Instruct: Given a question, retrieve relevant passages that answer the question.
Query: What was the first third person shooter?
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] Third-person shooter is a game where instead of seeing the games through the main character’s eyes, you see the main character moving and shooting in the game and the game is specifically focused on shooting.[3]
The series has had three unique styles of gameplay. The first is a traditional first-person shooter element which was used by the first two games in the series, while the second is a third person style of open world gameplay which was used in "Red Faction: Guerrilla", and a third person style of corridor shooter used in "Red Faction: Armageddon". Both styles share a common element, the series' unique environmental destruction features. This was enhanced in "Red Faction: Guerrilla" when it was applied to every building in the game making the game's entire environment (except for the terrain itself) destructible.
Shooter games allow the player to take action at a distance using a ranged weapon, challenging them to aim with accuracy. Although shooting is usually a form of violence, non-violent shooters exist as well, such as Splatoon. This subgenre includes first-person shooters and third-person shooters, as well as a plethora of other shoot 'em up games taking place from a top-down or side-view perspective.
Tomb Raider (1996) by Eidos Interactive (now Square Enix Europe) is claimed by some commentators as a third-person shooter,[2][4][38][39][40] 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),[38] The Contra Adventure (1998),[41] MDK (1997),[42] Duke Nukem: Time To Kill (1998),[43] Burning Rangers (1998),[44] and Heavy Metal: F.A.K.K. 2 (2000).[40] 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.[7][45] Mega Man Legends (1997) by Capcom is another early 3D third person shooter which took a different approach to the genre, mixing this with a role-playing game influence. Around the same time, Deathtrap Dungeon (1998) by Eidos Interactive and MediEvil (1998) by SCE Cambridge Studio (then Millennium Interactive) were some of the first 3D games in the genre to include third person shooter influences in a fantasy setting, with fictional or alternative weapons achieving the same effect as a gun for the player. Die Hard Trilogy (1998) by Fox Interactive was met with critical acclaim at the time of its release,[46][47] and the section of the game based around the first Die Hard film in the trilogy was another early take on a 3D third person shooter.
Shooters, aside from subgenre classifications, can be further classified by their perspective of play. First-person shooters are played within the protagonist's perspective; they often include a heads-up display displaying key information such as the current health of the protagonist. In third-person shooters, the protagonist's body can be seen fully; the environment is rendered from a distance. Some shooters incorporate both perspectives.
First person-shooter games are also often categorized as being distinct from light gun shooters, a similar genre with a first-person perspective which use light gun peripherals, in contrast to first-person shooters which use conventional input devices for movement. Another difference is that first-person light-gun shooters like "Virtua Cop" often feature "on-rails" (scripted) movement, whereas first-person shooters like "Doom" give the player more freedom to roam.
Part of a series onAction games Subgenres Action-adventure game Action role-playing game Open world Stealth game Survival game Survival horror Battle royale Beat 'em up Fighting game Platform game Platform-adventure game Metroidvania Shooter game First-person shooter Third-person shooter Hero shooter Light gun shooter Role-playing shooter Shoot 'em up Tactical shooter Rhythm game Topics Capture the flag Cover system First-person shooter engine Free look Quick time event WASD keys Lists List of beat 'em ups List of fighting game companies List of fighting games List of first-person shooters List of freeware first-person shooters List of third-person shooters List of Shoot 'em up game companies List of survival games List of gun games List of maze video games List of platform gamesvt
1998's "Half-Life"—along with its 2004 sequel "Half-Life 2"—enhanced the narrative and puzzle elements. In 1999, the "Half-Life" mod "Counter-Strike" was released and, together with "Doom", is perhaps one of the most influential first-person shooters. "GoldenEye 007", released in 1997, was a landmark first-person shooter for home consoles, while the "Halo" series heightened the console's commercial and critical appeal as a platform for first-person shooter titles. In the 21st century, the first-person shooter is the most commercially viable video game genre, and in 2016, shooters accounted for over 27% of all video game sales. Several first-person shooters have been popular games for eSports and competitive gaming competitions as well.
2D third-person shooters have existed since the earliest days of video games,[17] dating back to Spacewar! (1962);[17] third-person perspective shooting is also featured in its clones, Galaxy Game (1971) and Computer Space (1971).[18] Arcade shooters with a 3D third-person perspective include Nintendo's Radar Scope (1979),[19] Atari's Tempest (1981),[20] Nihon Bussan's Tube Panic (1983),[21] Sega's Space Harrier (1985),[22] Atari's Xybots (1987),[23] and Square's 3-D WorldRunner (1987).[24] and JJ (1987)[25] Third-person shooters for home computers include Dan Gorlin's Airheart (1986)[26] and Paul Norman's Beyond Forbidden Forest (1986).[27]
These games are closely related to first-person shooters,[4] which also tie the perspective of the player to an avatar,[5] but the two genres are distinct.[6] While the first-person perspective allows players to aim and shoot without their avatar blocking their view,[5] the third-person shooter shows the protagonist from an "over the shoulder shot" or "behind the back" perspective.[4][7] Thus, the third-person perspective allows the game designer to create a more strongly characterized avatar[5] and directs the player's attention as in watching a film. In contrast, a first-person perspective provides the player with greater immersion into the game universe.[8]
The boundaries between third-person and first-person shooters are not always clear. For example, many third-person shooters allow the player to use a first-person viewpoint for challenges that require precise aiming.[5] 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.[13] The game switches to a third-person viewpoint when the avatar is piloting a vehicle,[5] and this combination of first-person for aiming and third-person for driving has since been used in other games.[14] Metroid Prime is another first-person shooter that switches to a third-person perspective when rolling around the environment using the morph ball.[15] 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".[16]
Third-person shooter (TPS) is a subgenre of 3D shooter games in which the player character is visible on-screen during gaming, and the gameplay consists primarily of shooting.
Konami's run & gun shooter Contra (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases.[28] Konami's Devastators (1988)[29] is a third-person shooter[30] 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,[29] as well as two-player cooperative gameplay.[31] A similar shooter released that same year was Cabal (1988),[32] which inspired many of its own "Cabal clones," such as NAM-1975 (1990) and Wild Guns (1994).[33] Kurt Kalata of Hardcore Gaming 101 cites Sega's Last Survivor (1988), released for arcades and then ported to the FM Towns and FM Towns Marty, featuring eight-player deathmatch. He notes that it has a perspective and split-screen similar to Xybots, but with entirely different gameplay and controls.[34] In 1993, Namco released a two-player competitive 3D third-person shooter vehicle combat game, Cyber Sled.[35] A year later, Elite Systems Ltd. released Virtuoso on the 3DO. This was an early example of a home console third-person shooter which featured a human protagonist on-foot, as opposed to controlling a vehicle, and made use of polygonal 3D graphics along with sprites in a 3D environment.[36] Fade to Black (1995) was also a fully 3D third-person shooter released around this time, but as well as featuring an on-foot protagonist rather than a vehicle, utilised entirely polygonal 3D graphics.[37]
More recent shooter-based RPGs include Imageepoch's post-apocapytic "Black Rock Shooter" (2011)"," which employs both first-person and third-person shooter elements, and Square Enix's "Final Fantasy XV" (2016)"," which features both hack and slash and third-person shooter elements.
The final version of the game was co-developed by Square Enix and HexaDrive, a company created by former Capcom staff members. As the new form of "The 3rd Birthday" had transformed into a third-person shooter, Square Enix wanted staff members with experience at developing such games, and then-company CEO Yoichi Wada recommended HexaDrive to Tabata. As multiple HexaDrive staff members had also worked on fellow shooter "", Tabata agreed to the collaboration. While aiming for a high quality product, the team designed the game as if for the PlayStation 3 home console, then worked to fit it onto the PSP. During development, the team sought creative help from the team developing "Final Fantasy XIII" for the visual design. The team had previously experimented with shooters with "", but this time they wanted to create something closer to a third-person shooter. The team was assembled by Tabata based on their development experience with action games. While working inside the control and hardware limitations of the title, the team created firearms and the lock-on mechanic as the fundamental attack action, instead of the free-roaming style of a standard third-person shooter. While designing levels to function with the game's Overdive system, the team considered what the level would hold, how often players would utilize the function, the difficulty of levels, and the positioning and strength of enemies. During development, a questionnaire was circulated around company staff concerning the character Aya, to find out which of the planned features was popular. One of those that survived in the final game was Aya's clothes being damaged when she was hit by an enemy, which was used to emphasize her sexuality. Nomura was among the first to suggest this feature originally.
After the video game cover system was popularized, several recent games have attempted to alter or further revolutionize the cover system in a unique way. One such game is the first-person shooter "Killzone 2", which utilized a complete cover system that was used in the first-person perspective the entire time. Other first-person shooters like the have traditionally changed to a third-person view when taking cover. A similar first-person cover approach was used by Rockstar Games in the eighth-generation release of "Grand Theft Auto V", with an option to switch to a traditional third-person cover view when necessary as with "Rainbow Six: Vegas".
A tactical shooter is a subgenre of shooter game that covers both first-person shooters and third-person shooters genres. These games simulate realistic combat, thus making tactics and caution more important than quick reflexes in other action games. Tactical shooters involving military combat are sometimes known as "soldier sims".
Bungie began development of what would eventually become "Halo" in 1997. Initially, the game was a real-time strategy game that morphed into a third-person shooter before becoming a first-person shooter. During development, Microsoft acquired the studio and turned the game into a launch title for its unproven new video game console, the Xbox.
First-person shooters are a type of three-dimensional shooter game, featuring a first-person point of view with which the player sees the action through the eyes of the player character. They are unlike third-person shooters, in which the player can see (usually from behind) the character they are controlling. The primary design element is combat, mainly involving firearms.
Third-person shooters sometimes compensate for their distinct perspective by designing larger, more spacious environments than first-person shooters.[12]
The most distinguishing characteristic of "Kill Switch" is its cover system, a mechanic that has the player character taking cover behind objects and around corners in a manner similar to Namco's own "Time Crisis" series of light gun shooters as well as Koei's third-person shooter "WinBack" and Hideo Kojima's stealth game "". However, "Kill Switch" was the first third-person shooter to feature the cover system as its core game mechanic, though Gears of War would popularize it.
At the E3 game show in 1999, Bungie unveiled a real-time strategy game called ""; at the following E3, an overhauled third-person shooter version was displayed. In 2000, Bungie was bought by Microsoft. "Halo" was then revamped and released as a first-person shooter; it was one of the launch titles for the Xbox console. It was a runaway critical and commercial success, and is considered a premier console first-person shooter. It featured narrative and storyline reminiscent of Bungie's earlier Marathon series but now told largely through in-game dialog and cut scenes. It also received acclaim for its characters, both the protagonist, Master Chief and its alien antagonists. The sequel, "Halo 2" (2004), brought the popularity of online-gaming to the console market through the medium of Xbox Live, on which it was the most played game for almost two years.
The Wii Zapper is a gun-shaped shell accessory for the Wii Remote. As shown in the image, the shell holds both the Wii Remote and Nunchuk, and contains a trigger that actuates the Wii Remote's B button; all other buttons are still accessible while the remote and Nunchuk are in the shell. The name is a reference to the NES Zapper light gun for the Nintendo Entertainment System. According to an interview with Shigeru Miyamoto, the idea of a Zapper-type expansion formed when the Wii Remote was first created. He expressed that "What we found is that the reason we wanted to have a Zapper is when you hold a Wii Remote, it can be difficult for some people to keep a steady hand. And holding your arm out like that can get your arm somewhat tired." The Zapper is useful for most games primarily involving firearms, such as light gun shooters, first-person shooters, and third-person shooters.
List of third-person shooters Shooter game
At the time, the shooter game market was dominated by first-person shooters, most of which worked off the template set by "Doom" and "Quake". However, the developers were never interested in making a first-person shooter. Bruty was particularly passionate about this aspect of the game, arguing "I feel the player is more involved in the world when they can see their own character." Williams agrees; "We wanted the player to see all the cool actions the main character would be performing, so third-person was the natural choice and challenge we went for."