Showing posts with label Shooter. Show all posts
Showing posts with label Shooter. Show all posts

Thursday, August 2, 2012

Bulletstorm Review: It's Brash, It's Funny, It's Not Your Traditional Shooter


Bulletstorm strikes me as quite possibly the most supremely epic mannishly manly game for manly men. Released in February 2011, the seemingly non-traditional first-person shooter has enjoyed it fair share of commercial success and highly positive reviews despite having been heavily critiqued and scrutinized for containing 'inappropriate' content.

GRAYSON'S STORY

Bulletstorm is an outrageously goofy and violence riddled science-fiction 'epic' (sort of) set in the 26th century. The game primarily follows the story of black-ops operative turned space pirate, Grayson Hunt, and his rebel crew. Following an alcohol induced and ill-fated attempt at revenge against his former commanding officer, General Sarrano, Grayson ends up stranded on Stygia, a planet formerly colonized as an interstellar resort now overrun by mutants. With half of his standing crew lost to the aftermath of his drunken recklessness, Grayson embarks on a desperate search for a means to leave the forsake planet, all the while enduring the perils that Stygia has to offer.

Story wise, while Bulletstorm isn't exactly simplistic in nature, there isn't a whole lot of substance to be had beyond Grayson's journey and motivations. For the most part, the over-arching plot devices are pretty typical, predictable even at certain (if not most) junctures. On a slightly positive note, the story does occasionally shine with a handful of epic, surprising, deeply engaging and outrageously funny moments, especially so when accentuated by the personalities of Grayson's companions (the remote controlled dinosaur segment made me 'lol).

Given the seemingly light-hearted nature of the game, the shallowness of Bulletstorm's overall plot seems oddly appropriate. The games tells a story that is no-nonsense, no-frills and ultimately straightforward, not to mention violent. For all its one-dimensionality, it very aptly plays on notions of survival, vengeance and redemption, notions that anyone, gamer or not, can easily relate to.

NOT YOUR TRADITIONAL SHOOTER

Unlike most (if not all) leading titles in the genre out on the market today, Bulletstorm isn't exactly what one would strictly consider a traditional first-person shooter.

For starters, Bulletstorm is heavily and creatively stylized, so much so that the trend of realism in modern mainstream shooters doesn't quite apply to the fullest extent. For example, as a combatant, Grayson can soak in an astonishingly inhuman amount of futuristic lead, which, when coupled with the sheer destructive potential of Grayson's armory, renders tactical movement and cover somewhat of an afterthought. Suffice to say, taking into consideration the fact that your companions don't actually 'die', it takes quite a bit to fail at this game.

Grayson's armory definitely takes offensive and violent gameplay to the extreme. As the game progresses, players have the option to outfit Grayson with weapons spanning the likes of quadruple barrelled shotguns, sniper rifles that fire homing explosive rounds, portable launchers that fire cannonballs and explosive chain flails, not to mention his pair of physics defying gravity boots and energy leash. Very excessive, very violent, and all the more fun for players willing to temporarily suspend themselves in the action packed spirit of the game.

With all that in mind, it has to be said that Bulletstorm isn't a game that requires much in the way of deadly accuracy or situational/tactical awareness. Rather, for all its crudeness and violence, Bulletstorm is a shooter that encourages speed, wanton destruction, and more importantly, innovative killing methods, which brings us to the topic of Skillshots.

SKILLSHOTS

The skillshot mechanic is essentially Bulletstorm's primary selling feature and a key gameplay element that sets the game apart from its FPS compatriots. With each passing kill, Grayson chalks up skillpoints (SP). These skillpoints serve as in-game currency and may be used to purchase weapons, upgrades and ammunition from dropkits scattered across Stygia.

The number of skillpoints Grayson receives per kill is predominantly based on the method by which players take out their adversaries. To start with, a simple run-and-gun strategy will likely net players a measly 10 points per assault rifle kill. However, players will sow kills of exponentially higher skillpoint value should they creatively dispatch their enemies while adhering to certain conditions. Killing an enemy while intoxicated or by kicking an enemy into an electric fence for example nets 100 and 500 skillpoints respectively.

Skillshots add a great deal of dynamic and entertainment to Bulletstorm's already aggressive, fast-paced and combative gameplay. For the most part, skillshots are immeasurably fun to experiment and wrought destruction with, especially so at the expense of Grayson's many varied opponents. It is a mechanic that is very player dependent, visual and provides instant feedback. It is, in my opinion, a creatively clever mechanic that was designed to be undeniably necessary in order to succeed and yet extremely fun to work with.

On a slight downside, as players progress towards Bulletstorm's mid to end game, skillshots begin to lose their novelty as the game begins to increase in challenge, leaving little room for creative experimentation in favour of speed and efficiency, leading to repeated use of the same set of weapons and skillshots. Additionally, by mid to end game, skillpoint usage is somewhat limited as once players upgrade all aspects of their weapons, there isn't much else invest your 'hard-earned' currency in besides ammo-refills. In a sense, it may leave players thinking, 'Alright, it looks cool, but what's the point?'

GRAYSON AND COMPANY

Stygia's plethora of mutants notwithstanding, Bulletstorm features a handful of key plot characters that, at different storyline junctures, accompanies Grayson on his trek across the forsaken planetary resort.

Between the game's leading NPCs (Ishi, Trishka and Sarrano), I can't quite profess to distinctly liking one character over another (Trishka is pretty hot though). As a whole, the game's characters (GraysonMoreoever, not only do they provide a good measure of character contrast next to Grayson's gruff beer-chugging alpha male persona, they contribute a great deal to enhance Bulletstorm's storyline, which is in itself rather uninspiring.

On a related note, I personally found that given Bulletstorm's setting and overall, the NPCs' sarcastic comments and heated cussive exchanges, while not welcomed by some players, greatly add to the crude and gritty nature of the game and aptly depict the frustration and desperation of Grayson's immediate conundrum of surviving and escaping Stygia.

GRAPHICS

Where Bulletstorm strays from or lacks in photo-realism, it makes up for with stunningly beautiful landscapes and dystopian and futuristic architecture of epic scale and design. The game's art direction may be heavily stylized but generally well executed, boasting and distinctly contrasting color scheme (almost pseudo-cartoonish) and great attention to minute details, ambient lighting and 'special effects'.

If anything, for an over-the-top goofy, crude and excessively violent space adventure that doesn't take itself all too seriously, Bulletstorm's graphics are as photo-realistic as the game will allow it to be.

CONTROVERSY

As I've mentioned, Bulletstorm has been heavily scrutinized for featuring what some (or many) may deem as 'inappropriate' content, namely it's crude language, excessive depictions of violence and blatant use of sexual innuendo in its game mechanics (skillshot names).

From where I'm standing, I find no issue with Bulletstorm in those respects. I agree that the game pushes some boundaries with content that may seem intense or risqu to some, but taking Bulletstorm as an entire package experience into consideration, the overall vibe exuded by the game and its characters, while over-the-top, feels very aptly put together.

IN EPIC CONCLUSION

Bulletstorm provided me with a gaming experience that I've not had in a good long while. It intrigues me in the sense that while it was largely enjoyable, it is innately a pretty 'stupid' game, what with its never-ending stream of toilet humor and generally brash attitude. And yet, everything (well, most things) in the game's design seems to have been pretty well put together. In a manner of speaking, it's one of those games that encourages you to leave your brain at 'Startup' and further invites you to simply dive in and lose yourself in the sheer violence.

The story isn't too deep. It's straightforward and predictable enough to keep players on track with a clear goal in mind. Still, while I understand that as much as the game wishes to keep itself somewhat ironically light-hearted, the story still felt disappointingly typical. Very frankly, if it weren't for the performances by its supporting characters, Bulletstorm's story would have easily fallen flat.

Overall, gameplay was enjoyable, definitely engaging, but it was far from brilliant. As a whole, the game doesn't offer much in the way of precision of tactical 'challenge'. Instead, it simply offers a long string of action-packed combat encounters riddled with disappointingly low-AI enemies that, coupled with its skillshot system, is extremely good, sadistic fun to destructively stomp through. Towards Bulletstorm's end however, the process of killing does get rather monotonous, even with skillshots in hand, and doesn't quite invoke any sense of achievement by the game's conclusion (largely in part due to the anti-climactic closing to the story). De-sensitivity or bad content and pacing? I'd place fault on a little bit of both.

Before I wrap up, I made mention as well at the start of this review that this game struck me as extremely manly, and honestly, I say that for good reason. I mean, come on, the game is chock full references to alcohol, violence, guns; pretty much anything that is stereotypically 'male'. If anything, it pretty much adds to the goofy excess that is already so prevalent in this game. Go figure.

Now, if I were to sum Bulletstorm up, I'd describe it as a 'small dose of highly concentrated adrenaline'. I wouldn't place it anywhere close to a masterpiece, but it definitely struck me as undeniably epic, was an all-round memorable (and loony) gaming experience despite certain shortcomings and came across as a bit of a gaming paradox. Great stuff.




An article by Michael Lim Han Kwang (mikelhk), an avid gamer, reviewer, critic, enthusiast and aspiring game designer.

Check out the blog at http://mikeramblesaboutstuff.blogspot.com/.





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Tuesday, December 13, 2011

Why Aren't Shooter Games Popular in Asia?


With the Intel Extreme Masters making their third stop around the world in Taiwan last week, it seems like this Asian event was not getting anywhere near as much attention as the European and American finals. That's because of the simple reason that the Quake scene in Asia is not known for their skilled players and many people are banking on the old Quake 3 favourites Sajruz "ProZaC" Malekani and Zhibo "Jibo" Fan to come through these qualifiers.

However, perhaps these two will not be the ones to watch in the future. Asia has a long and strong history of gaming and professional gaming, just not in the first person shooter genre.

Korea was the first nation to really bring professional gaming to the mainstream media in a professional way. Hosting the first World Cyber Games, non-Korean gamers could then have a small taste of the life of a professional Korean gamer. Cars would follow the WCG busses to the venue, schools would take trips there, gamers wearing the WCG jackets would get hounded for autographs and receive free goods from stores.

It's no secret that Starcraft matches are televised 24/7 on two dedicated channels, OnGame and MBCGame. Professionals there can earn upwards of $100,000 per year. They get their faces on candy bars. The corporate support and endorsements are something which the rest of the other professional gamers around the world can only dream about.

In Japan, competitive gaming has been a little more "underground" with the majority of the action happening in arcades in the fighting game genre. Daigo Umehara (known as Ume or The Beast) hails from Tokyo and is best known for his epic comeback in his Street Fighter III match at Evolution 2004. Even today Ume beat American Champion Justin Wong in Street Fighter IV to take home the gold at Evolution 2009, which is no small feat. Fighting games in America have a huge audience, with 23,000 people tuning in for the final of Evolution.

Even with such great accomplishments, Umehara is not a professional gamer. In a recent interview with Eurogamer, he says that:

"Playing games professionally is not really an option in Japan. If I did really want to do something with my gaming skills in the industry, I think I would have already done so by now. It's only relatively recently that I started to receive invitations to overseas tournaments with prize money. In Japan, games are something you play for enjoyment; you don't expect anything in return."

In China, competitive gaming has seen considerable growth in recent years. So much that two top Warcraft III players XiaoFeng "Sky" Li (from China) and Jae ho "Moon" Jang (from Korea) were given the honor to carry the Olympic torch through china en route to the Beijing National Stadium! Like Korea, a large portion of their competitive gaming audience is focused on an RTS game but it isn't Starcraft; it's Warcraft III.

But when writing about Korea and it really being the epitome of professional gaming, exactly how popular is pro-gaming there? We have all seen the stadiums full of people watching Starcraft, but how popular is it amongst the general public? Do the professional players really have rockstar status? Even with all the information available to us online, when you yourself are involved in competitive gaming and follow the scene, of course you're going to pay attention to it. But what about those who don't? Is the popularity as widespread as football in the UK? It makes you wonder when you hear about new reality programs where famous popstars want to become professional gamers.

Why aren't FPS games popular?

Obviously, Asian nations are not strangers to gaming but perhaps we need to turn to history to see why games like Counter Strike, Halo and Quake are not popular when they have had so much success in Europe and America.

One giant in the Asian (and global) gaming industry that I simply can't ignore (no matter how much I want to) is World of Warcraft. In 2008, the game already had over 10 million players with 5.5 million of them coming from Asia, and the rest mainly split between Europe and America. Over in China, the popularity of internet cafes is steadily growing and the majority of the gamers choose to play the addictive MMORPG. To make this game a televised competitive sport would be opening it up to the largest gaming audience in the world.

Korea has been the prime example to the western world of how much potential competitive game has if only it could reach a large, mainstream audience. But is it too late for western society to embrace gaming as a true profession? Since the 80s, those who have had interest in computers, consoles and gaming have had to carry negative labels and stereotypes.

Japan:

Forget about Atari for a second and look at the other console dinosaurs; Nintendo and Sega. They were huge dominating forces in making gaming a worldwide pastime. Both being Japanese companies, console gaming and arcade gaming is what Japan was and still is mainly focused on. These arcades were the places to be as a young teenager - adult. This could be the reason that fighting games have always had their place in the Japanese competitive gaming market, as they are one of the most social games that you can play in an arcade. The popularity of gaming arcades in Japan has declined with the introduction of home consoles but now it is growing again. Check out this awesome 8 story arcade in Kawasaki City.

Since the Japanese have grown up with so many classic titles from their own nation (Mario, Mortal Kombat, Street Fighter, Tekken etc) I guess there was very little room on the market to push the growth of first person shooters.

Korea:

After the bloodshed of the 2nd World War, the import of Japanese consoles was banned for many years in Korea, and only in 2001 did the government barely begin to lift this ban. This paved the way for PC gaming to become dominant in its early stages. Because Korea is a small country with a densely packed population, when the country was connected up to the internet, the whole place was wired at once. In early 2002, Koreans were very early on the internet bandwagon, being the 4th largest internet user base with 26 million internet users.

Also because of the heavily packed cities, the Korean communities are close. Apartments are small and crowded and most families didn't have enough money to buy their own PC or they simply didn't have the space to fit it in their home. So instead, youth would buy time at internet cafes, known as "PC Baangs".

Like the arcades in Japan, PC Baangs were major social places, like bars and clubs are to the western world. It was a mainstream part of youth culture. Even the layout of PC Baangs are social, with a large loveseat attached to two computers so that guys could sit with their girlfriends. Because of the ban on console imports, this allowed PC Baangs to only offer PC games and it just so happened that Starcraft was there. People claim that its popularity is mainly because Starcraft was in the right place at the right time. Would it be different had Quake or Counter Strike been available?

China:

Since hosting the World eSport Games Masters in 2006, the rest of the world was able to get a peep at professional gaming within the country of China. Having great representatives already in Warcraft III, it was natural that the WEG was a huge event for the Chinese fans. From there, China then went on to host other events such as the WCG, WSVG and CGS Pan-Asia finals. For the Warcraft III player Grubby, he claims he couldn't even go to the toilet at WSVG 2007 without fans storming him just to get some kind of signature. In 2008, construction was completed on the Wuhan Optical Valley Electronic Sports Stadium. Yes, a gaming stadium.

Similar to Korea, Chinas cities are densely populated and Internet cafes are a popular youth hangout. But mainly the youths are focusing on MMORPGs and MOCGs (multiplayer online casual games). But don't count on China following in the footsteps of Korea. The Chinese government has put anti fatigue/anti addiction systems in place which allows them to monitor who is playing, when and how much they're playing.

The gaming channels in Korea do dedicate some timeslots to other games such as Counter Strike, but almost always around 3am. Perhaps a reality show with a famous Korean pop star bootcamping with some of the FPS legends could also swing the interest in the direction of other games.

What can be done?

So in order to make FPS games such as Quake Live and Counter Strike popular in the largest gaming nations, I would say that the first step would be to make sure that these games are readily available in internet cafes. Maybe running promotions for these games in the internet cafes would draw more attention away from the growing popularity of MMORPGs.

The next big thing is to have "idols" in those games in that country. People tend to mainly cheer for their nation especially in tournaments like WCG and ESWC, and if there were some ass kicking FPS players from China, Korea or Japan it's sure that the country will pay attention. Just like in sports, if your nation is doing well (eg: Canada + ice hockey, NZ + Rugby etc) then the media will cover it, people will pay attention and care. Send some FPS talent over to Europe for that period and see how helpful it really is to train amongst the best. It's very difficult to improve when there is no one "better" to practice against and only the rawest of talent can achieve anything from this.

There's a lot of potential and with some strong marketing pushes from some FPS developers in these internet cafes I think we could see a positive turnaround for FPS games. It's proven that the audience is there, it's just a matter of reaching them. If basketball and football can co-exist peacefully, certainly there is space for other types of games to engage such a large, gaming-savvy audience.




Every nation has its own story to tell and for those which I didn't include, it would be really interesting if you could leave a comment (or send tweet @Helloliefje ) about the state of gaming in your country.

Liefje is an ex-professional gamer who runs a gaming, gadgets and general tomfoolery website.





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The Evolution Of The First-Person Shooter Games


First-Person Shooter or (FPS) is a type of 3D video game that center's the game play around the first person perspective, or put another way, they experience the action through the eyes of their character. FPS differs from Third-Person Shooter (TPS) games in the way the player perceives the action. With TPS, you are able to see the action from the back, allowing the gamer to see the character that they are controlling. Presently, FPS, which falls under the category of action game, is the fastest growing video game genre.

Like most shooter games, FPS involves a character, weapons and a varying amount of enemies (Based on level of difficulty). Also, since these games were created in 3D, they are more realistic and represent sound, collisions and lighting better than 2D shooter games. Most FPS games focus mainly on gameplay, with fast paced and bloody firefights, though some might emphasize storyline, problem solving, puzzles and melee combat, in addition to shooting.

The design for most FPS are level design, which forces the character to defeat a level before moving to the next. Other features are large sandbox environments (Open World Play), which are not divided into levels, enabling the player to explore the environment freely. In first-person shooter, the environment can be altered. Common devices such as barrels (containing explosives) can be shot, killing surrounding enemies. Other games focus on destructive environments adding explosions, falling buildings and crumbling streets to improve visual effects. Science fiction and historic or modern military themes, have often been used. Characters such as Aliens, Terrorists and various types of Soldiers have been used.

Two of the earliest FPS video games were, Maze War and Spasim. Maze War, developed in 1973, featured on foot gameplay where Spasism debut in 1974, was more of a space flight simulator. Both these games took on a first-person perspective. By the 1980's Spasism's combat flight simulator had been so fine tuned that they were able to create a tank simulator called Battlezone. Battlezone was first released in arcades, but in 1983 a version was released for the PC. Since the creation of Maze War and Spasim, FPS games have come a long way. From 1992-1995, games like Wolfenstein 3D, Pac Man and Space Invaders to name a few were created. In 1993, Doom was released adding improved texture, variations in heights (climbing stairs), flashing lights and darkness, to create a more realistic 3D environment. Doom also had competitive multi player games, called Death Matches. At the E3 gameshow in 2000, Bungie overhauled Halo which was a TPS game. Later that year, Microsoft bought Bungie and revamped Halo and released it as a FPS and launched it with the XBOX console.

The FPS games keep getting better as the years go by. They are becoming, more realistic, sound quality has improved, and a variation of story lines now exist. Any serious gamer has to be really excited waiting for the next wave of improvements to the FPS games.




Gaming Info And Deals is located in Central New Jersey. We started out as a bunch of friends that loved the gaming experience. Hours a day we spent trying to be the best at whatever game we were playing at that time. Searching the web for blogs or information that would get us to the next level was a daily occurrence. Tired of searching the web, we decided to pool our knowledge and create this site. The site is for the serious gamer. Daily blogs and discounted gaming sites are our main focus. Hope you enjoy the site and all of it's content.

Thanks,
Nancy E. Surace
Gaming Info And Deals LLC.
http://www.gaminginfoanddeals.com





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Saturday, December 10, 2011

Halo Series the Culmination of First Person Shooter Video Games


Halo 3 was recently released amidst great fanfare as an exclusive title to the latest Microsoft gaming console: the Xbox 360. The Halo games have been the flagship titles on the Xbox consoles since the first Xbox was released with the first Halo back in 2001. Halo: Combat Evolved quickly became a popular culture phenomenon, being hailed by many industry authorities as the best first person shooter available on a console. It quickly spiraled into an industry of its own, spawning original novels, comic books, toys and more.

Halo is the evolution of a genre that goes back to the earliest 3D game graphics. Once it became possible to put a game character in a maze and then show that maze from the character's perspective - the first person perspective - rather than the overhead view previous video games had used, it opened up the door for the development of the "first person shooter", or FPS. The original FPS, Wolfenstein 3D, looks crude by today's standards, but it was cutting edge in both graphics and sound quality on its release in 1992. Certainly it was unlike anything that anyone had seen at the time. While the concept was simple - you walk through a maze and shoot bad guys - its execution allowed gamers to feel like they were inside the game in a way that hadn't been experienced before.

Prior to Halo, the most well-known FPS was the second major FPS to hit the market: Doom. Doom gained notoriety beyond the gaming world for its violent content and rampant popularity. It was the first FPS to allow multiplayer gaming over a modem or network, an updated version of which is one of Halo's main selling points. Doom became popular enough that a major Hollywood movie was made, starring The Rock and Karl Urban. Following in Doom's footsteps, Halo is also slated to be made into a motion picture, though - as of writing this article - that project is still in development.

Each installment of the Halo series has only increased the frenzy around these games as Bungie and Microsoft come up with new features to add to increase replayability and multiplayer functionality. While Halo 2 sold eight million copies worldwide and was the most played game on Xbox Live for two years, Halo 3 is expected to eventually blow those figures out of the water. 4.2 million copies were shipped to retail outlets for the release date and its release has nearly tripled sales of Xbox360 compared to pre-Halo 3 sales of the console. There's no denying that the Halo series of video games has become a major force in popular culture, and will likely remain so for years to come.




Sarah Corlett runs the successful toy safety resource 21st Century Toys: [http://www.21st-century-toys.com] and the Xbox 360 source: http://www.xtreme-xbox.com





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Thursday, December 8, 2011

First-Person Shooter (FPS) Gamer Reviews


Call of Duty Modern Warfare 2 Review

Systems: PC, PS3, 360

The Call of Duty series has been a mainstay in the FPS genre for a while now, and this is the biggest and baddest yet. With single player, Co-Op, and online multiplayer, each game mode is a different gaming experience in itself. The single player campaign is a little too short for my liking at under six hours, but with a stronger emphasis on complex terrain in the environments, weather effects, and destructible objects, you will feel like your right in the trenches. One feature I especially enjoy is the chatter of your team in the campaign. It isn't often in games that you'll hear your squad call out specific areas on the map and have it mean anything. When your friend shouts, "Two tangos behind the yellow station wagon!" you'll actually see two enemies behind a yellow station wagon. It's a pretty engaging experience.

8 Explosions out of 10

Borderlands Review

Systems: PC, PS3, 360

Borderlands' style is somewhat of a twist on first person shooters. It has an RPG touch, as in you level and have passive skills you add, as well as the way equipment is handled. Don't misunderstand though, it is all fast paced FPS action. However, like Diablo-type RPGs, it is loot driven. You will be killing lots of things in order to get bigger and better guns. Not that this is a bad thing, just to let you know what you are getting here. If you ask me, Diablo FPS = thumbs up.

7 Berserkers out of 10

Killzone 2 Review

Killzone 2 will make you feel in the battlefield like few FPS's can do. This game has set a new standard for first person shooter games on the PS3, with mostly destructible environments and exceptional lighting and particle effects. The motion control feature on the PS3 is used to good effect in this game. The best example is having to hold the controller steady with a sniper rifle. Killzone 2 also takes into effect explosions and such while trying to aim. Too bad it is only for the PS3, but if you do own a PS3, you will want this in your game library.

10 Fascists out of 10!




The Gamer Reviews!

With 20 years of electronic gaming, from Atari to PS3, here at The Gamer Reviews, you can bet we will give you the real scoop on the latest and greatest console and PC games on the market today.





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FPS - First Person Shooter Games


Among the biggest sellers in online PC games are FPS, or First Person Shooter, games.

Kids love 'em. So do most Dads.

Many moms think the level of violence is too high and too graphic, so Dad and the kids play them when she is not looking.

FPS games are centered on you, the player, from your point of view. Armed with various handheld weapons, you might be called on to thwart the invasion of Earth by aliens or to stop a Nazi advance in WWII. As a player, you interact directly with the game environment from your own perspective.

FPS games evolved in the late 1990s as PCs became powerful enough to render the 3D graphics in real time. These are way beyond the arcade shooters from Space Invaders on up.

Several sub-genres of FPS have distinguished themselves:

* tactical - most have a military motif

* stealth - avoiding detection by opponents is a major element

* run and gun - among the most popular with multiple enemies and fast-paced action

* real-time strategy (RTS) - able to give commands to other units and control the strategy

* first person adventure (FPA) - free roaming adventure which takes one to the edge, like the controversial series Grand Theft Auto

Most FPS games take graphics to a new level of realism while exaggerating the attributes of the player. You now likely have muscles and strength that make Arnold look like a girlie-man.

Kids and adults alike love the frantic blasting of enemies within the context of heroic storylines.

While FPS games are demanding on your reflexes, they are also demanding on your PC. You will definitely have a need for speed, as well as a good graphics card and a decent set of speakers. The demands of gamers have pushed the PC industry to make better desktop computers for all.

The next big shift - with broadband Internet service now in millions of homes worldwide - will be the delivery of the latest FPS game to your PC via streaming download instead of CD. As more gamers accept online streaming delivery of the game itself, costs should come down over time as the game developers turn to online delivery and bypass the CD/DVD publishers and retailers in the supply chain.

For the game developers, online delivery of FPS games represents an opportunity to open up a new market of gamers who would be willing to try FPS online, but who never visit EB Games, the Electronics Boutique, or other game retailers in the mall.

For those who want to try/demo any number of FPS games, I recommend the Triton player. This streaming download allows you to begin play well before the entire download is completed. You can even demo recent releases like Prey from 3D Realms.

You can register free and download the player at: http://www.playtriton.com

As long as there are heroes and villains, and kids with vivid imaginations, there will be a place for FPS games when the aliens come calling.




Charles Lamm is a RetroGamer trying desperately to catch up with hardcore online PC gamers. He practices with the fast Triton player, available free at: http://www.playtriton.com





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Sunday, February 6, 2011

Game Design Tips For First Person Shooter Designers


First person shooters (FPS) are one of the standard computer game genres. After the phenomenal success of Doom, many companies made attempts at this type of game. Today there are single player FPS games, multi-player combative FPS games, multi-player cooperative FPS games and all of the above come in both plot driven and straight combat forms. Some of the first person shooters are about problem solving, some are about stealth and some are about getting the BFG-9000 to create the highest body count possible.

The tasks of a game designer in this type of game are to figure out the direction the game will take, create the setting and increasingly create the tools to let players mod the game, adding their own content or even replacing everything but the game engine with an entirely different look and feel.

The game designer must wrestle with realism. This comes in two flavors. One is the type seen in America's Army, where the goal is to replicate reality well enough to serve as a recruiting and training tool. You can't carry a zillion weapons nor can you run across an open field at a hundred enemy soldiers and kill them with impunity. The other is basically an attempt to do the slasher genre of the movies, only more so. Blood and flesh fly from bodies with each impact, leaving stains on the walls and floors. Bullet holes are stitched into the walls and drums explode when hit. It is the latter form of realism that gets the most complaints.

There are critics that attempt to link FPS games with murder, and just about any very violent action will be examined for a computer game link. Dealing with those sorts of challenges is for lawyers and scientists, rather than game designers. The game design end of the issue is to know why you are designing to serve a specific market. If the game is intended to appeal to adults who like black comedy about gruesome death, blood and flesh is likely to be needed. If you are producing a game about hunting cartoon creatures, it would be wrong.

The game designer must determine the goals of the game. Some are puzzles, where the player attempts to learn enough to solve some mystery. Some are tactical games in which battledrills are selected, practiced and used as needed. Others are about obtaining some MacGuffin.

A growing feature in FPS games in interactivity. The classic examples of the genre featured a single player who would do everything, with computer-controlled foes. Later games provided multiplayer modes where the humans fought against each other. Then it became possible to cooperate in team play, and still later reasonable computer controlled allies were available for a player to lead and influence. Now it is normal for a first person shooter to be built around online play in at least some form, with many games providing support for both single humans to play with the computer and multiplayer online games.

In many ways the FPG game designer faces one of the more difficult challenges. That's because they need to be able to take a genre with so many stereotypes and so much public opposition, and create something unique that stands out and gets noticed in the marketplace.








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First-Person Shooter (FPS) Gamer Reviews

Call of Duty Modern Warfare 2 Review
Systems: PC, PS3, 360


The Call of Duty series has been a mainstay in the FPS genre for a while now, and this is the biggest and baddest yet. With single player, Co-Op, and online multiplayer, each game mode is a different gaming experience in itself. The single player campaign is a little too short for my liking at under six hours, but with a stronger emphasis on complex terrain in the environments, weather effects, and destructible objects, you will feel like your right in the trenches. One feature I especially enjoy is the chatter of your team in the campaign. It isn't often in games that you'll hear your squad call out specific areas on the map and have it mean anything. When your friend shouts, "Two tangos behind the yellow station wagon!" you'll actually see two enemies behind a yellow station wagon. It's a pretty engaging experience.


8 Explosions out of 10


Borderlands Review
Systems: PC, PS3, 360


Borderlands' style is somewhat of a twist on first person shooters. It has an RPG touch, as in you level and have passive skills you add, as well as the way equipment is handled. Don't misunderstand though, it is all fast paced FPS action. However, like Diablo-type RPGs, it is loot driven. You will be killing lots of things in order to get bigger and better guns. Not that this is a bad thing, just to let you know what you are getting here. If you ask me, Diablo FPS = thumbs up.


7 Berserkers out of 10


Killzone 2 Review
Killzone 2 will make you feel in the battlefield like few FPS's can do. This game has set a new standard for first person shooter games on the PS3, with mostly destructible environments and exceptional lighting and particle effects. The motion control feature on the PS3 is used to good effect in this game. The best example is having to hold the controller steady with a sniper rifle. Killzone 2 also takes into effect explosions and such while trying to aim. Too bad it is only for the PS3, but if you do own a PS3, you will want this in your game library.


10 Fascists out of 10!

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