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Third-person shooter (TPS) is a subgenre of 3D shooter games in which the gameplay consists primarily of shooting. It is closely related to first-person shooters, but with the player character visible on-screen during play. While 2D shoot 'em up games also employ a third-person perspective, the TPS genre is distinguished by having the game presented with the player's avatar as a primary focus of the camera's view.
A third-person shooter is a game structured around shooting, [1] and in which the player can see the avatar on-screen in a third-person view. [1] [2] Third-person shooters are distinguished from other shooter games that may present the game from a third-person view such as shoot 'em ups, as the game is presented with the player's avatar as a primary focus of the camera's view. [3] Third-person shooters are analogous to first-person shooters in terms of immersion, but simply displace the camera from being at the eyes of the character to a point slightly above and behind them in most cases. [3] [4]
It is a 3D genre that grew to prominence during the 2000s, especially on game consoles. It features shooter game elements, sometimes combining these with the jumping and climbing elements of puzzle-based games and brawlers. Third-person shooter games sometimes incorporate an aim-assist feature to compensate for the difficulty of aiming from a third-person camera. Many include some form of first-person view, which allows precise shooting and looking around at environment features that are otherwise hidden from the default camera. In early examples of the genre, the player would often be required to stand still to use first-person view, but newer titles allow the player to play like a FPS.
These games are closely related to first-person shooters, [5] which also tie the perspective of the player to an avatar, [6] distinguished only in a minor change of position of the player camera. [7] While the first-person perspective allows players to aim and shoot without their avatar blocking their view, [6] the third-person shooter shows the protagonist from an "over the shoulder shot" or "behind the back" perspective. [5] [8] Thus, the third-person perspective allows the game designer to create a more strongly characterized avatar [6] and directs the player's attention as in watching a film. In contrast, a first-person perspective provides the player with greater immersion into the game universe. [9]
Third-person shooters allow players to see the area surrounding the avatar more clearly. [6] This viewpoint facilitates more interaction between the character and their surrounding environment, such as the use of a tactical system in Gears of War , [10] or navigating tight quarters. [11] As such, the third-person perspective is better for interacting with objects in the game world, such as jumping on platforms, engaging in close combat, or driving a vehicle. However, the third-person perspective can interfere with tasks that require fine aiming. [12]
Third-person shooters sometimes compensate for their distinct perspective by designing larger, more spacious environments than first-person shooters. [13]
The boundaries between third-person and first-person shooters are not always clear. For example, many third-person shooters allow the player to use a first-person viewpoint for challenges that require precise aiming, while others simply allow a player to freely switch between first and third-person perspectives at will. [6] The first-person shooter Halo: Combat Evolved was actually designed as a third-person shooter, but added a first-person perspective to improve the interface for aiming and shooting. [14] The game switches to a third-person viewpoint when the avatar is piloting a vehicle, [6] and this combination of first-person for aiming and third-person for driving has since been used in other games. [15] Metroid Prime is another first-person shooter that switches to a third-person perspective when rolling around the environment using the morph ball. [16] Many games in the genre such as the ARMA series and its descendants (including the popular battle-royale shooter PUBG) allow players to freely transition between first and third-person perspectives at will.
Alexander R. Galloway writes that the "real-time, over-the-shoulder tracking shots of Gus Van Sant's Elephant evoke third-person shooter games like Max Payne , a close cousin of the FPS". [17]
2D third-person shooters have existed since the earliest days of video games, [18] dating back to Spacewar! (1962); [18] third-person perspective shooting is also featured in its clones, Galaxy Game (1971) and Computer Space (1971). [19] Arcade shooters with a 3D third-person perspective include Nintendo's Radar Scope (1979), [20] Atari's Tempest (1981), [21] Nihon Bussan's Tube Panic (1983), [22] Sega's Space Harrier (1985), [23] Atari's Xybots (1987), [24] and Square's 3-D WorldRunner (1987). [25] and JJ (1987) [26] Third-person shooters for home computers include Dan Gorlin's Airheart (1986) [27] and Paul Norman's Beyond Forbidden Forest (1986). [28]
Konami's run & gun shooter Contra (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases. [29] Konami's Devastators (1988) [30] is a third-person shooter [31] where, rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. Devastators also featured various obstacles that could be used to take cover from enemy fire, [30] as well as two-player cooperative gameplay. [32] A similar shooter released that same year was Cabal (1988), [33] which inspired many of its own "Cabal clones", such as NAM-1975 (1990) and Wild Guns (1994). [34] Kurt Kalata of Hardcore Gaming 101 cites Sega's Last Survivor (1988), released for arcades and then ported to the FM Towns and FM Towns Marty, featuring eight-player deathmatch. He notes that it has a perspective and split-screen similar to Xybots, but with entirely different gameplay and controls. [35]
In 1993, Namco released a two-player competitive 3D third-person shooter vehicle combat game, Cyber Sled . [36] A year later, Elite Systems Ltd. released Virtuoso on the 3DO. This was an early example of a home console third-person shooter which featured a human protagonist on-foot, as opposed to controlling a vehicle, and made use of polygonal 3D graphics along with sprites in a 3D environment. [37] Fade to Black (1995) was also a fully 3D third-person shooter released around this time, but as well as featuring an on-foot protagonist rather than a vehicle, utilised entirely polygonal 3D graphics. [38]
Tomb Raider (1996) by Eidos Interactive (now Square Enix Europe) is claimed by some commentators as a third-person shooter, [39] [5] [40] [41] [42] and Jonathan S. Harbour of the University of Advancing Technology argues that it's "largely responsible for the popularity of this genre". [5] Other commentators have considered it influential on later third person shooters such as BloodRayne (2002), [40] The Contra Adventure (1998), [43] MDK (1997), [44] Duke Nukem: Time To Kill (1998), [45] Burning Rangers (1998), [46] and Heavy Metal: F.A.K.K. 2 (2000). [42] The game eschewed the popular first person perspective of games such as Doom , instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by Prince of Persia . [8] [47] Mega Man Legends (1997) by Capcom is another early 3D third person shooter which took a different approach to the genre, mixing this with a role-playing game influence. Around the same time, Deathtrap Dungeon (1998) by Eidos Interactive and MediEvil (1998) by SCE Studio Cambridge (then Millennium Interactive) were some of the first 3D games in the genre to include third person shooter influences in a fantasy setting, with fictional or alternative weapons achieving the same effect as a gun for the player. Die Hard Trilogy (1998) by Fox Interactive was met with critical acclaim at the time of its release, [48] [49] and the section of the game based around the first Die Hard film in the trilogy was another early take on a 3D third person shooter.
Syphon Filter (1999) by Eidetic (now Bend Studio) combined the perspective of Tomb Raider with action elements of games such as GoldenEye 007 (1997) and Metal Gear Solid (1998). [50] Richard Rouse III wrote in Game Developer that the game was the most popular third person shooter for the PlayStation. [51] The Nintendo 64 version of Army Men: Sarge's Heroes by The 3DO Company was released the same year as Syphon Filter, and is an early example of a popular third person shooter which introduced the player being allowed to control aiming of their weapon themselves by means of two control sticks. In Tomb Raider and Syphon Filter, on the other hand, the protagonists automatically aimed at antagonists. [8] [51] Forcing or allowing the player to control aiming themselves, either using control sticks or a mouse, would go on to become commonplace in later games in the genre, such as Oni (2001), Max Payne (2001) and SOCOM (2002). [51] Max Payne (2001) was acclaimed as a superlative third person shooter, inspired by Hong Kong action cinema. [52] Several platform games with third-person shooter elements were also released during that time; examples included Ratchet & Clank and most of the games in the Jak and Daxter series, both of which were designed for younger audiences than most third-person shooters.
Resident Evil 4 (2005) was influential in helping to redefine the third-person shooter genre, [53] with its use of "over the shoulder" offset camera angles, where the camera is placed directly over the right shoulder and therefore doesn't obscure the action. [54] An important gameplay mechanic that helped revolutionize third-person shooters in the past decade was the cover system. Koei's WinBack (1999) [55] has a cover system. Kill Switch (2003) features the cover system as its core game mechanic, [56] along with a blind fire mechanic. [57] Gears of War (2006) employed tactical elements such as taking cover, [58] influenced by Kill Switch, [59] using off-center viewpoints inspired by Resident Evil 4. The game also employed grittier themes than other titles and used a unique feature which rewarded the player for correctly reloading weapons. [60] Gears of War, as well as games such as Army of Two (2008), place a greater emphasis on two player cooperative play, [61] as does Resident Evil 5 (2009). [62] [63] As of 2009, the third-person shooter genre has a large audience outside Japan, particularly in North America. [64] Vanquish (2010) by PlatinumGames featured a gameplay style reminiscent of bullet hell shooters, with bullets and missiles coming from all directions. [65]
The third-person shooter genre is still quite popular in contemporary gaming circles. In 2012, Rockstar Games released Max Payne 3 , which was praised for its refined gameplay. In 2015, Nintendo published multiplayer third-person shooter game Splatoon for the Wii U, which was followed by two sequels for Nintendo Switch in 2017 and 2022 respectively, with Splatoon 2 being one of the console's highest selling games and Splatoon 3 becoming one of the fastest selling Switch games. In the late 2010s, the third-person shooter battle royale game Fortnite Battle Royale saw huge popularity. The survival horror games Resident Evil 2 and Resident Evil 3: Nemesis were remade in 2019 and 2020 respectively, featuring third-person shooter gameplay similar to Resident Evil 4.
A platformer is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels with uneven terrain and suspended platforms that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, gliding through the air, or bouncing from springboards or trampolines.
A tactical shooter is a sub-genre of first- and third-person shooters, associated with using strategy, planning, and tactics in gameplay, as well as the realistic simulations of ballistics, firearm mechanics, physics, stamina, and low time to kill. Dating back to strategy games from the late 1980s, the genre first rose to prominence in the late 1990s with the releases of several well-received tactical shooters. The popularity of the genre saw a decline in the late 2000s as fast-paced "arcade"-like action shooters rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters.
A stealth game is a type of video game in which the player primarily uses stealth to avoid or overcome opponents. Games in the genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. Some games allow the player to choose between a stealthy approach or directly attacking antagonists, but rewarding the player for greater use of stealth. The genre has employed espionage, counter-terrorism, and rogue themes, with protagonists that are special forces operatives, special agents, secret agents, thieves, ninjas, or assassins. Some games have also combined stealth elements with other genres, such as first-person shooters and also platformers.
Shoot 'em ups are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives.
Survival horror is a subgenre of horror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and unexpected attacks from enemies.
An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, rhythm games and platform games. Multiplayer online battle arena and some real-time strategy games are also considered action games.
An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.
Shooter video games or shooters are a subgenre of action video games where the focus is on the defeat of the character's enemies using ranged weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons.
Free look describes the ability to move a mouse, joystick, analogue stick, or D-pad to rotate the player character's view in video games. It is almost always used for 3D game engines, and has been included on role-playing video games, real-time strategy games, third-person shooters, first-person shooters, racing games, and flight simulators. Free look is nearly universal in modern games, but it was one of the significant technical breakthroughs of mid-1990s first-person perspective games. Many modern console games dedicate one of the several analogue sticks on the gamepad entirely to rotating the view, where as some older console games, when gamepads usually had fewer or only a single D-pad or analogue stick, had a feature where the single D-pad or analogue stick would move the view instead of the character whilst the player held down another button at the same time, often labelled in game as the "look button".
A cooperative video game, often abbreviated as co-op, is a video game that allows players to work together as teammates, usually against one or more non-player character opponents (PvE). Co-op games can be played locally using one or multiple input controllers or over a network via local area networks, wide area networks, or the Internet.
Shinji Mikami is a Japanese video game designer, director, and producer. Starting his career at Capcom in 1990, he has worked on many of the company's most successful games. He directed the first installment of the Resident Evil series in 1996 and the first installment of the Dino Crisis series in 1999, both survival horror games. He returned to Resident Evil to direct the remake of the first game in 2002 and the survival horror third-person shooter Resident Evil 4 in 2005. In 2006, he directed his final Capcom game God Hand, a beat 'em up action game. Mikami founded PlatinumGames in 2006 and directed the third-person shooter Vanquish in 2010. That same year he left the studio and founded a new studio Tango Gameworks and directed the survival horror game The Evil Within in 2014. He has also served the roles of producer and executive producer for many games. In 2023, he left the studio and founded a new studio KAMUY in 2024.
An action role-playing game is a subgenre of video games that combines core elements from both the action game and role-playing genre.
Syphon Filter is a 1999 third-person shooter video game developed by Eidetic and published by Sony Computer Entertainment for the PlayStation. 989 Studios released the game in North America. It is the first installment in the Syphon Filter franchise. The plot centers on special agents Gabriel "Gabe" Logan and Lian Xing who are tasked by the United States government to apprehend a German international terrorist.
In video games, first-person is any graphical perspective rendered from the viewpoint of the player character, or from the inside of a device or vehicle controlled by the player character. It is one of two perspectives used in the vast majority of video games, with the other being third-person, the graphical perspective from outside of any character ; some games such as interactive fiction do not belong to either format.
Light-gun shooter, also called light-gun game or simply gun game, is a shooter video game genre in which the primary design element is to simulate a shooting gallery by having the player aiming and discharging a gun-shaped controller at a screen. Light-gun shooters revolve around the protagonist shooting virtual targets, either antagonists or inanimate objects, and generally feature action or horror themes and some may employ a humorous, parodic treatment of these conventions. These games typically feature "on-rails" movement, which gives the player control only over aiming; the protagonist's other movements are determined by the game. Games featuring this device are sometimes termed "rail shooters", though this term is also applied to games of other genres in which "on-rails" movement is a feature. Some, particularly later, games give the player greater control over movement and in still others the protagonist does not move at all. On home computer conversions of light-gun shooters, mouse has been often an optional or non-optional replacement for a light gun.
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required.
A variety of computer graphic techniques have been used to display video game content throughout the history of video games. The predominance of individual techniques have evolved over time, primarily due to hardware advances and restrictions such as the processing power of central or graphics processing units.
A first-person shooter (FPS) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective, with the player experiencing the action directly through the eyes of the main character. This genre shares multiple common traits with other shooter games, and in turn falls under the action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world, and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units. Multiplayer gaming has been an integral part of the experience, and became even more prominent with the diffusion of internet connectivity in recent years.
A cover system is a video game gameplay mechanic that allows a virtual avatar to hide from and avoid dangers, usually in a three-dimensional world. This method is a digital adaptation of the real-life military tactic of taking cover behind obstacles, for purposes of attaining protection from enemy ranged or area effect attacks, such as gunfire or explosions.
A horror game is a video game genre centered on horror fiction and typically designed to scare the player. The term may also be used to describe tabletop games with horror fiction elements.
Clearly this early third-person shooter [Spacewar] paved the way for the FPS proper. The rockets are drawn on the screen against a 2-D backdrop of stars.
Some of the earliest video games, such as the mainframe game Spacewar! (1962) and commercial games based on it like Galaxy Game (1971) and Computer Space (1971) also involved shooting . . . [T]hese games featured shooting from a third-person perspective.
Radar Scope owed much to the popularity of Space Invaders and Galaxian, but nevertheless felt original thanks to its 3D third-person perspective.
[Tempest] corresponds to a third-person shooter, by contemporary standards.
Even Flashback's own sequel, Fade to Black, was a fully 3D third-person shooter.