Take Cover: Difference between revisions

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=== Straight Examples: ===
=== Straight Examples: ===
== [[First-Person Shooter]] ==
== [[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.
* ''[[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.
* 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.
* 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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== [[Third-Person Shooter]] ==
== [[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.
* ''[[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''.
** 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 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|WinBack]]'' (1999) came out four years (two if you only know about the [[PlayStation 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]]''.
** ''[[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]]'' (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 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.
** ''[[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 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.
** ''[[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.