Tactical Shooter: Difference between revisions

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However, for all their bang, First-Person Shooters seldom portray the actual experience of being in battle faithfully. Whether it be [[Bottomless Magazines]], [[Hit Points]] or [[One-Man Army]], they tend to stick to the [[Rule of Fun]] or at least the [[Rule of Cool]].
 
Naturally, some game developers use the recent advances in videogame technology to produce games that try to stay closer to reality. In these games, surviving a battle takes less of a steady hand and lightning-quick reflexes, and more of the ability to plan ahead, use [[Stealth Based Game|stealthy]] or underhanded means, and [[Squad Controls|command several combatants simultaneously]]. Games that ''aspire'' to this goal are generally known as [[Tactical Shooter|Tactical Shooters]]s.
 
In order to "distinguish" itself as a [[Tactical Shooter]], rather than a "mundane" First-Person Shooter, the game needs to conform to at least one of the following rules (and preferably, all of them):
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* '''Situational Awareness Aids:''' Some sort of interface is included to allow you to get a better idea of where enemies are coming from and/or the best ways to assault them. Sometimes this is a zoom-out of the combat area, but most often it's a minimal map with sketchy details on it. Expect the game to keep running while you're looking at the map!
* '''Mission Planning:''' The possibility to examine a blueprint of the battlefield before embarking on the mission. May also include the possibility to give some standing orders, or even a meticulously detailed battleplan to your troops beforehand. Expect all plans to fall apart once combat starts - this is, in fact, realism incarnate.
* '''NoReduced Jumping AllowedAcrobatics''' The [[Jump Physics]] of a game is very limited in Tactical shooters, while your soldier may be able to get a hop or two, he does not have the agility of a rabbit. Also, running can be limited by stamina counter. That makes finding cover even more important.
 
Different games naturally feature different combinations of the above.
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Compare [[Tactical Turn Based]] for games that try to achieve similar goals without a real-time, first-person experience.
 
 
{{examples}}
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* ''[[Full Spectrum Warrior]]'' takes this to the next level, featuring tactics on a Company level, not to mention an entire simulated war raging around you.
* ''[[Operation Flashpoint]]'' and its sequels, [[Arm A]] and [[Arm A]] II.
* The ''[[Police Quest|Police Quest: S.W.A.T]]"'' series, except the second title which was not a shooter at all.
* ''Damage Incorporated'', a very early example based on the ''[[Marathon (Video Game)Trilogy|Marathon]] 2'' engine.
* ''[[SOCOMUSSOCOM: U.S. Navy SealsSEALs]]''. Its latest reboot is more [[Gears of War]].
* ''SEAL team'', from the early 90's - which was also one of the first shooters to feature polygon 3D graphics.
* The ''[[STALKER]]'' series places the genre into a bizarre science fiction alternate history. Even bullet drop and travel time have to be accounted for. Even in super advanced body armor a group of enemies is a brutally difficult fight where one bullet to the head can drop you.
* ''[[Counter-Strike]]'' (''[[Half-Life]]'' mod)
* ''Day of Defeat'' (''[[Half-Life]]'' mod). It has bipods (mostly on machineguns) deployable on sandbags or floor, and not only integrated team communication via both voice (on two languages) and [[Hand Signals]] (with model animations support), but Sturmbots use those.
* ''Smokin' Guns'' (''[[Quake (series)|Quake]] 3'' mod), though without team features (it only uses fine-tuning of the stupid generic Q3 bot, anyway).
 
{{reflist}}
[[Category:index{{PAGENAME}}]]
[[Category:TacticalVideo ShooterGame Tropes]]
[[Category:TropeVideo Game Genres]]