas, even when the controls fight back.

Worlds Before Their Time

What stands out most is how early Body Harvest arrived at ideas that would mark open games years later. Free motion across a large ground, vehicles you can step into at will, side tasks placed around the main path — all of it is here, built years before those tools became common.

The worlds themselves are large for a Nintendo 64 game, and that scale brings its own cost. Draw distance is limited, so far-off ground and enemies can appear without warning. The price paid for that scope is a game that sometimes looks and runs as though it is straining against its own hardware.

Sound and images are plain rather than remarkable. Character models are rough even by 1998 standards, and the music is adequate without standing out. None of that takes away from the core idea, but it does date the game clearly.

Where It Lands

Body Harvest is a game marked by its reach. It tries to do things that were truly new for a console shooter of its time, and it mostly succeeds within the limits of the hardware it ran on. The camera trouble and rough vehicle handling keep it from greatness, but the scope of its five periods and the freedom of its worlds make it worth returning to.

The studio would go on to improve these same ideas into something bigger, but Body Harvest deserves credit as the rough draft. It is not a polished game, and it does not pretend to be. What it offers instead is scale, variety and a sense that its makers were reaching past what Nintendo 64 hardware wanted to allow.

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