Quake II even, if you count a projected spotlight texture as per pixel lightning. Which is what all games were doing prior to Doom 3 generation engines and the rapid programmable GPU advancements of the time of Doom 3 sped up the adoption of "real lighting". Before 6800 series and Doom 3 GPUs werent powerful enough for true general lighting and shadow formulas and nearly all low vertex count non vertex dynamic lighting before then was just projected texture maps. The map is a simple spot light circle that is scaled and projected in the texture transform matrix based on a surfaces distance and alignment as it slices the invisible sphere that represents the light. Any plane that slices a sphere creates a circle, so its very straight forward to project a circular light texture to surfaces intersecting the light sphere to generate per pixel dynamic lighting.
PS Halo was nothing special. It was 5-10 years old at its release by PC standards. Not sure why people foamed at the mouth over it. Oh yeah, the easily swayed mouthbreathing mainstream. Only reason for Halos success was being poor teen console only gamers without PCs first FPS experience and that was just so incredible to them.