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==History== === Precursors: 1960s–1970s === The origins of first-person shooters can be traced back to first-person shooting [[arcade game]]s which predate the [[video game industry]]. Early first-person arcade shooting [[electro-mechanical game]]s include [[Namco]]'s ''[[Periscope]]'' in 1965 and [[Nintendo]]'s ''[[Wild Gunman]]'' in 1974.<ref name="gamestudies">Carl Therrien, [http://gamestudies.org/1502/articles/therrien Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre], ''Game Studies: The International Journal of Computer Game Research'', Volume 15, issue 2, December 2015, ISSN 1604-7982</ref> Meanwhile, [[Sega]]'s ''Gun Fight'' in 1969 featured [[Third-person shooter|third-person shooting]].<ref>[https://segaretro.org/Gun_Fight Gun Fight] (Sega Retro)</ref> Prior to the rise of [[video games]], [[SEGA]] produced several arcade [[electro-mechanical game]]s that resemble first-person shooter video games, but were in fact electro-mechanical games using rear image projection display moving animations on a screen.<ref name="Cohen">{{citation|title=Killer Shark: The Undersea Horror Arcade Game from Jaws|author=D.S. Cohen|publisher=About.com|url=http://classicgames.about.com/od/arcadegames/p/KillerShark.htm|accessdate=2011-05-03}}</ref> Sega's ''[[Missile]]'' (''S.A.M.I.'') in 1969 had a moving film strip projecting enemies on screen, and a dual-control scheme where two [[D-pad|directional buttons]] are used to move the player tank and a two-way [[joystick]] with a fire button is used to shoot and steer missiles onto oncoming planes.<ref name="Missile">{{KLOV|10600|Missile}}</ref><ref>{{KLOV|5190|S.A.M.I.}}</ref> Sega's ''Combat'' (1969) was a similar first-person tank shooter.<ref>[https://segaretro.org/Combat Combat] (Sega Retro)</ref> Sega's final first-person electro-mechanical shooter was 1972's ''[[Killer Shark]]'', featured in 1975 Steven Spielberg film ''Jaws''.<ref name="Cohen"/> In 1975,<ref name="Dreams">{{Cite web|title=Tomohiro Nishikado's biography at his company's web site|publisher=Dreams, Inc.|archiveurl=http://replay.waybackmachine.org/20090401041713/http://www.dreams-game.com/profile/president.html|archivedate=2009-04-01|url=http://www.dreams-game.com/profile/president.html|accessdate=2011-03-27}}</ref> ''[[Interceptor]]'' used an eight-way joystick to aim a crosshair and shoot aircraft that can move out of range and [[2.5D|scale in size]].<ref name="Interceptor">{{KLOV game|8195|Interceptor}}</ref> In 1980, Sega's ''[[Space Tactics]]'' had a crosshair that remains centred, mobilizes the screen when moved, and shoots lasers into the screen with a 3D effect.<ref>{{KLOV game|id=9683|name=Space Tactics}}</ref> === Origins: 1970–1985 === [[File:Jet Rocket.jpg|thumb|[[SEGA]]'s ''[[Jet Rocket]]'' (1970), the first FPS.]] In 1970, [[Sega]]'s ''[[Jet Rocket]]'' was the earliest first-person shooter game.<ref name="gamestudies"/> It was a [[Electro-mechanical game|video projection]] combat [[Flight Simulator|flight simulator]] [[arcade game]], with cockpit controls that can move the player around a landscape displayed on screen and shoot missiles at targets.<ref>{{KLOV|17309|Jet Rocket}}</ref> It featured shooting and flight movement in a 3D environment from a first-person perspective, laying the foundations for first-person vehicle combat video games such as ''[[Battlezone (1980)|Battlezone]]'' and ''Hovertank 3D'', and the first-person shooter genre.<ref name="gamestudies"/> The first 3D first-person shooter was Sega's ''[[Heli-Shooter]]'' (1977), which featured first-person shooting and free-roaming movement across a 3D landscape.<ref>http://www.pinrepair.com/arcade/shelishoot.htm</ref> Early arcade video game examples include [[Taito]]'s ''[[Interceptor]]'' (1975),<ref>[http://gamestudies.org/1502/articles/therrien Inspecting Video Game Historiography Through Critical Lens: Etymology of the First-Person Shooter Genre]</ref><ref>[https://giantbomb.com/interceptor/3030-36563/ Interceptor]</ref> ''[[Battlezone (1980)|Battlezone]]'' (1980), and Sega's ''[[Space Tactics|Space Seeker]]'' (1981),<ref>{{KLOV game|id=9682|name=Space Seeker}}</ref> vector space combat sim ''[[Star Trek (arcade game)|Star Trek]]'' (1982)<ref>{{KLOV|9770|Star Trek}}</ref> and stereoscopic 3D game ''[[SubRoc-3D]]'' (1982).<ref>{{KLOV game|9856|SubRoc-3D}}</ref> The same year saw the release of [[Apple II]] computer games ''Horizon V'', which featured an early radar mechanic, and ''Zenith'', which allowed the player ship to rotate, both designed by [[Nasir Gebelli]],<ref>[[John Romero]], {{MobyGames|id=/horizon-v|name=Horizon V}}</ref><ref>[[John Romero]], {{MobyGames|id=/zenith|name=Zenith}}</ref> who would later influence [[id Software]]'s [[John Romero]].<ref>{{YouTube|4Me1ycLxDlw|Nasir Gebelli at Apple II Reunion}}</ref> 1984 saw the release of [[MSX]] mecha games ''[[Gundam: Last Shooting]]''<ref name=HG101-Gundam>Carlo Savorelli, [http://www.hardcoregaming101.net/zgundam/zgundam.htm Z Gundam], Hardcore Gaming 101</ref> and ''[[Ginga Hyōryū Vifam|Ginga Hyoryu Vifam]]'', which featured [[open world]] space exploration with a radar displaying destinations and player/enemy positions as well as a physics engine where approaching a gravitational field pulls in the player.<ref>{{MobyGames|id=/gingahyry-vifam|name=Gingahyōryū Vifam}}</ref> The same year also saw the release of ''[http://www.giantbomb.com/kidou-senshi-gundam-part-2-tobe-gundam/3030-44576/ Kidou Senshi Gundam Part 2: Tobe Gundam]'', which featured segments where the player mech navigates around a maze-like city and shoots at enemies, with the camera occasionally changing between a first-person view and a behind-the-mech, [[Third-person shooter|third-person]] view. ''[[Star Luster]]'', released for the [[Nintendo Entertainment System|NES]] [[Video game consoles|console]] and arcades in 1985, featured free-roaming open space exploration with six degrees of freedom, a radar displaying enemy and base locations, the ability to warp anywhere, and a [[Persistent world|date system]] keeping track of the current date.<ref>{{Cite web|title=Star Luster|work=[[Virtual Console]]|publisher=[[Nintendo]]|url=http://www.nintendo.co.jp/wii/vc/vc_slr/|accessdate=2011-05-08}} ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.nintendo.co.jp%2Fwii%2Fvc%2Fvc_slr%2F&sl=ja&tl=en&hl=&ie=UTF-8 Translation])</ref><ref>{{Cite web|title=Star Luster: To boldly go|author=Ray Barnholt|publisher=[[1UP.com]]|date=August 6, 2008|url=http://www.1up.com/do/blogEntry?publicUserId=4547783&bId=8832907|accessdate=2011-05-08}}</ref><ref>{{KLOV game|9767|Star Luster}}</ref> Another game released in 1985 was the [[NEC PC-8801]] game ''[http://www.giantbomb.com/dimensional-fighter-epsilon3/3030-44599/ Dimensional Fighter Epsilon3]'', which more closely resembled later FPS games than the aforementioned games above. It combined first-person [[RPG]] [[dungeon crawling]] with first-person arcade-style [[light-gun shooter]] combat, and is possibly the first shooter to use [[Three-dimensional|3D polygon]] environments. It also allowed the player to aim the weapon, but due to the lack of a mouse, this meant the player would have to be stationary during combat. Also, like other first-person dungeon-crawlers at the time, the player could only move in four directions, in 90-degree increments. [http://www.mobygames.com/game/dimensional-fighter-epsilon3] ===Early first-person shooters: 1986–1992=== In 1986, the NES shooter ''[[Kidō Senshi Z-Gundam: Hot Scramble|Z-Gundam: Hot Scramble]]''<ref>{{Allgame|14947|Mobile Suit Gundam Z: Hot Scramble}}</ref> displayed the player's gun on screen, allowed aiming and locking-on to enemies, and gave the illusion of six degrees of freedom in its open space levels.<ref name=HG101-Gundam/> The same year, flight sim ''[[Lock-On]]'' also featured locking-on.<ref name="Lock-On">{{KLOV|8437|Lock-On}}</ref><ref>{{MobyGames|id=/lock-on|Lock On}}</ref> Another 1986 release, ''[http://www.giantbomb.com/seena/3030-44603/ SeeNa]'', introduced an advanced [[Three-dimensional|polygonal 3D]] graphics engine, which rendered 3D environments at a fast pace, and (compared to earlier first-person games limiting movement to 4 directions in 90-degree increments) allowed the player to move with full 360-degree movement. Seibu Kaihatsu's 1986 game ''Empire City: 1931''<ref>{{KLOV|7707|Empire City: 1931}}</ref> and 1988 sequel ''Dead Angle''<ref>{{KLOV|7535|Dead Angle}}</ref> for the arcades and [[Sega Master System|Master System]] utilized a crosshair to target enemies and to move the [[player character]] by aiming to the sides of the screen.<ref name="allgame-Empire">{{Allgame|9998|Empire City: 1931}}</ref><ref name="allgame-Dead">{{Allgame|20043|Dead Angle}}</ref> ''Empire City: 1931'' also had a defense button to deflect bullets, while ''Dead Angle'' allowed crouching to dodge enemy attacks while displaying the character's silhouette on screen.<ref name="allgame-Empire"/><ref name="allgame-Dead"/> The first FPS with [[Three-dimensional|3D polygon]] graphics was ''Amnork'' (1986), developed by Japanese company [[ASCII]]. It was notable for its advanced 3D graphics engine, which processed 3D polygons at high frame rates for its time.<ref name="amnork">[https://www.giantbomb.com/amnork/3030-45267/ Amnork] (Giant Bomb)</ref> [[Arsys Software]]'s ''[[Star Cruiser]]'' was an early first-person shooter<ref name="allgame-SC">{{Allgame|16126|Star Cruiser}}</ref> released for the [[NEC PC-88]] computer in 1988<ref name="4gamer"/> and ported to the [[Mega Drive]]/[[Genesis]] in 1990.<ref name="allgame-SC"/> ''Star Cruiser'' was an innovative game that introduced the use of fully [[3D]] polygonal graphics, [[Action role-playing game|action RPG]] elements, free-roaming open space exploration allowing six degrees of freedom,<ref name="4gamer">[http://www.4gamer.net/games/008/G000896/20080428044/ スタークルーザー] ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.4gamer.net%2Fgames%2F008%2FG000896%2F20080428044%2F translation]), 4Gamer.net</ref> and gameplay mechanics such as [[strafing]]. [http://stevethefish.net/masaya/console/megadrive/starcruiser.htm] It a unique dual control scheme that anticipated the standard keyboard & mouse controls, with the direction keys used to move and strafe, while the numpad keys are used to turn around and aim. Another 1988 console game, ''[[Golgo 13: Top Secret Episode]]'' for the NES, featured various first-person shooter levels. It was one of the first video games to place importance on accurate shooting and introduced the sniper rifle, used to assassinate enemies from a long distance by aiming an unsteady sniper scope, a weapon later to become a mainstay of the FPS genre.<ref>[http://www.1up.com/do/feature?pager.offset=1&cId=3151392 Playing With Power], [[1UP]]</ref> [[Sega]]'s ''[[Last Survivor]]'' (1988)<ref>[https://www.giantbomb.com/last-survivor/3030-40567/ Last Survivor] (Giant Bomb)</ref> and ''[[Line of Fire]]'' (1989)<ref>[https://www.giantbomb.com/line-of-fire/3030-3688/ Line of Fire] (Giant Bomb)</ref> were the first games to use texture-mapped [[2.5D|ray casting]].<ref>[https://hg101.kontek.net//lineoffire/lineoffire.htm Line of Fire - Arcade, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, Commodore 64, Master System (1989)], Hardcore Gaming 101</ref> In 1990, [[SNK]]'s ''[[The Super Spy]]'' for the arcades and [[Neo Geo]] console was a first-person shooter with [[beat 'em up]] elements where the player character's arms and weapons are visible on screen.<ref>{{allgame|11267|The Super Spy}}</ref><ref>{{KLOV|9953|Super Spy}}</ref> In early 1991, [[Data East]]'s first-person shooter ''[[Silent Debuggers]]'' for the [[TurboGrafx-16]] console allowed players to aim the gun sight when shooting at enemies.<ref name="official">{{Cite web |url=http://vc-pce.com/usa/e/title/silent_debuggers.html |title=Silent Debuggers |accessdate=2007-07-13 |work=Hudson Soft Virtual Console }}</ref> In 1992, [[Taito Corporation|Taito]] attempted to introduce free-roaming first-person shooter gameplay to [[Arcade game|arcades]] with ''[[Gun Buster]]''.<ref name="arcadeheroes_taito">{{Cite web|title=Looking At Taito’s History As They Turn 60|publisher=Arcade Heroes|date=August 2013|url=http://arcadeheroes.com/2013/08/27/taito-turns-60/|accessdate=2014-01-09}}</ref><ref name="arcadeheroes_fps">{{Cite web|title=The Brief Life of Arcade First Person Shooting Games|publisher=Arcade Heroes|date=June 2013|url=http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/|accessdate=2014-01-10}}</ref> It was an innovative first-person shooter released in 1992 for the arcades. It featured on-foot gameplay and a unique control scheme where the player moves using an eight-direction [[joystick]] and [[Free look|takes aim]] using a mounted [[Light gun#Positional guns|positional gun]]. It was also unique in allowing two-player cooperative gameplay for the mission mode, and also featured [[deathmatch]] and team deathmatch modes.<ref>{{KLOV game|8036|Gun Buster}}</ref><ref name="gamasutra">{{Cite web|title=Question of the Week Responses: Coin-Op Favorites|publisher=[[Gamasutra]]|date=August 2005|url=http://www.gamasutra.com/view/feature/130777/question_of_the_week_responses_.php|accessdate=2014-01-09}}</ref> Its controls were similar to later first-person shooters for the [[Wii]].<ref name="arcadeheroes_taito"/><ref name="arcadeheroes_fps"/> The player could also carry multiple weapons, each with different recharge rates and movement speeds, and the game's maps included walls, glasses and columns that could be used for [[Cover system|dodging and shootouts]].<ref name="gamasutra"/> The [[Video game graphics|graphics]] were also dynamic, with players able to shoot out windows, for example.<ref name="arcadeheroes_fps"/> It featured multiplayer deathmatch modes for up to four players, between two teams, on a [[Multi-monitor|dual-monitor]] [[Video game arcade cabinet|arcade cabinet]].<ref name="arcadeheroes_taito"/> It also introduced the circle-strafing gameplay technique. It also had features such as breakable glass, and more advanced graphics than PC shooters at the time.<ref>[https://arstechnica.co.uk/gaming/2016/02/headshot-a-visual-history-of-first-person-shooters/ Headshot: A visual history of first-person shooters], Ars Technica</ref> ===Rise in popularity: 1992–1995=== The first major influential FPS was ''[[Wolfenstein 3D]]'' ([[1992 in video gaming|1992]]), which has been credited with creating the basic archetype upon which subsequent titles were based. This game popularized the genre and lead to the next major FPS hit, ''[[DOOM]]'' (1994), which broke many of the boundaries in ''Wolfenstein'' and set the bar for several years worth of games. ''DOOM'' was perhaps the most influential first-person shooter. ''DOOM'' was so popular that many subsequent games in the next few years were referred to as "Doom clones". ===Rise of 3D graphics: 1995–1999=== In 1994, [[SEGA]]'s [[32X]] release ''[[Metal Head]]'' was a first-person shooter mecha simulation game that used fully texture-mapped, [[3D]] polygonal graphics.<ref>{{MobyGames|id=/metal-head|name=Metal Head}}</ref> That same year, Exact released the [[Sharp X68000]] computer game ''Geograph Seal'', a fully 3D polygonal first-person shooter that employed [[platform game]] mechanics and had most of the action take place in free-roaming outdoor [[open world]] environments rather than the corridor labyrinths of earlier first-person shooters such as ''Wolfenstein 3D''. In 1995, Exact released its successor for the [[PlayStation]] console, ''[[Jumping Flash!]]'', which was similar but placed more emphasis on the platforming rather than the shooting.<ref>[http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ Geograph Seal (X68000)], ''The Next Level''</ref> The first landmark, best-selling console first-person shooter was [[Rare Ltd.|Rare]]'s ''[[GoldenEye 007]]'', based on the [[James Bond]] [[GoldenEye|film]] and released on the [[Nintendo 64]] in 1997. Highly acclaimed for its atmospheric single-player levels and well designed multiplayer maps, it featured the ability to aim at a precise spot on the screen, a sniper rifle, and [[headshot]]s.<ref>Gerstmann, Jeff, [http://uk.gamespot.com/n64/action/goldeneye007/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review GoldenEye 007 Review], ''GameSpot,'' August 19, 1997, Accessed February 19, 2009</ref><ref>Berghammer, Billy, [http://www.1up.com/do/feature?pager.offset=1&cId=3171143 A Rare Look at Rare], ''1UP,'' Accessed February 19, 2009</ref> Alongside ''Doom'', the game's director and producer Martin Hollis credited Sega's 1994 [[Rail shooter|on-rails]] first-person [[light gun]] shooter ''[[Virtua Cop]]'' as a strong influence on the ''GoldenEye'' developers' adoption of features such as gun reloading, position-dependent hit reaction animations, penalties for killing innocent characters, and an alternate aiming system that is activated upon pressing the R button of the Nintendo 64 controller.<ref name="hollis-speech">{{Cite web |url=http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher=Zoonami |author=Martin Hollis |date=2004-09-02 |archiveurl=http://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archivedate=2011-07-18 |accessdate=2011-12-22}}</ref> [[Namco]]'s first-person light-gun shooter ''[[Time Crisis]]'' was also an influence on the game.<ref>http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/</ref> Shortly after the release of ''Duke Nukem 3D'' in 1996, id Software released the much anticipated ''[[Quake]]'', originally envisioned as a sort of fantasy online world (the name ''Quake'' originally referred to a Thor-like character devised in the developers' earlier ''[[Dungeons & Dragons|D&D]]'' sessions), where armies of players would fight each other in large persistent battles—much as would be seen in later [[MMORPG]]s like ''[[Lineage (video game)|Lineage]]'' and ''[[Dark Age of Camelot]]''.<ref name="ddreamers_a" /> The game was also originally intended to have melee actionlike ''[[Virtua Fighter]]'', which inspired the adoption of [[Three-dimensional|3D polygon]] graphics in ''Quake''.<ref>https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up</ref> Like ''Doom,'' ''Quake'' was influential and genre-defining, featuring fast-paced, hellishly gory gameplay, but used 3D polygons instead of [[sprite]]s.<ref name="ddreamers_a">{{Cite book |first=Brad |last=King |first2=John M. |last2=Borland|url=http://books.google.com/books?id=CvxOAAAAMAAJ |title=Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic |publisher=McGraw-Hill/Osborne |year=2003 |accessdate=2010-09-25 |ref=borlanddd |pages=111–125}}</ref> The game's 3D polygons expanded the market for [[GPU]] graphics cards. [[Valve Corporation|Valve's]] ''Half-Life'' was released in 1998, based on the ''[[Quake]]'' engine. ''Half-Life'' is, along with its sequel ''[[Half-Life 2]]'' (released in 2004), consistently reviewed as one of finest examples of the genre.<ref name="halflifegreatest">[http://uk.gamespot.com/features/6171044/index.html?tag=result;title;2 The Greatest Games of All Time: Half-Life], ''[[GameSpot]],'' May 18, 2007, Accessed February 19, 2009</ref> In 1999, the shooter-based [[stealth game]] ''[[Metal Gear Solid: Integral]]'' included a first-person mode that allowed the whole game to be played from a first-person perspective.<ref>{{Cite web|title=Metal Gear Solid: Integral|publisher=[[GameSpot]]|author=James Mielke |date=July 22, 1999|url=http://uk.gamespot.com/ps/adventure/metalgearsolidintegral/review.html|accessdate=2011-05-05}}</ref> Also that year, [[SEGA]] attempted to introduce the genre to the [[arcades]] with ''[[Outrigger]]'', which allowed the player to switch between first-person and third-person perspectives. It was ported to the [[Dreamcast]] almost two years late and was still considered one of the best-looking FPS games at the time. [http://uk.ign.com/articles/2001/07/31/outtrigger] The arcade version also featured a unique control scheme, where an eyeball controller gives the player free and real eye moves. [http://www.arcade-history.com/?n=outtrigger&page=detail&id=3686] [[Atlus]] also attempted a unique take on the genre that year: ''[[Maken X]]'', a "first-person [[Hack & Slash|slasher]]" game. ===21st century developments: 2000–present=== ''[[Resident Evil: Survivor]]'' (2000) and ''[[Resident Evil: Dead Aim|Dead Aim]]'' (2003) combine the [[light gun]] shooter, first-person shooter and [[survival horror]] genres. ''[[Metroid Prime]],'' released in 2002 for the [[GameCube]]. The game is credited for popularizing "exploration, puzzle-solving, platforming and story" in the genre, for "breaking the genre free from the clutches of ''Doom''," and for taking a major "stride forward for first-person games."<ref name="wired_influential">{{Cite web|last=Kohler|first=Chris|url=http://www.wired.com/gamelife/2009/12/the-15-most-influential-games-of-the-decade/all/1|title=The 15 Most Influential Games of the Decade|work=Wired|accessdate=10 September 2011|date=December 24, 2009}}</ref> In 2005, ''[[F.E.A.R.]]''<ref name="IGNevolution">{{Cite web | url = http://pc.ign.com/articles/906/906852p1.html | title = The Evolution of the Survival Horror Genre| date = 2008-09-01 | accessdate = 2009-04-17 | publisher = IGN | author = Clara Barraza }}</ref> combined first-person shooter gameplay with [[Japanese ]] [[survival horror|horror]] atmosphere. The [[Crytek]] games ''[[Far Cry]]'' (2004), ''[[Crysis]]'' (2007) and ''[[Far Cry 2]]'' (2008) featured large [[non-linear|open-ended]] environments. In recent years, first-person shooters have adopted elements from other [[shooter]] sub-genres. An example of this is the [[linear]]ity of [[rail shooter]]s that has been adopted to a certain extent by first-person shooters such as the ''[[Call of Duty]]'' series (starting with ''[[Call of Duty 4: Modern Warfare]]'' in 2007) to provide a more fast-paced and cinematic experience.<ref name="gamerant-little review"/><ref name="Howarth"/> Another example is the [[cover ]] system, which was previously used in [[light gun]] shooters such as ''[[Time Crisis]]'' (1995),<ref name="Kotaku-Ashcraft">{{Cite web|author=Brian Ashcraft|url=http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade|title=How Cover Shaped Gaming's Last Decade|publisher=Kotaku|date=January 20, 2010|accessdate=2011-03-26}}</ref> [[stealth game]]s such as ''[[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> and third-person shooters such as ''[[WinBack]]'' (1999)<ref name="Kotaku-Ashcraft"/> and ''[[Kill Switch]]'' (2003).<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''</ref> In 2006, ''[[Tom Clancy's Rainbow Six: Vegas]]'' introduced the cover mechanic to first-person shooters, where initiating cover leads to the viewpoint switching from a first-person perspective to a third-person over-the-shoulder perspective,<ref name=GSpot-Vegas>[http://au.gamespot.com/xbox360/action/rainbowsixvegas/review.html Tom Clancy's Rainbow Six Vegas Review], [[GameSpot]]</ref> a viewpoint similar to the third-person shooters ''[[Resident Evil 4]]'' (2005)<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> and ''[[Gears of War]]'' (2006).<ref name=GSpot-Vegas/> In 2007, ''[[Time Crisis 4]]'' introduced a first-person shooter mode that incorporates the first-person cover system of [[Time Crisis (series)|its predecessors]].<ref>{{Cite web | url = http://ps3.ign.com/articles/836/836596p1.html | title = Time Crisis 4 Review | accessdate = 2007-12-15 | last = Haynes | first = Jeff | format = Magazine review |work = IGN.com}}</ref> In 2008, ''[[Brothers in Arms: Hell's Highway]]'' used a similar approach to ''Rainbow Six: Vegas'', switching from first-person to third-person view when taking cover.<ref>[http://www.gamasutra.com/php-bin/news_index.php?story=20560 Design Lesson 101 - Brothers in Arms: Hell's Highway], [[Gamasutra]]</ref> On the other hand, ''[[Killzone 2]]'' in 2009 implemented a cover system that always remains in first-person view.<ref>[http://www.telegraph.co.uk/technology/video-games/4550099/Killzone-2-review.html Killzone 2 review], ''The Telegraph''</ref> That same year, ''[[Call of Juarez]]'' also featured a cover system.<ref>[http://www.digitalspy.co.uk/gaming/gamingreviews/a162945/call-of-juarez-bound-in-blood-xbox-360.html 'Call Of Juarez: Bound In Blood' (Xbox 360)], Digital Spy</ref> A more recent third-person shooter element adopted by first-person shooters is the slide-boost mechanic, introduced by the third-person shooter ''[[Vanquish]]'' in 2010; since then, several first-person shooters released in 2011 have incorporated similar slide-boost mechanics, including ''[[Bulletstorm]]'', ''[[Crysis 2]]'',<ref>[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], GameCentral, ''Metro''</ref> and ''[[Killzone 3]]''.<ref>[http://www.computerandvideogames.com/286980/reviews/killzone-3-review/ Killzone 3 Review], ''Computer and Video Games''</ref> Recent developments include the addition of 3D television and stereoscopic games designed specifically for 3D systems, such as games like ''[[Killzone 3]]''. With stereoscopic 3D, first-person shooters take on a new feel during gameplay due to the increased visual effects created from the 3D screen.<ref>{{Cite web|author= |url=http://www.wired.com/geekdad/2011/03/killzone-3-bristles-with-technical-brawn/ |title=Killzone 3 Bristles with Technical Brawn | GeekDad |publisher=Wired.com |date= |accessdate=2011-06-01}}</ref> The [[Nintendo 3DS]] handheld takes this concept further with autostereoscopic 3D, which doesn't require the use of 3D glasses and can be used in conjunction with the device's touchscreen and motion sensing capabilities.<ref name="Eurogamer-3DS">{{Cite web|title=3DS screen could be bigger, says Konno|publisher=Eurogamer|author=Ellie Gibson|date=2010-07-13|url=http://www.eurogamer.net/articles/3ds-screen-could-be-bigger-says-konno|accessdate=2011-05-05}}</ref> The use of motion detecting game controllers, popularized by the release of the [[Wii]] in 2006, is considered an evolution for the genre due to allowing greater precision than conventional input devices. However, despite the [[Wii Remote]]'s greater precision (for which it is widely used with [[light gun]] shooters), its limitations when it comes to camera control remains a challenge for developers that has prevented its widespread use among first-person shooters.<ref>{{Cite web|title=Point and Shoot: Lessons In Wii FPS Control|author=Michael Thomsen|date=March 30, 2010|publisher=[[Gamasutra]]|url=http://www.gamasutra.com/view/feature/4311/point_and_shoot_lessons_in_wii_.php|accessdate=2011-05-05}}</ref> The GunCon 3 peripheral used with ''[[Time Crisis 4]] s'' first-person shooter mode attempts to resolve this by featuring two analog sticks for moving and camera control in addition to aiming with the gun.<ref name="shack">Remo, Chris, [http://www.shacknews.com/featuredarticle.x?id=685 Time Crisis 4 Review], ''Shack News'', Nov 21st 2007, Accessed Mar 29, 2008</ref> This is also no longer an issue for the Nintendo 3DS, which uses a gyroscope and motion sensor to change the viewpoint on screen as the handheld is moved around,<ref name="Eurogamer-3DS"/> as has been demonstrated for the upcoming 3DS first-person shooter remake ''[[Pac-Man & Galaga Dimensions|Galaga 3D Impact]]''.<ref>{{Cite web|title=Pac-Man, Galaga tag-team 3DS|author=Tom Magrino|publisher=[[GameSpot]]|date=Februaru 4, 2011|url=http://uk.gamespot.com/3ds/action/pacmangalaga/news.html?sid=6297570|accessdate=2011-05-05}}</ref><ref>{{Cite web|title=PAC-MAN 3DS STYLE – WHAT THE…?! [DS]|date=April 8, 2011|publisher=[[Yahoo! Games]]|url=http://uk.videogames.games.yahoo.com/e1/news/pac-man-3ds-style---what-the---3523e1.html|accessdate=2011-05-05}}</ref> Other upcoming first-person shooters for the 3DS include ''[[Resident Evil: The Mercenaries 3D]]''<ref name="RE-Mercenaries">{{Cite web|title=Preview: Resident Evil: The Mercenaries |date=04/12/2011|author=Nick Chester |publisher=Destructoid|url=http://www.destructoid.com/preview-resident-evil-the-mercenaries-198263.phtml|accessdate=2011-05-05}}</ref> and ''[[The Conduit|The Conduit 3DS]]'',<ref>{{Cite web|title=Conduit 3DS on the way|date=3 February 2011|work=Computer and Video Games|url=http://www.computerandvideogames.com/287128/news/conduit-3ds-on-the-way/|accessdate=2011-05-05}}</ref> both of which allow switching between first-person and third-person perspectives.<ref name="RE-Mercenaries"/><ref>{{Cite web|url=http://www.siliconera.com/2011/03/07/i-played-the-conduit-2-on-nintendo-3ds-it-has-a-3rd-person-mode-too/|title=I Played The Conduit 2 On Nintendo 3DS (It Has A 3rd Person Mode Too|publisher=GamesRadar |author=Spencer |accessdate=2011-03-18)}}</ref> 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 (computer graphics)|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.<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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