Jump to content

Take Cover: Difference between revisions

m
update links
m (revise quote template spacing)
m (update links)
Line 21:
=== Straight Examples: ===
== [[First-Person Shooter]] ==
* ''[[Rainbow Six]]'' games have had peeking around corners since the first game (like in ''[[Metal Gear Solid]]''), but ''Vegas'' added the "jump to third person" type, where the player can shoot around the corner (like in ''[[Metal Gear Solid 2: Sons of Liberty]]'') and blind fire (like in ''Kill Switch''). ''Vegas 2'' also had a cover penetration system like ''[[Call of Duty]] 4'' and ''World at War'', along with shields that could be used to protect yourself while on the move, at the cost of taking one of your weapon slots.
* The main concept behind ''Full Spectrum Warrior'' is to advance your squads from cover to cover, making them (and enemies) impervious to bullets from certain angles. Since this is a tactical game and not a shooter, your soldiers will complain loudly if they're dangerously exposed, and there's a key that'll--[[Artificial Stupidity|in theory]]--have them scramble to the nearest cover quickly.
* In ''[[Halo]] 2'', Sergeant Major Johnson [[Lampshade Hanging|playfully suggests]] that Master Chief [[Gameplay Ally Immortality|hide behind him]] out in the field.
Line 35:
== [[Third-Person Shooter]] ==
* ''[[wikipedia:Kill Switch (video game)|Kill.Switch]]'' (2003) by [[Namco]] can be credited for being [[Trope Codifier]] and [[Trope Namer]] of the whole "Third-Person Shooter Cover System"™ gameplay mechanic. However, despite being a good game and a multi-platform release, it wasn't a massive blockbuster hit and only a modest number of people remember it as the pioneer of the third-person shooter cover system. Of course, one of those people was [[Gears of War|Cliffy B]]. And despite him giving the game credit at every opportunity, it's still obscure.
** Despite not being as well known, ''Kill.Switch'' inspired the cover mechanic in not only ''[[Gears of War]]'', but also other third-person shooters, like the 2006 shooters ''[[Ghost Recon|Ghost Recon Advanced Warfighter]]'', ''[[Rogue Trooper]]'', and ''[[Rainbow Six]] Vegas'', as well as the later ''[[Metal Gear Solid 4: Guns of the Patriots]]'' and ''[[Uncharted Drakes Fortune]]'' which were demonstrated months before the release of ''Gears Of War''.
* ''[[wikipedia:WinBack|WinBack]]'' (1999) came out four years (two if you only know about the [[Play StationPlayStation 2]] port) before ''Kill.Switch'' featuring a similar cover system, but lacking the blind-fire and move-and-shoot elements of ''Kill.Switch''.
** ''[[wikipedia:WinBack 2: Project Poseidon|WinBack 2: Project Poseidon]]'' (2006) combined the cover system of its predecessor with the [[Over the Shoulder]] perspective of ''[[Resident Evil 4]]''. ''WinBack 2'' released in early 2006, over half a year before ''[[Gears of War]]''.
* ''[[Metal Gear Solid]]'' (1998) featured a peek-around-the-corner cover mechanic, where Solid Snake can press against walls and peek around corners.
** ''[[Metal Gear Solid 2: Sons of Liberty]]'' (2001) expanded on its predecessor's cover mechanic, introducing a shoot-around-the-corner cover system, where Snake or Raiden can press against walls and aim from behind them, to shoot from around the corner of a wall. This shoot-around-the-corner cover system has also been employed in later games featuring [[Stealth Based Game|Stealth]], like the ''[[Splinter Cell]]'' series, ''[[James Bond 007: Everything or Nothing]]'' (2004), and [[Tactical Shooter|Tactical Shooters]] like ''[[Rainbow Six]] Vegas'' (2006).
** ''[[Metal Gear Solid 4: Guns of the Patriots]]'' features an improved cover system that is more similar to the ''Kill Switch'' cover system.
* ''[[Resident Evil 4]]'' (2005), developed by [[Shinji Mikami]] at [[Capcom]], featured a cover mechanic at a few scripted instances of the game, in places where enemies pack heavy firepower. The game also introduced the [[Over the Shoulder]] perspective now common in third-person cover shooters.
** ''[[Resident Evil 5]]'' features an improved cover mechanic in its gameplay, but like its predecessor, you only get to use it during a couple of scripted instances. Incidentally, it becomes available after you start encountering enemies that pack heavy firepower.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.