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Tactical shooter
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==Game design== According to ''[[IGN]]'', tactical shooters "are about caution, care, cooperation, coordination, planning, and pacing. In these games, making decisive pushes, quick moves for cover, strategic retreats, and last ditch grabs at the gold are not only important to success, but balanced in such a way that they become enjoyable activities in play."<ref>{{cite web|author=Ivan Sulic |url=http://pc.ign.com/articles/358/358691p2.html |archive-url= https://web.archive.org/web/20121026021812/http://www.ign.com/articles/2002/05/07/tactical-ops?page=2 |title=Tactical Ops – PC Review at IGN |publisher=Pc.ign.com |access-date=July 28, 2012|url-status=dead |archive-date=October 26, 2012 }}</ref> David Treharne of ''GameSpew'' identifies four criteria for what qualifies as a tactical shooter: "{{Not a typo|[M]ainly}} you're looking for the use of: realistic constraints of player movement; realistically simulated ballistics and accuracy; squad based or multiple approach/style accessibility; and a low tolerance or low health realistic damage model. Basically, you usually move slower than most shooters, your accuracy is much lower and bullets drop over a distance, you usually have a squad to command, and all of you only being able to take two or three shots before dying."<ref>{{cite web |author=David Treharne (May 31, 2016) |url=https://www.gamespew.com/2016/05/top-10-tactical-shooters/ |title=Top 10 Tactical Shooters |date=May 31, 2016 |publisher=Gamespew.com |access-date=October 15, 2017 |archive-date=October 16, 2017 |archive-url=https://web.archive.org/web/20171016122443/https://www.gamespew.com/2016/05/top-10-tactical-shooters/ |url-status=dead }}</ref> Tactical shooters are designed around realism and authenticity, primarily in regards to weapon functionality, movement, and mission objectives.<ref name="fundamentals"/> A staple of tactical shooters is their low [[Glossary of video game terms#time to kill|time to kill]], where players and NPCs can be killed in a short amount of time or with very few attacks. To account for this, a number of tactical shooters implement different levels of body armor, such as in the ''Rainbow Six'' and ''SWAT'' series, though these only offer a modicum of safety and do not guarantee player survival. The consequences of death may also be high: players may have to be [[Glossary of video game terms#revive|revived]], have lengthy [[Spawning (video games)|respawn]] times, or have their character [[Permadeath|killed permanently]]; there may also be a lack of [[Saved game#Checkpoints|checkpoints]] in levels, forcing players to restart upon failure or continue with their inflicted losses. Due to this realistic but punishing gameplay, the individual heroism seen in other shooter games is drastically restrained, players are forced to rely on proper [[military tactics]] and teamwork to succeed,<ref name="fundamentals">{{cite book|last=Rollings|first=Andrew|author2=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|access-date=February 10, 2009|archive-date=December 31, 2017|archive-url=https://web.archive.org/web/20171231072651/http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html|url-status=live}}</ref><ref>Fudge, James, [http://uk.cube.gamespy.com/gamecube/tom-clancys-rainbow-six-3/505147p1.html Rainbow Six 3 to GameCube (GCN)] {{Webarchive|url=https://web.archive.org/web/20200919055231/http://uk.cube.gamespy.com/gamecube/tom-clancys-rainbow-six-3/505147p1.html|date=September 19, 2020}} ''GameSpy'' (April 8, 2004), Retrieved on February 7, 2008</ref><ref>Tamte, Peter [http://uk.pc.gamespy.com/pc/close-combat-first-to-fight/563591p1.html Close Combat: First to Fight – Vol #3 (PC)] {{Webarchive|url=https://web.archive.org/web/20200924005156/http://uk.pc.gamespy.com/pc/close-combat-first-to-fight/563591p1.html|date=September 24, 2020}} ''GameSpy'' (November 4, 2004) Retrieved on February 7, 2008</ref><ref>[https://web.archive.org/web/20120206221716/http://uk.pc.ign.com/articles/386/386807p1.html Special Forces Pack Released] ''IGN'' (February 20, 2003) Retrieved on February 7, 2008</ref> and playstyles are typically slower than other types of shooters.<ref name="starwars" /> More caution and patience is required in combat, such as methodically advancing through cover and concealment as opposed to charging toward the enemy and shooting in the open.<ref>{{cite web |author=Andrew Vandervell |date=October 16, 2006 |title=Gears of War Hands-on Preview |url=https://www.videogamer.com/previews/gears-of-war-hands-on-preview |url-status=live |archive-url=https://web.archive.org/web/20171201182541/https://www.videogamer.com/previews/gears-of-war-hands-on-preview |archive-date=December 1, 2017 |access-date=January 31, 2019 |publisher=videogamer.com}}</ref> Emphasis is placed on realistic modeling of [[weapon]]s and [[ballistics]],<ref name="deltaforce" /> and [[power-up]]s are generally more limited than in other shooters, if existent at all.<ref>{{cite magazine |author=Jason Samuel |date=November 29, 2000 |title=Feature: Tactical Shooters: The Second Generation |url=http://www.gamepro.com/article/features/3729/tactical-shooters-the-second-generation/ |magazine=GamePro |archive-url=https://web.archive.org/web/20110607065033/http://www.gamepro.com/article/features/3729/tactical-shooters-the-second-generation/ |archive-date=June 7, 2011 |access-date=April 22, 2009}}</ref> Weapons in tactical shooters are usually designed to be inaccurate while moving and more accurate while in crouching or prone stances.<ref>{{cite web |author=Shane Satterfield |date=October 16, 2002 |title=Tom Clancy's Ghost Recon (Xbox) |url=http://archive.gamespy.com/previews/october02/ghostreconxbox/ |archive-url=https://web.archive.org/web/20110525152848/http://archive.gamespy.com/previews/october02/ghostreconxbox/ |archive-date=May 25, 2011 |access-date=April 21, 2009 |publisher=GameSpy}}</ref> Jumping, which is seldom performed in real combat, is de-emphasized or even omitted,<ref>{{cite web |author=RaptoR |date=November 25, 2006 |title=Gears of War Review |url=http://planetgearsofwar.gamespy.com/View.php?view=Articles.Detail&id=7 |archive-url=https://web.archive.org/web/20130918214016/http://planetgearsofwar.gamespy.com/View.php?view=Articles.Detail&id=7 |archive-date=September 18, 2013 |access-date=April 18, 2009 |publisher=GameSpy}}</ref><ref>{{cite web |author=Erik Wolpaw |date=May 17, 2006 |title=Tom Clancy's Ghost Recon 2 (Xbox) review |url=https://www.gamespot.com/reviews/tom-clancys-ghost-recon-2-review/1900-6113799/ |url-status=live |archive-url=https://web.archive.org/web/20190131093258/https://www.gamespot.com/reviews/tom-clancys-ghost-recon-2-review/1900-6113799/ |archive-date=January 31, 2019 |access-date=January 31, 2019 |website=[[GameSpot]]}}</ref> though some games may offer limited climbing or vaulting mechanics. Many tactical shooters feature "leaning", where the player can lean left or right to peek and fire around corners or behind cover without exposing the rest of their body to attack. A majority of tactical shooters have [[Sight (device)|sight]] mechanics, where players are able to either "hip-fire" (fire without aiming the weapon's sights), which is less accurate but gives a wider view of the area; or "aim down sights" (ADS) for better accuracy, increased zoom, or an aiming reticle, at the cost of restricted visibility and camera sensitivity. To highlight their emphases on realism, tactical shooters feature limited or minimalistic [[HUD (video gaming)|HUD]] elements compared to most other shooters, the extent of which can vary depending on the game, difficulty, or selected options, ranging from the absence of a [[Mini-map|minimap]] or [[Health (game terminology)|health bar]] to the full or partial absence of HUD staples such as crosshairs and [[ammunition]] counters.<ref>{{cite web |author=Official Xbox Magazine staff |date=March 25, 2006 |title=America's Army: Rise of a Soldier |url=http://www.computerandvideogames.com/article.php?id=136261 |archive-url=https://web.archive.org/web/20140228094519/http://www.computerandvideogames.com/136261/reviews/americas-army-rise-of-a-soldier-review/ |archive-date=February 28, 2014 |access-date=January 31, 2019 |publisher=CVG}}</ref> Some tactical shooters make use of [[squad]]-based tactics, where the [[player character]] (and usually also the enemy) is supported by a team of allied units, typically [[Artificial intelligence in video games|computer-controlled]]. While early tactical shooters had simple AI allies who followed set pathing, AI in later games has evolved with more complex responses such as autonomously seeking cover.<ref>{{cite web | url = https://www.gamespot.com/reviews/delta-force-xtreme-review/1900-6127076/ | website = GameSpot | title = Delta Force: Xtreme Review | author = Alex Navarro | date = June 7, 2005 | access-date = January 31, 2019 | archive-date = January 31, 2019 | archive-url = https://web.archive.org/web/20190131093239/https://www.gamespot.com/reviews/delta-force-xtreme-review/1900-6127076/ | url-status = live }}</ref> In games with sufficiently robust AI, the player character may be able to issue commands to AI squadmates,<ref name="hiddenanddangerous">{{cite web |author=Scott Osborne |date=October 28, 2003 |title=Hidden & Dangerous 2 review |url=https://www.gamespot.com/reviews/hidden-and-dangerous-2-review/1900-6077470/ |url-status=live |archive-url=https://web.archive.org/web/20180806024617/https://www.gamespot.com/reviews/hidden-and-dangerous-2-review/1900-6077470/ |archive-date=August 6, 2018 |access-date=January 31, 2019 |website=CNET}}</ref><ref name="starwars">{{cite web | url = http://xbox.gamespy.com/xbox/star-wars-republic-commando/589626p1.html | title = Star Wars: Republic Commando (Xbox) | publisher = GameSpy | author = Will Tuttle | date = February 21, 2005 | access-date = March 10, 2009 | archive-date = February 24, 2005 | archive-url = https://web.archive.org/web/20050224043117/http://xbox.gamespy.com/xbox/star-wars-republic-commando/589626p1.html | url-status = live }}</ref> such as ordering them to cover an advance, flank a position, or clear an area of hostiles such as in ''Brothers in Arms''. Some games in the genre allow players to plan their team's movements before a mission, which the AI then follows independently.<ref name="hiddenanddangerous"/> [[Multiplayer video game|Multiplayer]] tactical shooters may allow other players to assist each other either in the same squad or even commanding their own squads, allowing human players to strategize and coordinate more effectively compared to the limited commands available for AI. Team tactics are emphasized in tactical shooters more than other shooter genres, and thus accurate aiming and quick reflexes are not always sufficient for victory.<ref name="xboxonline">{{cite web | url = http://www.xbox.com/en-US/games/t/tomclancysghostreconadvancedwarfighterxbox360/20060331-ghostingonline.htm | title = Ghosting Online | publisher = xbox.com | author = Alex McLain | access-date = March 10, 2009|archive-url=https://web.archive.org/web/20100307213922/http://www.xbox.com/en-US/games/t/tomclancysghostreconadvancedwarfighterxbox360/20060331-ghostingonline.htm|archive-date=March 7, 2010}}</ref> The game's setting and scope are usually reflected in the game's level designs and mechanics. For example, in ''[[SWAT 4]]'', the player leads a contemporary [[SWAT]] team against criminals and terrorists in an [[East Coast of the United States|East Coast]] metropolis; thus, it follows that most levels in the game are inspired by the urban and suburban [[Eastern United States]], with most levels set indoors, and most level layouts and gameplay focusing on the [[close-quarters combat]] that SWAT teams specialize in; and therefore, the game features equipment that work within the game's setting, such as [[Doorstop|door wedges]] to seal doors and [[Taser|tasers]] to stun and arrest enemies.<ref name="SWAT4"/> The setting itself defines how "realistic" the game may be: a game depicting [[modern warfare]] set in the present may use modern combat tactics with realistic weapons, while a game set in the [[Near future in fiction|near future]] or a different universe may incorporate elements of [[science fiction]] and use fictional or theoretical advanced technology, while still using generally sensible combat tactics.<ref name="starwars" /> The setting may also determine what level objectives the game may feature: the ''[[Counter-Strike]]'' and ''[[Tom Clancy's Rainbow Six|Rainbow Six]]'' series each depict [[Counterterrorism|counterterrorist]] tactical units, so the objectives seen in most of their games are centered around the typical duties of those units, namely defeating [[Terrorism|terrorists]], rescuing [[Hostage|hostages]], and [[Bomb disposal|defusing bombs]].<ref name="SWAT4" /> ===Weapons=== Tactical shooters feature a wide variety of weapons often modeled on real firearms. The weapons featured depend on the setting, but are generally intended to suit the period (so a game set in [[World War II]] would feature period-accurate weaponry and lack modern weapons such as the [[M16 rifle]]). [[Ballistics]] are typically simulated, as are elements of authenticity such as [[recoil]], [[motion blur]], [[Tinnitus|ear-ringing]] from [[Explosion|explosions]], and the feeling of being [[Suppressive fire|suppressed]]. Some developers of tactical shooters may hire [[Technical advisor|technical advisors]] from [[military]], [[law enforcement]], or [[Firearm|firearms]] specializations to ensure accuracy in in-game depictions.<ref name="Thunderbolt2">{{cite web|url=http://www.thunderboltgames.com/review/brothers-in-arms-road-to-hill-30|title=Brothers in Arms: Road to Hill 30|publisher=Thunderbolt|author=Morton, Philip|access-date=July 19, 2016|archive-date=December 1, 2017|archive-url=https://web.archive.org/web/20171201031726/http://www.thunderboltgames.com/review/brothers-in-arms-road-to-hill-30|url-status=dead}} April 7, 2005</ref> Simulating actual combat is often sacrificed in favor of balance as well as playability. There may be considerable modifications to in-game weapons and ballistics compared to real life, deliberately done to ensure [[game balance]] in multiplayer [[Player versus player|PvP]] or [[Esports|competitive modes]].<ref>{{cite web |url=http://www.gameranx.com/updates/id/5150/article/modern-warfare-3-balanced-guns-a-matter-of-perception-says-infinity-ward/ |title=Modern Warfare 3: Balanced Guns a Matter of Perception, says Infinity Ward |publisher=Gameranx.com |date=February 20, 2012 |access-date=July 28, 2012 |archive-date=November 27, 2020 |archive-url=https://web.archive.org/web/20201127085549/https://gameranx.com/updates/id/5150/article/modern-warfare-3-balanced-guns-a-matter-of-perception-says-infinity-ward/ |url-status=live }}</ref><ref>{{cite web|author=Ryan Fleming |url=http://www.digitaltrends.com/gaming/call-of-duty-modern-warfare-3-review/ |title=Call of Duty: Modern Warfare 3 Review |publisher=Digital Trends |date=November 8, 2011 |access-date=July 28, 2012|archive-url=https://web.archive.org/web/20160817233010/http://www.digitaltrends.com/gaming/call-of-duty-modern-warfare-3-review/|archive-date=August 17, 2016}}</ref> For instance, tactical shooters with notable competitive scenes such as the ''Counter-Strike'' series typically allow the player to survive multiple bullet hits to the torso (ignoring the bullet resistance of different types of [[ballistic vest]]s) and even more to the legs (rarely armored in real life), while registering an automatic kill for melee hits to the back (whether punches or knife stabs) and headshots (regardless of weapon caliber, impact point, or whether the target is wearing a [[combat helmet|helmet]]).<ref name="gamespot1">{{cite web |url=http://www.gamespot.com/half-life-counter-strike/reviews/half-life-counter-strike-review-2657769/ |title=Half-Life: Counter-Strike Review |publisher=GameSpot.com |date=November 8, 2000 |access-date=July 28, 2012 |archive-date=November 21, 2012 |archive-url=https://web.archive.org/web/20121121012143/http://www.gamespot.com/half-life-counter-strike/reviews/half-life-counter-strike-review-2657769/ |url-status=live }}</ref> In contrast to run-and-gun shooters such as ''[[Quake (video game)|Quake]]'' which allow players to carry full arsenals, tactical shooters place considerable restrictions on what players may be equipped with, requiring players to carefully select their weapons, equipment, and inventories accordingly. The typical loadout setup used in tactical shooters is that of one "primary weapon" (traditionally a [[long gun]] such as a [[rifle]], [[shotgun]], [[submachine gun]], or [[light machine gun]]) and one "secondary weapon" (traditionally a [[Sidearm (weapon)|sidearm]] such as a [[handgun]]). [[Grenade|Grenades]] of both "explosive"/"lethal" (such as [[Fragmentation (weaponry)|fragmentation grenades]] and [[Molotov cocktail|Molotov cocktails]]) and "tactical"/"non-lethal" (such as [[Stun grenade|stun grenades]] and [[Smoke grenade|smoke grenades]]) varieties, and useful equipment such as [[First aid kit|medkits]], are often under their own slots, sometimes used with a single input as opposed to individually equipping them. Melee weapons such as [[Combat knife|combat knives]] may also have their own slot, though games with more distant or firearm-based combat (such as ''[[Arma 3]]'') may lack melee weapons entirely. [[Rocket launcher|Rocket launchers]] and [[Grenade launcher|grenade launchers]], occasionally having their own "launcher" slot, may have varying focuses compared to their "general purpose" depictions in arcade shooters, such as dedicated [[Anti-tank guided missile|ATGM]] and [[Man-portable air-defense system|MANPADS]] launchers, or underbarrel anti-personnel grenade launchers that can be equipped on some rifles and [[carbine]]s. In many instances, the player's selected [[Character class|class]] affects what weapons are available to them; a [[rifleman]] class, for example, may only have rifles and carbines as their available primary weapons. This prevents "jack-of-all-trades" loadouts where one player can carry everything they need, and promotes cooperation between players with different loadouts and classes In most tactical shooters, the basic weapon and equipment slots are the extent of the player's inventory; however, in some more expansive games, such as the [[Arma (series)|''Arma'']] series, individual items such as [[Magazine (firearms)|magazines]] for equipped weapons are carried in the player's inventory, which must be managed to mitigate its effects on the player character's weight. Carry weight is a game mechanic in many tactical shooters, increasing with the weapons, armor, or items carried by the player character, and affecting movement speed, stamina, time taken to aim down sights, and the ability to focus while aiming. The weight mechanic forces players to properly manage their inventory and choose whether they value mobility, effectiveness, or protection, preventing "jack-of-all-trades" loadouts where one player can carry everything they need, and promoting cooperation between players with different loadouts and classes. In many tactical shooters featuring a weight system, weight is always a present factor that must be dealt with; however, in some, such as the ''Counter-Strike'' series, weight only applies to what is currently equipped—so a machine gun would be "heavier" than a knife, despite them both being carried by the player—meaning [[Loophole|loopholes]] around weight restrictions may be found, such as equipping a knife to move faster. Many tactical shooters (especially modern releases) feature varying degrees of weapon customization. In most modern tactical shooters, this is limited to the addition of firearm attachments such as a variety of [[Telescopic sight|scopes]], [[Holographic weapon sight|holographic sights]], [[Laser sight (firearms)|laser sights]], [[Flashlight|flashlights]], [[Vertical forward grip|foregrips]], and [[Silencer (firearms)|suppressors]]. In games where weight is a factor, the player's equipped attachments may add to their character's weight. In less-grounded shooters, weapon customization may extend to stylized weapon [[Military camouflage|camouflage]] [[Skin (video games)|skins]] and [[keychain]]-style "charms" (as seen in ''[[Tom Clancy's Rainbow Six Siege|Rainbow Six Siege]]''), while in more detailed and comprehensive shooters, individual components of the gun itself such as the [[barrel shroud]] and [[Stock (firearms)|stock]] may be customized or replaced (as seen in ''[[Escape from Tarkov]]''). Despite generally aiming for realism and accuracy, some tactical shooters tend to make exceptions with their weapon accuracy. "Akimbo" ([[dual wield]]ing) of firearms is generally rare in tactical shooters, yet it still appears as an option occasionally, such as in ''[[Counter-Strike]]'' with weapons ranging from small pistols to long-barreled shotguns. The [[Desert Eagle]], despite being unsuitable for actual military applications, is still frequently found in many tactical shooters as a high-powered handgun option.<ref>{{Cite web |url=http://world.guns.ru/handguns/hg/isr/desert-eagle-e.html |title=Modern Firearms - Desert Eagle |access-date=December 22, 2012 |archive-date=October 22, 2013 |archive-url=https://web.archive.org/web/20131022124056/http://world.guns.ru/handguns/hg/isr/desert-eagle-e.html |url-status=live }}</ref> Outdated weapons such as the [[AK-47]] are often seen in modern military service in some games, despite them being mostly replaced by modern times (the AK-47 in particular having been replaced in [[Soviet Army]] service by the [[AK-74]] in the 1970s).<ref name="NPRKahaner">{{Cite web |date=2014-07-30 |title='AK-47: The Weapon Changed the Face of War' : NPR |website=[[NPR]] |url=http://www.npr.org/templates/story/story.php?storyId=6539945 |access-date=2022-12-26 |archive-url=https://web.archive.org/web/20140730054103/http://www.npr.org/templates/story/story.php?storyId=6539945 |archive-date=July 30, 2014 }}</ref> Experimental weapons, such as the [[OICW]], are commonly seen in many titles, such as the ''Ghost Recon'' and ''Delta Force'' series, and modern tactical shooters have tended to place more of an emphasis on the future of warfare through the implementation of drones and micro-cameras.
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