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{{Short description|Video game genre}} {{Use mdy dates|date=March 2019}} [[File:Arma 3 Gameplay Screenshot.jpg|thumb|''[[Arma 3]]'' (2013) is a modern example of a tactical shooter and a milsim. Variants of it are also used by real militaries for [[military simulation]] training.]] {{VG Action}} A '''tactical shooter''' is a [[Video game genre|sub-genre]] of [[First-person shooter|first-]] and [[third-person shooter]]s, associated with using [[strategy]], [[planning]], and [[Military tactics|tactics]] in [[gameplay]], as well as the realistic simulations of [[ballistics]], [[firearm]] mechanics, [[Game physics|physics]], [[Endurance|stamina]], and low [[Glossary of video game terms#time to kill|time to kill]]. Dating back to [[Strategy video game|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 game|action shooters]] rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters. Tactical shooters involving military operations in grounded and realistic settings are sometimes known as [[MilSim#Video games|milsims]].<ref name="ssim">{{cite web | last = Richardson | first = Ben | title = Armed Assault | publisher = GamesRadar UK | date = April 20, 2006 | url = http://www.gamesradar.com/pc/arma-armed-assault-import/preview/armed-assault/a-2006042016405064066/g-20060420163514716024 | access-date = February 13, 2009 | archive-date = June 16, 2011 | archive-url = https://web.archive.org/web/20110616035112/http://www.gamesradar.com/pc/arma-armed-assault-import/preview/armed-assault/a-2006042016405064066/g-20060420163514716024 | url-status = live }}</ref><ref>IGN Staff [http://uk.pc.ign.com/articles/100/100508p1.html Operation Flashpoint Goes to War] {{Webarchive|url=https://web.archive.org/web/20120206221729/http://uk.pc.ign.com/articles/100/100508p1.html |date=February 6, 2012 }} ''IGN'' (December 14, 2001) Retrieved on February 7, 2008</ref><ref>Adams, David [http://uk.pc.ign.com/articles/687/687290p1.html America's Army Linked Up] {{Webarchive|url=https://web.archive.org/web/20120211155834/http://uk.pc.ign.com/articles/687/687290p1.html |date=February 11, 2012 }} ''IGN'', (February 9, 2006) Retrieved on February 7, 2008</ref> These games and (often) [[Video game modding|mods]] enhance the genre's realism to include aspects such as individual limb damage, realistic multi-step injury treatment, enhanced ballistic and [[ricochet]] simulations, weapon wear and malfunctions, detailed vehicle damage and repairs, and lengthy trips to the [[area of operations]], to authentically simulate military procedure. ==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. ==History== [[File:Tom Clancy's Rainbow Six 1998 Gameplay Screenshot.jpg|thumb|[[Tom Clancy's Rainbow Six (video game)|''Tom Clancy's Rainbow Six'']] (1998) has been considered "the first true tactical shooter".<ref>{{Cite web |last= |first= |date=2010-01-07 |title=The History of Online Shooters |url=https://www.ign.com/articles/2010/01/07/the-history-of-online-shooters |access-date=2023-07-01 |website=IGN |language=en}}</ref>]] Features now common to the tactical shooters genre originated in the late 1980s and early 1990s, starting with ''[[Airborne Ranger]]'' (1987) by [[Microprose]]. ''[[Computer Gaming World]]'' compared it to the earlier 1985 arcade game ''[[Commando (video game)|Commando]]'', a more typical action shooter of the period, but commented that it was "deeper and more versatile".<ref name="CGW">{{Cite news|date=January 1988|last=Rohrer|first=Kevin|magazine=[[Computer Gaming World]]|title=Airborne Ranger|pages=18}}</ref> The game featured a limited inventory which had to be carefully managed, a variety of mission types which often promoted guile over violence, and the impetus to plan ahead and outmaneuver the enemy—all of which are features common in the tactical shooter genre as a whole. ''Airborne Ranger'' was followed by ''[[Special Forces (video game)|Special Forces]]'' (1992), also by Microprose, which first introduced squad mechanics to the genre. Also considered an early tactical shooter is [[Hostages (video game)|''Hostages'']] (1988) by [[Infogrames]], in which the player takes the role of French [[GIGN]] operatives to besiege and raid an embassy that has been taken over by terrorists, which ''[[Destructoid]]'' compared to the later ''Rainbow Six'' franchise of tactical shooters.<ref>{{Cite web |date=2020-12-05 |title=Hostages: The original Rainbow Six Siege |url=https://www.destructoid.com/hostages-the-original-rainbow-six-siege/ |access-date=2023-06-30 |website=Destructoid |language=en-US}}</ref> The next technical breakthrough came in 1993 with the release of ''[[SEAL Team (video game)|SEAL Team]]'' by [[Electronic Arts]]. This game already offered many of the basic features associated with the genre, including utilizing support elements and vehicular units, and running a real-time simulated environment (with 3D [[Vector graphics]]) that reacts to the player's actions. Experiments in tactical shooter design were sparse over the next five years, and included ''[[Terra Nova: Strike Force Centauri]]'', released in 1996—one of first 3D-rendered games with squad-oriented gameplay.<ref name=gamespy>{{cite web |archive-url=https://web.archive.org/web/20040616045636/http://www.gamespy.com/articles/495/495425p1.html |url=http://www.gamespy.com/articles/495/495425p1.html |title=Looking Glass and ''Terra Nova: Strike Force Centauri'' |date=May 1, 2001 |url-status=live |archive-date=June 16, 2004 |last=Hiles |first=Bill |work=[[GameSpy]] |access-date=October 26, 2010 }}</ref><ref name=nyt>{{cite web |archive-url=https://web.archive.org/web/20110124212406/http://www.nytimes.com/2000/08/03/technology/game-theory-in-free-spirited-play-a-departed-spirit-lives.html |url=https://www.nytimes.com/2000/08/03/technology/game-theory-in-free-spirited-play-a-departed-spirit-lives.html |last=Olafson |first=Peter |url-status=live |title=GAME THEORY; In Free-Spirited Play, a Departed Spirit Lives |archive-date=January 24, 2011 |date=August 3, 2000 |work=[[The New York Times]] |access-date=October 26, 2010}}</ref> The first major successes of the genre came in 1998, with games such as ''[[Tom Clancy's Rainbow Six (video game)|Rainbow Six]]'', ''[[Tom Clancy's Ghost Recon (2001 video game)|Ghost Recon]]'', and ''[[Delta Force (video game)|Delta Force]]'', which are credited for defining and refining the genre.<ref name="deltaforce">{{cite web |url=http://www.gamespot.com/pc/action/deltaforcetaskforcedagger/review.html |website=GameSpot |title=Delta Force: Task Force Dagger Review |author=Scott Osborne |date=July 16, 2002 |access-date=March 10, 2009 |archive-date=October 23, 2011 |archive-url=https://web.archive.org/web/20111023044344/http://www.gamespot.com/pc/action/deltaforcetaskforcedagger/review.html |url-status=live }}</ref><ref name="SWAT4">{{cite web |url=http://pc.ign.com/articles/578/578604p1.html |archive-url=https://web.archive.org/web/20050113060414/http://pc.ign.com/articles/578/578604p1.html |url-status=dead |archive-date=January 13, 2005 |title=SWAT 4 Impressions |author=Tom McNamara |website=IGN |access-date=March 10, 2009 |date=January 10, 2005}}</ref><ref name="The Way of the Gun">{{cite web |url=http://folk.uib.no/smkrk/docs/wayofthegun.pdf |title=The Way of the Gun |author=Klevier, Rune |publisher=University of Bergen, Norway |access-date=March 10, 2009 |date=October 16, 2006 |archive-date=February 11, 2009 |archive-url=https://web.archive.org/web/20090211084744/http://folk.uib.no/smkrk/docs/wayofthegun.pdf |url-status=live }}</ref><ref>{{cite web |url=http://pc.gamespy.com/pc/delta-force-reloaded/627459p1.html |title=Delta Force Xtreme (PC) |publisher=GameSpy |author=Scott Osborne |date=June 20, 2005 |access-date=March 10, 2009 |archive-date=June 15, 2006 |archive-url=https://web.archive.org/web/20060615143850/http://pc.gamespy.com/pc/delta-force-reloaded/627459p1.html |url-status=live }}</ref> Other influences on the genre included games such as the [[SOCOM U.S. Navy SEALs|''SOCOM ''series]], as well as the [[Police Quest|''SWAT'' series]], a tactical shooter spin-off of the ''[[Police Quest]]'' series of [[adventure game]]s.<ref name="SWAT4"/> ''Rainbow Six'' (1998) in particular has been credited as a revolutionary game which defined the conventions of the tactical shooter genre.<ref>{{cite web |url=http://www.ugo.com/ugo/html/article/?id=16174 |publisher=UGO |title=Rainbow Six Vegas Review |author=Russ Frushtick |date=November 20, 2006 |access-date=March 10, 2009|archive-url=https://web.archive.org/web/20080508220614/http://www.ugo.com/ugo/html/article/?id=16174|archive-date=May 8, 2008}}</ref><ref>{{cite web |url=http://www.xbox.com/en-US/games/r/rainbowsixvegas2/20080407-authenticity.htm |title=Embracing the Authenticity of Rainbow Six |publisher=Xbox.com |date=April 8, 2007 |author=Ryan Treit |access-date=March 10, 2009|archive-url=https://web.archive.org/web/20100307213440/http://www.xbox.com/en-US/games/r/rainbowsixvegas2/20080407-authenticity.htm|archive-date=March 7, 2010}}</ref> The game was inspired by (and, before its connection with [[Tom Clancy]]'s novel [[Rainbow Six (novel)|''Rainbow Six'']], initially focused on) the [[Federal Bureau of Investigation|FBI]] [[Hostage Rescue Team]]. The game was designed to emphasize strategy in a way that would be fun for players without the best reflexes.<ref name="gamasutra01">{{cite web |url=http://www.gamasutra.com/view/feature/3422/postmortem_redstorms_rainbow_six.php |date=January 21, 2000 |access-date=March 10, 2009 |title=Postmortem: Redstorm's Rainbow Six |website=[[Gamasutra]] |archive-date=May 9, 2009 |archive-url=https://web.archive.org/web/20090509174534/http://www.gamasutra.com/view/feature/3422/postmortem_redstorms_rainbow_six.php |url-status=dead }}</ref> The series has since become a benchmark for the genre in terms of detail and accuracy.<ref>{{cite web |url=http://nzgamer.com/x360/previews/573/tom-clancys-rainbow-six-vegas-2.html |publisher=nzgamer.com |title=Tom Clancy's Rainbow Six Vegas 2 |author=Dene Benham |date=July 3, 2008 |access-date=March 10, 2009|archive-url=https://web.archive.org/web/20170824092707/http://nzgamer.com/previews/573/tom-clancys-rainbow-six-vegas-2.html|archive-date=August 24, 2017}}</ref> Some of the most notable tactical shooters have been [[Video game modding|total conversion mods]] of first-person shooters which have been released for free. ''Infiltration'', a total conversion of ''[[Unreal Tournament]]'' (1999), has been described as "turning ''Unreal Tournament''<nowiki/>'s wild cartoon action into a harrowing game of cat and mouse". ''Infiltration'' has been noted for detailed aiming system including hip-fire and sights while lacking a crosshair, different movement stances (running, walking, crouching, and prone, leaning around corners), and a weapon customization feature with a weight penalty.<ref>{{cite web |url=http://www.gamespot.com/features/unreal-tournament-mods-2628258/ |title=Unreal Tournament Mods |publisher=GameSpot.com |date=November 30, 1999 |access-date=July 28, 2012 |archive-date=October 27, 2021 |archive-url=https://web.archive.org/web/20211027211020/https://www.gamespot.com/articles/unreal-tournament-mods/1100-2628258/ |url-status=live }}</ref> [[Counter-Strike (video game)|''Counter-Strike'']] (2000), a mod of [[Valve Corporation|Valve]]'s ''[[Half-Life (video game)|Half-Life]]'' (1998), was the most popular multiplayer game of its era, in spite of the release of arcade-style first-person shooters with more advanced graphics engines such as ''[[Unreal Tournament 2003]]''.<ref name="gamespot1"/><ref>{{cite web |url=http://www.gamespot.com/news/counter-strike-still-the-top-multiplayer-game-2862428 |title=Counter-Strike still the top multiplayer game |publisher=GameSpot.com |date=November 8, 2000 |access-date=July 28, 2012 |archive-date=October 27, 2021 |archive-url=https://web.archive.org/web/20211027211020/https://www.gamespot.com/articles/counter-strike-still-the-top-multiplayer-game/1100-2862428/ |url-status=live }}</ref> One of the developers of the ''[[Half-Life (video game)|Half-Life]]'' expansions was [[Gearbox Software]], who later released the game ''[[Brothers in Arms: Road to Hill 30]]'' (2005) that further defined the genre.<ref name="Gamespot">{{cite web|url=http://www.gamespot.com/reviews/brothers-in-arms-road-to-hill-30-review/1900-6120728/|title=Gamespot: Brothers in Arms: Road to Hill 30 review|website=[[GameSpot]]|author=Colayco, Bob|access-date=July 19, 2016|archive-date=March 19, 2014|archive-url=https://web.archive.org/web/20140319190055/http://www.gamespot.com/reviews/brothers-in-arms-road-to-hill-30-review/1900-6120728/|url-status=live}} March 18, 2005</ref><ref name="IGN">{{cite web|url=http://www.ign.com/articles/2005/03/15/brothers-in-arms|title=Brothers in Arms review|website=[[IGN]]|author=Butts, Steve|date=March 15, 2005 |access-date=July 19, 2016|archive-date=August 20, 2016|archive-url=https://web.archive.org/web/20160820113758/http://www.ign.com/articles/2005/03/15/brothers-in-arms|url-status=live}} March 15, 2005</ref> Critics praised the game for not only adding realism to its first-person shooter gameplay, but also in its unique tactical gameplay that allows players to command soldiers and teams during combat. ===Decline and resurgence=== {{unreferenced|section|date=March 2024}} By the late 2000s, arcade-style casual shooters such as ''[[Call of Duty 4: Modern Warfare]]'' (2007) began to prove more popular than classic-style shooters such as ''[[Quake (series)|Quake]]'' and ''[[Unreal (video game series)|Unreal]]'', although the field of true tactical shooters was largely neglected by developers since the mid-to-late 2000s. At that point, most tactical shooter franchises such as ''SWAT'' and ''SOCOM'' were discontinued, while developers such as [[Red Storm Entertainment|Red Storm]] and [[Sierra Entertainment|Sierra]] went defunct or were absorbed by larger companies. Traditionally tactical shooter series like ''Rainbow Six'' and ''Ghost Recon'' drifted away from tactical realism towards cinematic action-centered themes, as can be witnessed by contemporary ''Rainbow Six'' sequels, which completely do away with the series' pre-action planning stage (last seen in 2003's ''[[Tom Clancy's Rainbow Six 3: Raven Shield|Rainbow Six 3: Raven Shield]]'') and the series' established counterterrorism setting as of [[Tom Clancy's Rainbow Six Siege|''Rainbow Six Siege'']] (2015, in updates released later) and [[Tom Clancy's Rainbow Six Extraction|''Rainbow Six Extraction'']] (2022); and the futuristic settings of ''[[Tom Clancy's Ghost Recon: Future Soldier|Ghost Recon: Future Soldier]]'' (2012), which features invisibility cloaks and shoulder-mounted anti-tank rockets. Even the ''[[Spec Ops (series)|Spec Ops]]'' series, which began as a brutally realistic, almost impenetrably-so, tactical shooter, was transformed into a more cinematic story-focused generic third-person shooter. In the 2010s, the tactical shooter genre underwent a significant resurgence, propelled by the successful releases of ''[[Arma 3]]'' (2013), ''[[Insurgency (video game)|Insurgency]]'' (2014), and ''[[Squad (video game)|Squad]]'' (2015) early in the decade. This revival gained further traction with later titles, including ''[[Rising Storm 2: Vietnam]]'' (2017), ''[[Insurgency: Sandstorm]]'' (2018), and ''[[Ready or Not (video game)|Ready or Not]]'' (2021), which reinvigorated the genre through the late 2010s and early 2020s. Further examples into the 2020s include Bohemia Interactive's ''[[Arma 4]]'', announced in early 2025 with a planned release in 2027,<ref>{{Cite web |title=Arma 4 release date window and latest news |url=<a href="https://www.pcgamesn.com/arma-4/release-date">https://www.pcgamesn.com/arma-4/release-date</a> |access-date=2025-05-17 |website=PCGamesN |date=2025-05-05}}</ref> and ''[[Bellum (video game)|Bellum]]'' (2025), developed by Astarte Industries with a team comprising former developers from ''Arma'', ''Squad'', and ''Ready or Not''.<ref>{{Cite web |title=Official Bellum Website |url=<a href="https://playbellum.com">https://playbellum.com</a> |access-date=2025-05-17 |website=playbellum.com}}</ref><ref>{{Cite web |title=Dualshockers |url=<a href="https://www.dualshockers.com/indie-arma-competitor-unveils-main-gameplay-mode/">https://www.dualshockers.com/indie-arma-competitor-unveils-main-gameplay-mode/</a> |access-date=2025-05-17 |website=dualshockers.com}}</ref> Tactical shooters continue to sustain a dedicated fanbase, primarily driven by [[Indie game|indie developers]] who emphasize the genre's focus on strategic gameplay and realism. Outside typical tactical shooters, the game mechanics and realistic simulations of the genre have also been used in [[battle royale game]]s, [[extraction shooter]]s, and [[esports]]-centric games. However, as few of them feature the game design staples of tactical shooters (such as strategic planning, squad-level tactics, slow-paced gameplay, and a realistic premise), they are usually not considered as such. Casual games like ''Rainbow Six Siege'' and ''[[Battlefield V]]'' have also demonstrated "back to roots" philosophies, such as the removal of regenerative health and "3D spotting" in the latter. Tactical shooters have also been released as [[virtual reality game]]s, such as ''[[Hot Dogs, Horseshoes & Hand Grenades]]'', ''Pavlov VR'', ''Onward'', and ''[[Breachers VR]]''. == Military use == ''[[Virtual Battlespace]]'' is a series of tactical shooter [[Simulation video game|simulators]] developed by [[Arma (series)|''Arma'' series]] creators [[Bohemia Interactive]], used for infantry training by the [[United States Armed Forces|United States military]] and several [[NATO]] militaries. Its [[Pointman (user interface)|Pointman]] user interface combines head tracking, a motion-sensitive gamepad and sliding foot pedals to increase the precision and level of control over one's avatar, enabling users to more realistically aim their weapon and practice muzzle discipline, to take measured steps when moving around obstacles or cover, and to continuously control their postural height to make better use of cover and concealment.<ref name="Templeman_IITSEC">{{cite journal |last=Templeman |first=J. |author2=Denbrook, P. |date=2012 |title=Enhancing Realism in Desktop Interfaces for Dismounted Infantry Simulation |journal=Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC)}}</ref> ==See also== * [[Military simulation]] * [[MilSim]] ==References== {{Reflist|2}} {{VideoGameGenre}} [[Category:Video game genres]] [[Category:Tactical shooters| ]]
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