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While not a new concept (as certain games are made so tough you want to find a barrier between you and your enemy even if you don't have a formalized cover system), the wild success of ''[[Gears of War]]'' has lead to its recent replication in a long series of what are effectively [[Follow the Leader]] games. It's basically [[RPG Elements]] for a new era of gaming, and a reflection of changing tastes.
 
The [[Ur Example|Ur Examples]] of this trope are ''[[Maze War (Video Game)|Maze War]]'', ''[[Space Invaders]]'', ''[[Rolling Thunder]]'' and ''[[Bonanza Bros]]''. The [[Trope Maker|Trope Makers]] are the ''[[Time Crisis]]'', ''[[Metal Gear|Metal Gear Solid]]'' and ''[[wikipedia:WinBack|WinBack]]'' games. And finally, the [[Trope Codifier|Trope Codifiers]] are ''[[wikipedia:Kill Switch chr(28)video gamechr(29)|Kill.Switch]]'' (also the [[Trope Namer]]) and ''[[Gears of War]]''.
 
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=== 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.
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* [[Call of Juarez]]: Bound In Blood has a rather nicely executed version. Walk up to, say, a [[Crate Expectations|crate]], and your character will automatically crouch just low enough so that they can shoot over it, while exposing himself to as little incoming fire as possible, at which point you can press the crouch button to get completely behind cover. He will also lean around corners automatically, though this doesn't work as well.
* ''[[Perfect Dark]] Zero'' has an "aim from behind cover, pop out and shoot" system similar to third-person shooters.
* ''[[Red Orchestra: Ostfront 41-45]] 2'' does this more realistically than most. Cover doesn't consist of a convenient series of waist-high barriers; one's head could be exposed, and blind-firing over cover is actually blind.
* You can crouch to take cover in ''[[Battlefield (Video Gameseries)|Battlefield]]: [[Battlefield: Bad Company (Video Game)|Bad Company]] 1'' & ''2'', but since the game awesomely averts the [[Insurmountable Waist High Fence]] trope by allowing players to blow up and destroy most of the game's environment (which includes buildings), you better hope no one spots you.
* ''[[Crysis (Video Gameseries)|Crysis]] 2'' introduced a subtle example. When the player is ducking behind low cover, or standing near the convex corner of a wall, attempting to aim down the weapon's sights while looking at the edge of the cover will make the [[Player Character]] lean over or out of the cover to take shots while only exposing a portion of their profile. The player never "sticks" to the cover, which tends to make the system a little less obvious than many other examples.
* ''[[First Encounter Assault Recon|F.E.A.R. 3]]'' uses a system similar to the one from ''Crysis'', although the player does press a button to stick to cover and can emerge to fire, which is referred to as "active cover".
 
== [[Third-Person Shooter]] ==
* ''[[wikipedia:Kill Switch chr(28)video gamechr(29)|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 [[PSPlay Station 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.
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* ''[[Uncharted Drakes Fortune]]'' utilizes an impressive cover system - duck behind chest-high wall, lean from behind tree, ''hang from cliff and chin up to shoot''. The game's cover mechanic was demonstrated at E3 2006, months before the release of ''Gears Of War''. Like [[Epic Games|Cliffy B]], the creators of ''[[Uncharted]]'' have cited ''Kill.Switch'' as inspiration for its cover system.
** Made even better in the second one, [[Uncharted 2 Among Thieves]]. You haven't lived until you've pulled an enemy off the cliff you're hanging from, or, even better, doing a 300 style kick to knock enemy's out of their hanging cover to their deaths. Tends to elicit curses in online matches.
* Cover is the main mechanic of ''[[Eat Lead: theThe Return of Matt Hazard]]'', it has a cover to cover system that makes Matt automatically run from place to place at the press of a button.
* ''[[Terminator]] Salvation'' uses a very similar system, which is invaluable given the enemies' [[More Dakka|usual tactics]]. You spend quite a lot of time in the game pinned behind some abandoned car or waist-high wall by [[Gatling Good|minigun fire]].
* ''[[Grand Theft Auto]] 4'' almost exactly copied Gears Of War's system. One can use <s>his own</s> any vehicle as cover, a tactic used in real life by police, but since [[Every Car Is a Pinto|damaged cars can explode]], don't count on it lasting forever.
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* The [[John Woo]] game ''Stranglehold'' is a [[Third-Person Shooter]] that has Tequila taking cover from time to time, planting his back to a wall, column or other piece of cover and leaning to the side to blast away. This, along with [[Bullet Time]] and [[Leap and Fire]] tactics, is one of the keys to making it through the game, and is absolutely essential for survival on later stages, which have bad guys subjecting you to very, very, ''very'' heavy fire. And considering one of Stranglehold's main conceits is "Massive Destructibility," cover never lasts very long.
* ''[[Red Faction]]: Guerrilla'' forces you to use a lot of cover in order to survive, lest you be overwhelmed by EDF/Marauders. The thing is, [[Stuff Blowing Up|considering the nature]] [[Everything Breaks|of this game]], cover ''never'' lasts long.
* Cover is very important in ''[[The Godfather (Videovideo Gamegame)|The Godfather]]: The Game'', as Tommygun and shotgun users show up quite early while you're still not [[Made of Iron]] and can rip you to bits quite fast if you're exposed to fire.
* ''[[Scarface the World Is Yours (Video Game)|Scarface the World Is Yours]]'' also has a formalised cover system, but unlike the other adaptation of an [[Al Pacino]]-helmed gangster flick, it isn't that necessary until quite lategame.
* ''[[Vanquish]]'', developed by [[Shinji Mikami]] and published by [[Sega]], is a unique variation. While cover exists, you're quite a bit more robust than most cover-using protagonists, and have a number of high-speed moves that allow you to easily dodge enemy fire while retaliating. When you're dangerously low on health, [[Bullet Time]] kicks in, allowing you find the necessary chest-high walls easily.
** Unlike other cover shooters which allow the player to pace themselves, ''Vanquish'' drops the player into a multi-directional [[Bullet Hell]] of rockets and lasers, minimizing the player's reliance on cover. The game even penalizes the player for using cover too much, with the scoreboard even including the percentage of time spent in cover as a stat.
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* ''[[Enslaved]]'' is not strictly speaking, a shooter, but it does have a cover system. Monkey's ranged attack is awkward and has a low ammo count, so firing from cover is not practical most of the time. Rather, Monkey and Trip tend to take turns drawing fire and advancing under fire, so Monkey can close to melee range.
** In the DLC campaign, Pigsy is a ranged fighter so he plays it much straighter, and uses his grenades, traps and rifle from cover.
* ''[[Batman: Arkham Asylum]]'' and its [[Batman: Arkham City|sequel]] use a limited cover system, but Batman doesn't shoot. Rather, he can throw batarangs (and a few other gadgets) and ambush patrolling goons from cover positions.
 
== Strategy ==
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* ''[[Emperor Battle for Dune]]'' introduced dedicated areas of "infantry rock" where infantry could take cover and be safe either from sandworm attacks or being run over by enemy vehicles (this probably being a balancing decision as otherwise infantry would be too underpowered).
* ''[[Starcraft]]'' also made it so that [[Geo Effects|certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.
* ''[[Jeff Wayne's War of the Worlds (Video Game)]]'' allows human vehicles hide in forests, granting a few seconds of protection from Martian fire.
 
== Other ==
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** ''[[Razing Storm]]'', also by Namco, uses a similar idea, except that you have a huge [[Made of Indestructium]] shield which you hide behind.
** The ''Police 911'' series is an expansion of this idea, using ''motion sensors'' instead of a foot pedal. The first game got ported to the PS2. [[Porting Disaster|Guess how that went.]]
* [[Star Warsthe Old Republic|Star Wars: The Old Republic]] is the first Massively Multi-player Online Role Playing Game to feature a full cover system. It's used exclusively by the Smuggler and Imperial Agent classes, and several of their abilities can ONLY be used if they are behind cover.
* ''[[Space Invaders]]'' (1978), the [[Trope Maker]] of the [[Shoot'Em Up]] genre, was the first game to use a type of cover mechanic, where the player's ship can take cover behind destructible walls.
** The 2002 remake ''[[wikipedia:Space Raiders chr(28)video gamechr(29)|Space Raiders]]'' used a similar type of cover mechanic, where the player's character can take cover behind destructible objects.
* The ''[[Rolling Thunder]]'' games, a series of [[Do Not Run Withwith a Gun|Run & Gun]] [[Side View|Side-Scrolling]] Shooters from 1986 onwards, were the first Run & Gun and Side-Scrolling games to feature a cover mechanic. They were developed by Namco, who later created the pioneeering cover shooters ''Time Crisis'' and ''Kill.Switch''.
** [[Sega]] incorporated a cover mechanic in some of their side-scrolling games soon after, including the ''[[Shinobi]]'' [[Hack and Slash]] [[Platformer|Platformers]] from 1987 onwards, and particularly the [[Stealth Based Game|Stealth-Based]] shooter ''[[wikipedia:Bonanza Bros|Bonanza Bros]]'' (1990).
** [[Capcom]]'s ''[[wikipedia:Code Name: Viper|Code Name: Viper]]'' (1990) was inspired by ''Rolling Thunder'' and used the same type of cover mechanic.
* In the early 2D [[Stealth Based Game]], ''[[Metal Gear 2 Solid Snake]]'' (1990), Solid Snake can take cover from enemy fire using the crouch mechanic, which lets him hide under certain objects or crawl into tight spaces.
** A later 2D ''[[Metal Gear]]'' game, ''Metal Gear: Ghost Babel'' (2000), also implemented the peek-around-the-corner cover mechanic of ''[[Metal Gear Solid]]''. The [[Tactical RPG]] [[Gaiden Game|Gaiden Games]], ''[[Metal Gear Acid]]'' (2004) and ''Metal Gear Acid 2'' (2005), also feature a cover mechanic similar to ''Metal Gear Solid''.
* Several [[Role Playing Game|RPG videogames]] feature a cover mechanic, including ''[[Live a Live]]'' (1994), the ''[[Boktai (Video Game)|Boktai]]'' series (2003 onwards), ''[[Metal Gear Acid]]'' series (2004-2005), ''[[Mass Effect]]'' series (2007 onwards), ''[[Valkyria Chronicles]]'' series (2008 onwards), and the 2010 games, ''[[Resonance of Fate]]'' and ''[[Parasite Eve|Parasite Eve: The 3rd Birthday]]''. The upcoming RPGs, ''[[wikipedia:The Last Story|The Last Story]]'' and ''[[Black Rock Shooter (Videovideo Gamegame)|Black Rock Shooter]]'', will also feature a cover mechanic.
* ''[[Mass Effect]]'' included a cover system where you would automatically stick to walls/waist high crates that you got close to. It was generally effective but could be annoying if you didn't want to take cover and the game decided you did.
** ''[[Mass Effect]] 2'' improved this mechanic by having a get into/out of cover button. Unfortunately, at least on the Xbox 360 it's mapped to the same button as "run" and nothing cuts down your life expectancy quite like getting stuck to a wall when you try to run away from a charging krogan...
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=== Lampshadings, parodies: ===
* The trailers in ''[[Serious Sam]] 3: BFE'' make fun of taking cover mechanic. The game's slogan is also "No cover, all man!"
** [[Warhammer 4000040,000: Space Marine]] too. "Cover is for the weak!" (This is probably also a sly reference to the fact that, in the tabletop game, Space Marines rarely gain any advantage for being in cover. The save it provides is worse than their armor save, and you can only use one save against any attack.)
 
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