World Cup 98, developed and published by EA Sports, arrived on the Nintendo 64 in 1998 as the official video game tie-in to the FIFA World Cup held in France that summer. The N64 was at a confident mid-life point by this stage, with its library maturing and sports titles becoming increasingly ambitious on the hardware. EA Sports had already established a strong foothold in football simulation through its FIFA series, and World Cup 98 served as a focused, tournament-licensed companion to that franchise rather than a replacement for it. The game featured all 32 nations that qualified for the 1998 tournament, along with the qualifying nations from every confederation, giving it a roster of over 170 international teams — a breadth that distinguished it sharply from the annual FIFA releases of the same era.
Gameplay on the N64 used the console's analogue stick to good effect, allowing finer directional control over player movement and passing angles than the digital pads of earlier generations had permitted. The control scheme followed the conventions EA Sports had refined across its FIFA titles: face buttons handled shooting, passing, and through-balls, while the shoulder buttons managed sprinting and tactical switching. Matches were played across standard halves that could be adjusted in length, and the core tournament mode tasked the player with guiding a chosen national side through the authentic group-stage and knockout bracket structure of the World Cup itself. A friendly mode and a road-to-the-World-Cup qualifying mode extended the single-player offering beyond the tournament itself, letting players experience the pressure of earning a place at the finals before contesting them.
The N64 version benefited from the console's relatively strong 3D rendering capabilities for the period. Player models were recognisable by squad number and kit rather than by detailed facial likeness, which was standard for the era, but the stadiums carried enough visual identity to feel distinct. The game included licensed kits, authentic squad numbers, and real player names, all backed by EA's official FIFA and World Cup licensing agreements. Commentary was provided in English and added a broadcast atmosphere that reinforced the tournament setting.
Difficulty scaling was handled through selectable levels, and even on moderate settings the AI posed a credible challenge in knockout rounds, encouraging players to manage possession and exploit set-piece opportunities rather than relying purely on individual skill moves. The shooting mechanic rewarded timing and placement, with power bars and directional input combining to produce a satisfying range of outcomes from long-range efforts to close-range finishes. Defending required active pressing and positional awareness, as the AI would exploit space behind a high defensive line.
In its era, World Cup 98 was received as a polished, content-rich sports title that capitalised effectively on the cultural moment of the tournament. It was seen as more accessible than some simulation-leaning contemporaries while still offering enough tactical depth to reward returning players. The sheer volume of international teams gave it a replayability that outlasted the tournament itself, and it remains a time-capsule snapshot of international football at the close of the 1990s.