Third-person shooter: Difference between revisions
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[[File:StarFoxAssaultScreenshot.JPG|thumb|right|''[[Star Fox: Assault]]'' features third-person combat with several types of firearms. Total kills are visible on the top right of the screen, as are enemies on a radar screen on the bottom right. |
[[File:StarFoxAssaultScreenshot.JPG|thumb|right|''[[Star Fox: Assault]]'' features third-person combat with several types of firearms. Total kills are visible on the top right of the screen, as are enemies on a radar screen on the bottom right. |
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Some of the earliest shooters with a third-person behind-the-back perspective were space [[shoot 'em up]]s, including the [[Nintendo]]'s single-screen shooter ''[[Radar Scope]]'' (1979),<ref name="1up.com">[http://www.1up.com/do/feature?pager.offset=1&cId=3181467 Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo)], [[1UP.com|1UP]]</ref> [[Sega]]'s [[2.5D|forward-scrolling]] [[rail shooter]]s ''[[Tac/Scan]]'' (1982)<ref>{{KLOV game|id=10007|name=Tac/Scan}}</ref> and ''[[Buck Rogers: Planet of Zoom]]'' (1982),<ref>{{KLOV game|7227|Buck Rogers - Planet Of Zoom}}</ref> the forward-scrolling [[laserdisc video game]]s ''[[Astron Belt]]'' (1983)<ref name="AtariHQ">{{cite web|title=ASTRON BELT|publisher=Atari HQ|url=http://www.atarihq.com/coinops/laser/astbelt.html|accessdate=2011-03-25}}</ref> by Sega and ''Inter Stellar'' (1983) by [[Funai]],<ref>{{KLOV game|8196|Interstellar}}</ref> [[Konami]]'s ''[[Juno First]]'' (1983),<ref name="1up.com"/> [[Nippon]]'s ''Ambush'' (1983),<ref>{{KLOV game|6878|Ambush}}</ref> and [[Nihon Bussan|Nichibutsu]]'s ''[[Nihon Bussan#1980s|Tube Panic]]'' (1983).<ref>{{allgame|32709|Tube Panic}}</ref> Some of the earliest third-person shooters featuring characters on foot were also rail shooters, including ''[[Space Harrier]]'' (1985) by Sega,<ref>[http://www.gamezone.com/editorials/item/sega_franchises_that_deserve_the_platinum_games_treatment/ Top 10 Sega Franchises That Deserve Platinum Treatment], [[GameZone]]</ref> and the early [[List of stereoscopic video games|3D stereoscopic]] games ''[[3-D WorldRunner]]'' (1987)<ref>{{allgame|1136|3-D WorldRunner}}</ref> and ''[[JJ (video game)|JJ]]'' (1987)<ref>{{allgame|14936|JJ: Tobidase Daisakusen Part II}}</ref> by [[Square (company)|Square]] (now [[Square Enix]]). ''[[Silpheed]]'' (1986), a forward-[[scrolling]] third-person space combat game by [[Game Arts]], was an early example of a fully [[3D computer graphics|3D polygonal]] shooter.<ref>{{cite web|url=http://uk.retro.ign.com/articles/893/893504p1.html|title=Silpheed Review|publisher=[[IGN]]|author=Travis Fahs|date=July 24, 2008|accessdate=2011-03-16}}</ref> ''WiBArm'' (1986), released by [[:jp:サイバーヘッド (ゲームメーカー)|Arsys Software]] for the [[NEC PC-8801]] and ported to [[MS-DOS]] by [[Brøderbund]], was an on-foot shooter that featured a fully 3D polygonal third-person perspective for exploring indoor areas, though bosses were fought in an arena-style 2D battle.<ref name=Retro>{{cite web|author=John Szczepaniak|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=4|publisher=Hardcore Gaming 101|accessdate=2011-03-16}} Reprinted from {{citation|title=Retro Japanese Computers: Gaming's Final Frontier|work=[[Retro Gamer]]|issue=67|year=2009}}.</ref> |
Some of the earliest shooters with a third-person behind-the-back perspective were space [[shoot 'em up]]s, including the [[Nintendo]]'s single-screen shooter ''[[Radar Scope]]'' (1979),<ref name="1up.com">[http://www.1up.com/do/feature?pager.offset=1&cId=3181467 Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo)], [[1UP.com|1UP]]</ref> [[Sega]]'s [[2.5D|forward-scrolling]] [[rail shooter]]s ''[[Tac/Scan]]'' (1982)<ref>{{KLOV game|id=10007|name=Tac/Scan}}</ref> and ''[[Buck Rogers: Planet of Zoom]]'' (1982),<ref>{{KLOV game|7227|Buck Rogers - Planet Of Zoom}}</ref> the forward-scrolling [[laserdisc video game]]s ''[[Astron Belt]]'' (1983)<ref name="AtariHQ">{{cite web|title=ASTRON BELT|publisher=Atari HQ|url=http://www.atarihq.com/coinops/laser/astbelt.html|accessdate=2011-03-25}}</ref> by Sega and ''Inter Stellar'' (1983) by [[Funai]],<ref>{{KLOV game|8196|Interstellar}}</ref> [[Konami]]'s ''[[Juno First]]'' (1983),<ref name="1up.com"/> [[Nippon]]'s ''Ambush'' (1983),<ref>{{KLOV game|6878|Ambush}}</ref> and [[Nihon Bussan|Nichibutsu]]'s ''[[Nihon Bussan#1980s|Tube Panic]]'' (1983).<ref>{{allgame|32709|Tube Panic}}</ref> Some of the earliest third-person shooters featuring characters on foot were also rail shooters, including ''[[Space Harrier]]'' (1985) by Sega,<ref>[http://www.gamezone.com/editorials/item/sega_franchises_that_deserve_the_platinum_games_treatment/ Top 10 Sega Franchises That Deserve Platinum Treatment], [[GameZone]]</ref> ''Shootout'' (1985) by [[Nihon Bussan]],<ref>{{KLOV game|9530|Shootout}}</ref> and the early [[List of stereoscopic video games|3D stereoscopic]] games ''[[3-D WorldRunner]]'' (1987)<ref>{{allgame|1136|3-D WorldRunner}}</ref> and ''[[JJ (video game)|JJ]]'' (1987)<ref>{{allgame|14936|JJ: Tobidase Daisakusen Part II}}</ref> by [[Square (company)|Square]] (now [[Square Enix]]). ''[[Silpheed]]'' (1986), a forward-[[scrolling]] third-person space combat game by [[Game Arts]], was an early example of a fully [[3D computer graphics|3D polygonal]] shooter.<ref>{{cite web|url=http://uk.retro.ign.com/articles/893/893504p1.html|title=Silpheed Review|publisher=[[IGN]]|author=Travis Fahs|date=July 24, 2008|accessdate=2011-03-16}}</ref> ''WiBArm'' (1986), released by [[:jp:サイバーヘッド (ゲームメーカー)|Arsys Software]] for the [[NEC PC-8801]] and ported to [[MS-DOS]] by [[Brøderbund]], was an on-foot shooter that featured a fully 3D polygonal third-person perspective for exploring indoor areas, though bosses were fought in an arena-style 2D battle.<ref name=Retro>{{cite web|author=John Szczepaniak|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=4|publisher=Hardcore Gaming 101|accessdate=2011-03-16}} Reprinted from {{citation|title=Retro Japanese Computers: Gaming's Final Frontier|work=[[Retro Gamer]]|issue=67|year=2009}}.</ref> |
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Konami's [[run and gun]] shooter ''[[Contra (video game)|Contra]]'' (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases,<ref>[http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=260 Game of The Week: Contra], ''[[GameSpy]]''</ref> advancing screen by screen. Konami continued to evolve the concept in ''[[Devastators]]'' (1988),<ref name=Kalata>Kurt Kalata, [http://www.hardcoregaming101.net/konamirunnguns/konamirunnguns.htm Konami Run 'n Guns], Hardcore Gaming 101</ref> a fully third-person shooter,<ref>{{allgame|9910|Devastators}}</ref> where rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. ''Devastators'' also featured various obstacles that could be used to [[Cover system|take cover]] from enemy fire,<ref name=Kalata/> as well as [[Multiplayer|two-player]] [[cooperative gameplay]].<ref>{{KLOV game|7573|Devastators}}</ref> Several 3D polygonal third-person vehicle shooters were released in 1993, including [[Namco]]'s two-player competitive third-person shooter [[Vehicular combat game|vehicle combat]] game ''[[Cyber Sled]]'' that required cooling fans because of the large number of polygons used,<ref>{{KLOV game|7466|Cyber Sled}}</ref><ref>{{allgame|9856|Cyber Sled}}</ref> and [[Nintendo]]'s third-person flight shooter ''[[Star Fox (video game)|Star Fox]]''<ref>{{MobyGames|/game/star-fox_|Star Fox}}</ref> which was responsible for popularizing 3D action games.<ref>[http://retro.ign.com/articles/926/926795p1.html Jumping Flashback], [[IGN]]</ref> ''[[Fade to Black (video game)|Fade to Black]]'' (1995)<ref>{{MobyGames|/fade-to-black|Fade to Black}}</ref> was a 3D third-person [[action-adventure game]] similar to ''Tomb Raider''.<ref>{{allgame|2109|Fade to Black}}</ref> |
Konami's [[run and gun]] shooter ''[[Contra (video game)|Contra]]'' (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases,<ref>[http://classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=260 Game of The Week: Contra], ''[[GameSpy]]''</ref> advancing screen by screen. Konami continued to evolve the concept in ''[[Devastators]]'' (1988),<ref name=Kalata>Kurt Kalata, [http://www.hardcoregaming101.net/konamirunnguns/konamirunnguns.htm Konami Run 'n Guns], Hardcore Gaming 101</ref> a fully third-person shooter,<ref>{{allgame|9910|Devastators}}</ref> where rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. ''Devastators'' also featured various obstacles that could be used to [[Cover system|take cover]] from enemy fire,<ref name=Kalata/> as well as [[Multiplayer|two-player]] [[cooperative gameplay]].<ref>{{KLOV game|7573|Devastators}}</ref> Several 3D polygonal third-person vehicle shooters were released in 1993, including [[Namco]]'s two-player competitive third-person shooter [[Vehicular combat game|vehicle combat]] game ''[[Cyber Sled]]'' that required cooling fans because of the large number of polygons used,<ref>{{KLOV game|7466|Cyber Sled}}</ref><ref>{{allgame|9856|Cyber Sled}}</ref> and [[Nintendo]]'s third-person flight shooter ''[[Star Fox (video game)|Star Fox]]''<ref>{{MobyGames|/game/star-fox_|Star Fox}}</ref> which was responsible for popularizing 3D action games.<ref>[http://retro.ign.com/articles/926/926795p1.html Jumping Flashback], [[IGN]]</ref> ''[[Fade to Black (video game)|Fade to Black]]'' (1995)<ref>{{MobyGames|/fade-to-black|Fade to Black}}</ref> was a 3D third-person [[action-adventure game]] similar to ''Tomb Raider''.<ref>{{allgame|2109|Fade to Black}}</ref> |
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''[[Tomb Raider]]'' (1996) by [[Eidos Interactive]] (now [[Square Enix Europe]]) is claimed by some commentators as a third-person shooter,<ref name="schleiner"/><ref name="harbour">Jonathan S. Harbour, ''Microsoft Visual Basic game programming with DirectX'' 2002</ref><ref name="macworld">Peter Cohen, "Bring out the big guns.(The Game Room)", ''[[MacWorld]]'', Sept 1 2003</ref><ref>Dickey, Christopher ; Scanlan, Marc ; Lee, B. J. "Let the Games Begin.(World Cyber Games 2001)", Newsweek International, Dec 24 2001</ref><ref name="CVG">[http://www.computerandvideogames.com/article.php?id=3056 REVIEWS: PC], ''[[Computer and Video Games (magazine)|Computer and Video Games]]'', Aug 13, 2001, Accessed Aug 4, 2009</ref> and Jonathan S. Harbour of the [[University of Advancing Technology]] argues that it's "largely responsible for the popularity of this genre".<ref name="harbour"/> Other commentators have considered it influential on later third person shooters such as ''[[BloodRayne]]'' (2002),<ref name="macworld"/> ''[[C: The Contra Adventure]]'' (1998),<ref>Bobba Fatt, [http://web.archive.org/web/20110607143354/http://www.gamepro.com/article/reviews/368/c-the-contra-adventure/ C: The Contra Adventure], [[GamePro]], Jan 09, 2004, Accessed Aug 4, 2009</ref> and ''[[Heavy Metal: F.A.K.K.²]]'' (2000).<ref name="CVG"/> Still others do not classify ''Tomb Raider'' as a shooter, but rather as a [[platform game]] that is "also a three-dimensional block-moving puzzle game with added combat elements."<ref name="poole">{{cite book |title=Trigger Happy |last=Poole |first=Steven |authorlink=Steven Poole |year=2000 |publisher=Arcade Publishing |location=New York |isbn=1559705396 |page=30 }}</ref> The game eschewed the popular first person perspective of games such as ''[[Doom (video game)|Doom]]'', instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by ''[[Prince of Persia]]''.<ref name="tombraider history"/><ref name="poole"/> |
''[[Tomb Raider]]'' (1996) by [[Eidos Interactive]] (now [[Square Enix Europe]]) is claimed by some commentators as a third-person shooter,<ref name="schleiner"/><ref name="harbour">Jonathan S. Harbour, ''Microsoft Visual Basic game programming with DirectX'' 2002</ref><ref name="macworld">Peter Cohen, "Bring out the big guns.(The Game Room)", ''[[MacWorld]]'', Sept 1 2003</ref><ref>Dickey, Christopher ; Scanlan, Marc ; Lee, B. J. "Let the Games Begin.(World Cyber Games 2001)", Newsweek International, Dec 24 2001</ref><ref name="CVG">[http://www.computerandvideogames.com/article.php?id=3056 REVIEWS: PC], ''[[Computer and Video Games (magazine)|Computer and Video Games]]'', Aug 13, 2001, Accessed Aug 4, 2009</ref> and Jonathan S. Harbour of the [[University of Advancing Technology]] argues that it's "largely responsible for the popularity of this genre".<ref name="harbour"/> Other commentators have considered it influential on later third person shooters such as ''[[BloodRayne]]'' (2002),<ref name="macworld"/> ''[[C: The Contra Adventure]]'' (1998),<ref>Bobba Fatt, [http://web.archive.org/web/20110607143354/http://www.gamepro.com/article/reviews/368/c-the-contra-adventure/ C: The Contra Adventure], [[GamePro]], Jan 09, 2004, Accessed Aug 4, 2009</ref> and ''[[Heavy Metal: F.A.K.K.²]]'' (2000).<ref name="CVG"/> Still others do not classify ''Tomb Raider'' as a shooter, but rather as a [[platform game]] that is "also a three-dimensional block-moving puzzle game with added combat elements."<ref name="poole">{{cite book |title=Trigger Happy |last=Poole |first=Steven |authorlink=Steven Poole |year=2000 |publisher=Arcade Publishing |location=New York |isbn=1559705396 |page=30 }}</ref> The game eschewed the popular first person perspective of games such as ''[[Doom (video game)|Doom]]'', instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by ''[[Prince of Persia]]''.<ref name="tombraider history"/><ref name="poole"/> |
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''[[Syphon Filter]]'' (1999) by [[SCE Bend Studio|Eidetic]] (now SCE Bend Studio) combined the perspective of ''Tomb Raider'' with action elements of games such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' (1997) and ''[[Metal Gear Solid]]'' (1998).<ref>Gerstmann, Jeff, [http://uk.gamespot.com/ps/adventure/syphonfilter/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Syphon Filter Review], ''GameSpot'', Feb 12, 1999, Accessed Apr 1, 2009</ref> Richard Rouse III wrote in [[GamaSutra]] that the game was the most popular third person shooter for the [[PlayStation]].<ref name="suffering">Rouse, Richard, [http://www.gamasutra.com/view/feature/2110/postmortem_the_game_design_of_.php?page=2 Postmortem: The Game Design of Surreal's The Suffering], ''GamaSutra'', June 9, 2004, Accessed Apr 1, 2009</ref> While in ''Tomb Raider'' and ''Syphon Filter'' the protagonists automatically aimed at antagonists,<ref name="tombraider history"/><ref name="suffering"/> later games such as ''[[Oni (video game)|Oni]]'' (2001), ''[[Max Payne]]'' (2001) and ''[[SOCOM: U.S. Navy SEALs|SOCOM]]'' (2002) forced players to control aiming themselves by means of two control sticks or a keyboard and mouse.<ref name="suffering"/> ''Max Payne'' (2002) was acclaimed as a superlative third person shooter, inspired by [[Hong Kong action cinema]].<ref>Kasavin, Greg, [http://uk.gamespot.com/xbox/action/maxpayne/review.html Max Payne Review], ''GameSpot'', Dec 11, 2001, Accessed Apr 2, 2009</ref> |
''[[Syphon Filter]]'' (1999) by [[SCE Bend Studio|Eidetic]] (now SCE Bend Studio) combined the perspective of ''Tomb Raider'' with action elements of games such as ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' (1997) and ''[[Metal Gear Solid]]'' (1998).<ref>Gerstmann, Jeff, [http://uk.gamespot.com/ps/adventure/syphonfilter/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Syphon Filter Review], ''GameSpot'', Feb 12, 1999, Accessed Apr 1, 2009</ref> Richard Rouse III wrote in [[GamaSutra]] that the game was the most popular third person shooter for the [[PlayStation]].<ref name="suffering">Rouse, Richard, [http://www.gamasutra.com/view/feature/2110/postmortem_the_game_design_of_.php?page=2 Postmortem: The Game Design of Surreal's The Suffering], ''GamaSutra'', June 9, 2004, Accessed Apr 1, 2009</ref> While in ''Tomb Raider'' and ''Syphon Filter'' the protagonists automatically aimed at antagonists,<ref name="tombraider history"/><ref name="suffering"/> later games such as ''[[Oni (video game)|Oni]]'' (2001), ''[[Max Payne]]'' (2001) and ''[[SOCOM: U.S. Navy SEALs|SOCOM]]'' (2002) forced players to control aiming themselves by means of two control sticks or a keyboard and mouse.<ref name="suffering"/> ''Max Payne'' (2002) was acclaimed as a superlative third person shooter, inspired by [[Hong Kong action cinema]].<ref>Kasavin, Greg, [http://uk.gamespot.com/xbox/action/maxpayne/review.html Max Payne Review], ''GameSpot'', Dec 11, 2001, Accessed Apr 2, 2009</ref> ''[[Resident Evil 4]]'' (2005) was influential in helping to redefine the third-person shooter genre,<ref name=nationalpost>{{cite web|title=Decade in Review: The most influential video games since Y2K|date=December 30, 2009|author=Daniel Kaszor|work=[[The National Post]]|url=http://network.nationalpost.com/np/blogs/theampersand/archive/2009/12/30/370674.aspx|accessdate=2010-01-24}}</ref> with its introduction of "over the shoulder" offset camera angles, placed directly over the right shoulder, that fails to obscure the action.<ref>Dobson, Jason, [http://www.gamasutra.com/news/gdc/?story=13106 Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War], ''[[Gamasutra]]'', Mar 12, 2007, Accessed Apr 2, 2009</ref> |
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[[File:RedDeadRedemptionGameplay.jpg|thumb|left| |
[[File:RedDeadRedemptionGameplay.jpg|thumb|left|The [[cover system]] has been one of the most important features in the genre.]] |
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An important [[Game mechanic|gameplay mechanic]] that helped revolutionize third-person shooters in the past decade was the [[cover system]]. An early cover |
An important [[Game mechanic|gameplay mechanic]] that helped revolutionize third-person shooters in the past decade was the [[cover system]]. An early cover system was introduced to the 3D third-person shooter genre by [[Koei]]'s ''[[WinBack]]'' (1999),<ref>Brian Ashcraft, [http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade How Cover Shaped Gaming's Last Decade], [[Kotaku]]</ref> and was further developed in ''[[Metal Gear Solid 2: Sons of Liberty]]'' (2001).<ref>{{cite web|url=http://www.planetxbox360.com/article_5757/Did_Gears_of_War_Innovate_the_Cover_System|publisher=Planet Xbox 360|first=Stuart|last=Lindsay|title=Did Gears of War Innovate the Cover System|date=2009-12-02|accessdate=2009-12-12}}</ref> Namco's ''[[Kill Switch (video game)|Kill Switch]]'' (2003) was later the earliest third-person shooter to feature the cover system as its core game mechanic,<ref>[http://www.play-mag.co.uk/opinion/why-vanquish-will-make-gears-of-war-obsolete/ Why Vanquish will make Gears Of War obsolete], ''[[Play (UK magazine)|Play]]''</ref> along with a blind fire mechanic.<ref>[http://ve3d.ign.com/articles/news/20195/Kill-Switch-Gladius-Go-Gold Kill.Switch & Gladius Go Gold], Voodoo Extreme, [[IGN]]</ref> ''[[Gears of War]]'' (2006) employed [[Tactical shooter|tactical]] elements such as taking cover,<ref>Marc Saltzman, "[http://www.usatoday.com/tech/columnist/marcsaltzman/2006-11-30-gears-of-war_x.htm Microsoft turns out gorgeous, gory shooter with 'Gears of War']," ''USA Today'' (11/30/2006).</ref> influenced by ''Kill Switch'',<ref>{{cite web| url = http://www.gamespot.com/news/6167213.html?action=convert&om_clk=latestnews&tag=latestnews;title;0| title = GameSpot - GDC 07: Cliffy B disassembles Gears, mentions sequel| accessdate = 2007-07-05}}</ref> using off-center viewpoints inspired by ''Resident Evil 4''. The game also employed grittier themes than other titles and used a unique feature which rewarded the player for correctly reloading weapons.<ref>Adams, Ernest, [http://www.gamasutra.com/view/feature/2377/the_designers_notebook_ten_years_.php?print=1 The Designer's Notebook: Ten Years Of Great Games], ''GamaSutra'', Nov 26, 2007, Accessed Apr 6, 2009</ref> ''Gears of War'', as well as games such as ''[[Army of Two]]'' (2008), place a greater emphasis on two player cooperative play,<ref>Ocampo, Jason, [http://uk.gamespot.com/features/6176029/index.html?tag=result;title;0 Lock and Load: Upcoming Military Shooters of 2007], ''GameSpot'', Aug 4, 2007, Accessed Apr 1, 2009</ref> as does ''[[Resident Evil 5]]'' (2009).<ref name="shack">Faylor, Chris & Breckon, Nick, [http://www.shacknews.com/laryn.x?story=52819 Resident Evil 5 to Sport 2P Co-op, Cover System] (May 22, 2008), Shacknews, Retrieved on May 22, 2008.</ref><ref>[http://ps3.ign.com/articles/917/917969p1.html IGN: TGS 2008: Resident Evil 5 Goes Split Screen]</ref> As of 2009, the third-person shooter genre has a large audience outside of Japan, particularly in North America.<ref name="techmo">Nutt, Christian, [http://www.gamasutra.com/php-bin/news_index.php?story=21168*http://www.gamasutra.com/view/feature/2992/gdc_2002_realistic_level_design_.php?page=2 That Tecmo Flavor: Kikuchi And Shibata On Surprising The Audience], ''GamaSutra'', Jan 8, 2009, Accessed Apr 1, 2009</ref> |
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''[[Vanquish (video game)|Vanquish]]'' (2010) by [[Platinum Games]] introduced to the genre a gameplay style reminiscent of [[bullet hell]] shooters, with bullets and missiles coming from all directions.<ref>[http://www.torontosun.com/tech/games/2011/01/06/16781371.html Vanquish an intense sci-fi shooter], ''[[Toronto Sun]]''</ref> Its most important innovation, however, is the rocket-sliding mechanic that acts as both a defensive escape and an offensive setup, opening up new gameplay possibilities for shooter games.<ref>[http://uk.gamespot.com/best-of-2010/special-achievement/index.html?page=17 Special Achievement: Best Original Game Mechanic], [[GameSpot]]</ref> According to director Shinji Mikami, the sliding boost mechanic was influenced by the 1970s [[anime]] series ''[[Neo-Human Casshern|Casshern]]''.<ref>[http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/ Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools], [[Joystiq]]</ref> ''Vanquish'' has since set a new trend that can be seen in upcoming shooters which have incorporated similar sliding mechanics, including ''[[Bulletstorm]]'', ''[[Crysis 2]]'',<ref name=Metro>[http://www.metro.co.uk/tech/games/852091-games-inbox-assassins-creed-iii-hints-ninjas-vs-samurai-and-hydrophilia Games Inbox: Assassin's Creed III hints, ninjas vs. samurai, and hydrophilia], ''[[Metro (British newspaper)|Metro]]''</ref> and ''[[Killzone 3]]''.<ref>[http://www.computerandvideogames.com/286980/reviews/killzone-3-review/ Killzone 3 Review], [[Computer and Video Games]] |
''[[Vanquish (video game)|Vanquish]]'' (2010) by [[Platinum Games]] introduced to the genre a gameplay style reminiscent of [[bullet hell]] shooters, with bullets and missiles coming from all directions.<ref>[http://www.torontosun.com/tech/games/2011/01/06/16781371.html Vanquish an intense sci-fi shooter], ''[[Toronto Sun]]''</ref> Its most important innovation, however, is the rocket-sliding mechanic that acts as both a defensive escape and an offensive setup, opening up new gameplay possibilities for shooter games.<ref>[http://uk.gamespot.com/best-of-2010/special-achievement/index.html?page=17 Special Achievement: Best Original Game Mechanic], [[GameSpot]]</ref> According to director Shinji Mikami, the sliding boost mechanic was influenced by the 1970s [[anime]] series ''[[Neo-Human Casshern|Casshern]]''.<ref>[http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/ Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools], [[Joystiq]]</ref> ''Vanquish'' has since set a new trend that can be seen in upcoming shooters which have incorporated similar sliding mechanics, including ''[[Bulletstorm]]'', ''[[Crysis 2]]'',<ref name=Metro>[http://www.metro.co.uk/tech/games/852091-games-inbox-assassins-creed-iii-hints-ninjas-vs-samurai-and-hydrophilia Games Inbox: Assassin's Creed III hints, ninjas vs. samurai, and hydrophilia], ''[[Metro (British newspaper)|Metro]]''</ref> and ''[[Killzone 3]]''.<ref>[http://www.computerandvideogames.com/286980/reviews/killzone-3-review/ Killzone 3 Review], [[Computer and Video Games]]</ref> |
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A recent unique take on the genre is ''Second Person Shooter Zato'', an experimental 'second-person shooter' released by [[Dōjin soft|Japanese indie]] [[Independent video game development|developer]] Himo in 2011. It uses a '[[Second-person narrative|second-person]]' perspective to display the game from the viewpoint of the enemies looking at the player, rather than the other way around, and makes use of a [[Split screen (computer graphics)|split screen]] to show the perspectives of multiple enemies. The game's perspective was inspired by [[Closed-circuit television|surveillance cameras]], while the title takes its name from [[Zatoichi]] due to the player character's inability to see.<ref>{{cite web|author=John Polson|date=April 19, 2011|title=Interviewing Indies in Japan: 'Second Person Shooter Zato' Creator|publisher=GameSetWatch|url=http://www.gamesetwatch.com/2011/04/interviewing_indies_in_japan_s.php|accessdate=2011-05-05}}</ref> |
A recent unique take on the genre is ''Second Person Shooter Zato'', an experimental 'second-person shooter' released by [[Dōjin soft|Japanese indie]] [[Independent video game development|developer]] Himo in 2011. It uses a '[[Second-person narrative|second-person]]' perspective to display the game from the viewpoint of the enemies looking at the player, rather than the other way around, and makes use of a [[Split screen (computer graphics)|split screen]] to show the perspectives of multiple enemies. The game's perspective was inspired by [[Closed-circuit television|surveillance cameras]], while the title takes its name from [[Zatoichi]] due to the player character's inability to see.<ref>{{cite web|author=John Polson|date=April 19, 2011|title=Interviewing Indies in Japan: 'Second Person Shooter Zato' Creator|publisher=GameSetWatch|url=http://www.gamesetwatch.com/2011/04/interviewing_indies_in_japan_s.php|accessdate=2011-05-05}}</ref> |
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Third-person shooter (TPS) is a genre of 3D action games in which the player character is visible on-screen, and the gameplay consists primarily of shooting.
Definition
A third person shooter is a game structured around shooting,[1] and in which the player can see the avatar on-screen in a third-person view.[1][2]
Design
Third-person shooters are a type of 3D shooter game, which is a subgenre of action game that emphasizes the challenge of aiming and shooting. These games are distinguished from other shooter games because the graphical perspective is rendered from a fixed distance behind the player's avatar, and slightly above them. They tend to be more realistic than 2D shooters, not just graphically but in terms of gameplay. For example, games often limit the amount of ammunition that the avatar can carry, and damage is usually assessed based on what part of the body is hit by a gunshot. The 3D nature of these games also allows enemies to hide around corners or behind doors in a way that is not possible in a 2D game.[3]
Relationship to first-person shooters
These games are closely related to first-person shooters,[4] which also tie the perspective of the player to an avatar,[3] but the two genres are distinct.[5] While the first-person perspective allows players to aim and shoot without their avatar blocking their view,[3] the third-person shooter shows the protagonist from an "over the shoulder shot" or "behind the back" perspective.[4][6] Thus, the third-person perspective allows the game designer to create a more strongly characterized avatar,[3] and directs the player's attention as if watching a film. In contrast, a first-person perspective provides the player with greater immersion into the game universe.[7]
This difference in perspective also has an impact on gameplay. Third-person shooters allow players to see the area surrounding the avatar more clearly.[3] This viewpoint facilitates more interaction between the character and their surrounding environment, such as the use of tactical cover in Gears of War,[8] or navigating tight quarters.[9] As such, the third-person perspective is better for interacting with objects in the game world, such as jumping on platforms, engaging in close combat, or driving a vehicle. However, the third-person perspective can interfere with tasks that require fine aiming.[10]
Third person shooters sometimes compensate for their distinct perspective by designing larger, more spacious environments than first-person shooters.[11]
The boundaries between third-person and first-person shooters is not always clear. For example, many third-person shooters allow the player to use a first-person viewpoint for challenges that require precise aiming.[3] The first-person shooter Halo: Combat Evolved was actually designed as a third-person shooter, but added a first-person perspective to improve the interface for aiming and shooting.[12] The game switches to a third-person viewpoint when the avatar is piloting a vehicle,[3] and this combination of first-person for aiming and third-person for driving has since been used in other games.[13] Metroid Prime is another first-person shooter that switches to a third-person perspective when rolling around the environment using the morph ball.[14] Alexander R. Galloway writes that the "real-time, over-the-shoulder tracking shots of Gus Van Sant's Elephant evoke third-person shooter games like Max Payne, a close cousin of the FPS."[15]
History
Some of the earliest shooters with a third-person behind-the-back perspective were space shoot 'em ups, including the Nintendo's single-screen shooter Radar Scope (1979),[16] Sega's forward-scrolling rail shooters Tac/Scan (1982)[17] and Buck Rogers: Planet of Zoom (1982),[18] the forward-scrolling laserdisc video games Astron Belt (1983)[19] by Sega and Inter Stellar (1983) by Funai,[20] Konami's Juno First (1983),[16] Nippon's Ambush (1983),[21] and Nichibutsu's Tube Panic (1983).[22] Some of the earliest third-person shooters featuring characters on foot were also rail shooters, including Space Harrier (1985) by Sega,[23] Shootout (1985) by Nihon Bussan,[24] and the early 3D stereoscopic games 3-D WorldRunner (1987)[25] and JJ (1987)[26] by Square (now Square Enix). Silpheed (1986), a forward-scrolling third-person space combat game by Game Arts, was an early example of a fully 3D polygonal shooter.[27] WiBArm (1986), released by Arsys Software for the NEC PC-8801 and ported to MS-DOS by Brøderbund, was an on-foot shooter that featured a fully 3D polygonal third-person perspective for exploring indoor areas, though bosses were fought in an arena-style 2D battle.[28]
Konami's run and gun shooter Contra (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases,[29] advancing screen by screen. Konami continued to evolve the concept in Devastators (1988),[30] a fully third-person shooter,[31] where rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. Devastators also featured various obstacles that could be used to take cover from enemy fire,[30] as well as two-player cooperative gameplay.[32] Several 3D polygonal third-person vehicle shooters were released in 1993, including Namco's two-player competitive third-person shooter vehicle combat game Cyber Sled that required cooling fans because of the large number of polygons used,[33][34] and Nintendo's third-person flight shooter Star Fox[35] which was responsible for popularizing 3D action games.[36] Fade to Black (1995)[37] was a 3D third-person action-adventure game similar to Tomb Raider.[38]
Tomb Raider (1996) by Eidos Interactive (now Square Enix Europe) is claimed by some commentators as a third-person shooter,[2][4][39][40][41] and Jonathan S. Harbour of the University of Advancing Technology argues that it's "largely responsible for the popularity of this genre".[4] Other commentators have considered it influential on later third person shooters such as BloodRayne (2002),[39] C: The Contra Adventure (1998),[42] and Heavy Metal: F.A.K.K.² (2000).[41] Still others do not classify Tomb Raider as a shooter, but rather as a platform game that is "also a three-dimensional block-moving puzzle game with added combat elements."[43] The game eschewed the popular first person perspective of games such as Doom, instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by Prince of Persia.[6][43]
Syphon Filter (1999) by Eidetic (now SCE Bend Studio) combined the perspective of Tomb Raider with action elements of games such as GoldenEye 007 (1997) and Metal Gear Solid (1998).[44] Richard Rouse III wrote in GamaSutra that the game was the most popular third person shooter for the PlayStation.[45] While in Tomb Raider and Syphon Filter the protagonists automatically aimed at antagonists,[6][45] later games such as Oni (2001), Max Payne (2001) and SOCOM (2002) forced players to control aiming themselves by means of two control sticks or a keyboard and mouse.[45] Max Payne (2002) was acclaimed as a superlative third person shooter, inspired by Hong Kong action cinema.[46] Resident Evil 4 (2005) was influential in helping to redefine the third-person shooter genre,[47] with its introduction of "over the shoulder" offset camera angles, placed directly over the right shoulder, that fails to obscure the action.[48]
An important gameplay mechanic that helped revolutionize third-person shooters in the past decade was the cover system. An early cover system was introduced to the 3D third-person shooter genre by Koei's WinBack (1999),[49] and was further developed in Metal Gear Solid 2: Sons of Liberty (2001).[50] Namco's Kill Switch (2003) was later the earliest third-person shooter to feature the cover system as its core game mechanic,[51] along with a blind fire mechanic.[52] Gears of War (2006) employed tactical elements such as taking cover,[53] influenced by Kill Switch,[54] using off-center viewpoints inspired by Resident Evil 4. The game also employed grittier themes than other titles and used a unique feature which rewarded the player for correctly reloading weapons.[55] Gears of War, as well as games such as Army of Two (2008), place a greater emphasis on two player cooperative play,[56] as does Resident Evil 5 (2009).[57][58] As of 2009, the third-person shooter genre has a large audience outside of Japan, particularly in North America.[59]
Vanquish (2010) by Platinum Games introduced to the genre a gameplay style reminiscent of bullet hell shooters, with bullets and missiles coming from all directions.[60] Its most important innovation, however, is the rocket-sliding mechanic that acts as both a defensive escape and an offensive setup, opening up new gameplay possibilities for shooter games.[61] According to director Shinji Mikami, the sliding boost mechanic was influenced by the 1970s anime series Casshern.[62] Vanquish has since set a new trend that can be seen in upcoming shooters which have incorporated similar sliding mechanics, including Bulletstorm, Crysis 2,[63] and Killzone 3.[64]
A recent unique take on the genre is Second Person Shooter Zato, an experimental 'second-person shooter' released by Japanese indie developer Himo in 2011. It uses a 'second-person' perspective to display the game from the viewpoint of the enemies looking at the player, rather than the other way around, and makes use of a split screen to show the perspectives of multiple enemies. The game's perspective was inspired by surveillance cameras, while the title takes its name from Zatoichi due to the player character's inability to see.[65]
The upcoming squad-based third-person shooter Binary Domain will feature a Consequence System, where trust plays a part in how the squad views the player, shaping their opinion on their leader based on how the player performs and treats fellow team members. This affects both the storyline and the gameplay, where the characters behave differently depending on trust levels. The player can also talk to the characters using a headset, with the game's AI being able to recognize six different languages, including English and Japanese.[66]
References
- ^ a b Nate Garrelts, The meaning and culture of Grand theft auto: critical essays (McFarland, 2006), 159.
- ^ a b Anne-Marie Schleiner, "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games" Leonardo Journal, Vol. 34, No. 3 (2001): 222.
- ^ a b c d e f g Rollings, Andrew (2006). Fundamentals of Game Design. Prentice Hall.
{{cite book}}
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ignored (|author=
suggested) (help) - ^ a b c d Jonathan S. Harbour, Microsoft Visual Basic game programming with DirectX 2002
- ^ Geddes, Ryan, Beyond Gears of War 2, IGN, Sept 30, 2008, Accessed Apr 2, 2009
- ^ a b c Blache, Fabian & Fielder, Lauren, History of Tomb Raider, GameSpot, Accessed Apr 1, 2009
- ^ Hutcheon, Linda, A Theory of Adaptation (CRC Press, 2006), pp. 55-56
- ^ Levi Buchanan (2006-11-10). "'Gears of War' is next-gen at its best". MSNBC. Retrieved 2009-03-02.
- ^ Ryan Donald (2002-08-27). "SOCOM: US Navy Seals (PlayStation 2)". CNET. Retrieved 2009-04-02.
- ^ François Dominic Laramée (2002). Game Design Perspectives. Charles River Media. ISBN 1584500905 9781584500902.
{{cite book}}
: Check|isbn=
value: length (help) - ^ Määttä, Aki, GDC 2002: Realistic Level Design in Max Payne, GamaSutra, May 8, 2002, Accessed Apr 6, 2009
- ^ "Halo Move to First-Person Shooter Confirmed". Inside Mac Games. 2001-03-15. Retrieved 2009-04-02.
- ^ Sal Accardo (2004-09-24). "Star Wars: Battlefront (PC)". GameSpy. Retrieved 2009-04-02.
- ^ Louis Bedigian (2002-11-23). "Metroid Prime Review". GameZone. Retrieved 2009-04-02.
- ^ Alexander R. Galloway. Gaming: essays on algorithmic culture (U of Minnesota Press, 2006), 60.
- ^ a b Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo), 1UP
- ^ Tac/Scan at the Killer List of Videogames
- ^ Buck Rogers - Planet Of Zoom at the Killer List of Videogames
- ^ "ASTRON BELT". Atari HQ. Retrieved 2011-03-25.
- ^ Interstellar at the Killer List of Videogames
- ^ Ambush at the Killer List of Videogames
- ^ Template:Allgame
- ^ Top 10 Sega Franchises That Deserve Platinum Treatment, GameZone
- ^ Shootout at the Killer List of Videogames
- ^ Template:Allgame
- ^ Template:Allgame
- ^ Travis Fahs (July 24, 2008). "Silpheed Review". IGN. Retrieved 2011-03-16.
- ^ John Szczepaniak. "Retro Japanese Computers: Gaming's Final Frontier". Hardcore Gaming 101. p. 4. Retrieved 2011-03-16. Reprinted from "Retro Japanese Computers: Gaming's Final Frontier", Retro Gamer, no. 67, 2009.
- ^ Game of The Week: Contra, GameSpy
- ^ a b Kurt Kalata, Konami Run 'n Guns, Hardcore Gaming 101
- ^ Template:Allgame
- ^ Devastators at the Killer List of Videogames
- ^ Cyber Sled at the Killer List of Videogames
- ^ Template:Allgame
- ^ Star Fox at MobyGames
- ^ Jumping Flashback, IGN
- ^ Fade to Black at MobyGames
- ^ Template:Allgame
- ^ a b Peter Cohen, "Bring out the big guns.(The Game Room)", MacWorld, Sept 1 2003
- ^ Dickey, Christopher ; Scanlan, Marc ; Lee, B. J. "Let the Games Begin.(World Cyber Games 2001)", Newsweek International, Dec 24 2001
- ^ a b REVIEWS: PC, Computer and Video Games, Aug 13, 2001, Accessed Aug 4, 2009
- ^ Bobba Fatt, C: The Contra Adventure, GamePro, Jan 09, 2004, Accessed Aug 4, 2009
- ^ a b Poole, Steven (2000). Trigger Happy. New York: Arcade Publishing. p. 30. ISBN 1559705396.
- ^ Gerstmann, Jeff, Syphon Filter Review, GameSpot, Feb 12, 1999, Accessed Apr 1, 2009
- ^ a b c Rouse, Richard, Postmortem: The Game Design of Surreal's The Suffering, GamaSutra, June 9, 2004, Accessed Apr 1, 2009
- ^ Kasavin, Greg, Max Payne Review, GameSpot, Dec 11, 2001, Accessed Apr 2, 2009
- ^ Daniel Kaszor (December 30, 2009). "Decade in Review: The most influential video games since Y2K". The National Post. Retrieved 2010-01-24.
- ^ Dobson, Jason, Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War, Gamasutra, Mar 12, 2007, Accessed Apr 2, 2009
- ^ Brian Ashcraft, How Cover Shaped Gaming's Last Decade, Kotaku
- ^ Lindsay, Stuart (2009-12-02). "Did Gears of War Innovate the Cover System". Planet Xbox 360. Retrieved 2009-12-12.
- ^ Why Vanquish will make Gears Of War obsolete, Play
- ^ Kill.Switch & Gladius Go Gold, Voodoo Extreme, IGN
- ^ Marc Saltzman, "Microsoft turns out gorgeous, gory shooter with 'Gears of War'," USA Today (11/30/2006).
- ^ "GameSpot - GDC 07: Cliffy B disassembles Gears, mentions sequel". Retrieved 2007-07-05.
- ^ Adams, Ernest, The Designer's Notebook: Ten Years Of Great Games, GamaSutra, Nov 26, 2007, Accessed Apr 6, 2009
- ^ Ocampo, Jason, Lock and Load: Upcoming Military Shooters of 2007, GameSpot, Aug 4, 2007, Accessed Apr 1, 2009
- ^ Faylor, Chris & Breckon, Nick, Resident Evil 5 to Sport 2P Co-op, Cover System (May 22, 2008), Shacknews, Retrieved on May 22, 2008.
- ^ IGN: TGS 2008: Resident Evil 5 Goes Split Screen
- ^ Nutt, Christian, That Tecmo Flavor: Kikuchi And Shibata On Surprising The Audience, GamaSutra, Jan 8, 2009, Accessed Apr 1, 2009
- ^ Vanquish an intense sci-fi shooter, Toronto Sun
- ^ Special Achievement: Best Original Game Mechanic, GameSpot
- ^ Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools, Joystiq
- ^ Games Inbox: Assassin's Creed III hints, ninjas vs. samurai, and hydrophilia, Metro
- ^ Killzone 3 Review, Computer and Video Games
- ^ John Polson (April 19, 2011). "Interviewing Indies in Japan: 'Second Person Shooter Zato' Creator". GameSetWatch. Retrieved 2011-05-05.
- ^ Spencer (2011-08-17). "Do Your Binary Domain Teammates Really Trust You?". Siliconera. Retrieved 2011-08-18.