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It's a bit like how most people think Wolfenstein started with the 3D version in 1992 and have never heard of the 1981 original.
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That isn't really the same situation. The 1981 "version" is a stealth game that is pretty much completely unrelated to the 1992 game except through name, inspiration and theme.

The 1992 game was able to use the wolfenstein name because the trademark had lapsed the the original company had gone backrupt. While the 1992 game was originally intented to include stealth gameplay, none of those gameplay features from the 1981 game really made it into the final version of the 1992 game.

Key here is that M.U.S.E. sold no rights to id software, did not bless the 1992 game in any way, and there were no personel in common between the two games. They can't really be considered as part of the same franchise

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I loaded this up recently on Genesis and it actually blew my mind how smooth the animations were for the 'parkour', to find out it was all mo-capped and faithfully recreated into pixels. I had no idea people were doing this in the 80's.
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This book [1], which is the creator's diaries from the time annotated with lots of memoir-ish details, is really really good and talks about how the motion capture came to be at length. It's also just a very enjoyable book, not to mention very physically beautiful.

https://www.google.com/books/edition/The_Making_of_Prince_of...

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More like a rotoscoped bitmap animation than what we consider 3D motion capture now.
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I had to re-read the post because I assumed it was referring to that one up until I got to "Ubisoft". I was like, didn't that one guy Jordan something do the whole thing himself? (Including the rotoscoping of the character)
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Jordan Mechner :) pretty nice explanation with his "motion capture" footage. https://youtu.be/6ozxnrs0BP4
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