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** ''VideoGame/CarnivoresFarNorth''
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Trope was cut/disambiguated due to cleanup


* ''VideoGame/{{Onslaught}}''

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* ''VideoGame/{{Onslaught}}''''VideoGame/{{Onslaught|2009}}''
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* ''VideoGame/LethalOmen''

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* ''Franchise/AlienVsPredator''

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* ''Franchise/AlienVsPredator''''Franchise/AlienVsPredator'':



* ''VideoGame/BioShock''

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* ''VideoGame/BioShock''''VideoGame/BioShock'':



* ''VideoGame/{{Borderlands}}''

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* ''VideoGame/{{Borderlands}}''''VideoGame/{{Borderlands}}'':



* ''VideoGame/CallOfDuty''

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* ''VideoGame/CallOfDuty''''VideoGame/CallOfDuty'':



* ''Franchise/{{Doom}}''

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* ''Franchise/{{Doom}}''''Franchise/{{Doom}}'' series:



* ''VideoGame/ShadowWarrior1997''

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* ''Shadow Warrior''
**
''VideoGame/ShadowWarrior1997''

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* ''VideoGame/{{Doom}}''

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* ''Franchise/{{Doom}}''
**
''VideoGame/{{Doom}}''
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* ''VideoGame/SignalOps''
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** ''VideoGame/{{Venturous}}''
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* ''VideoGame/{{Ghostship}}'' series.

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* ''VideoGame/{{Ghostship}}'' series.''VideoGame/{{Ghostship}}''
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As for the genre per se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments (unlike fellow first-person genres LightGunGame and RailShooter), and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intricate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.

to:

As for the genre per se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre [[FollowTheLeader before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments (unlike fellow first-person genres LightGunGame and RailShooter), and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intricate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.
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* ''VideoGame/NoPlayersOnline''
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*** ''[[Recap/QuakeSlaveZeroXEpisodeEnyo Slave Zero X: Episode Enyo]]''[[note]]Prequel to the prequel to the ThirdPersonShooter game ''VideoGame/SlaveZeroX''. Later made a downloadable addon for the 2021 remastered version.[[/note]]
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** ''VideoGame/Battlefield2042''
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* ''VideoGame/AWOL''

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* ''VideoGame/AWOL''''VideoGame/{{AWOL}}''
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* ''VideoGame/AWOL''
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** ''VideoGame/MetroAwakening''
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* ArenaShooter
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** ''[VideoGame/ElevenEightySeven 1187]''

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** ''[VideoGame/ElevenEightySeven 1187]''''[[VideoGame/ElevenEightySeven 1187]]''



* ''VideoGame/{{Hovertank 3 D}}''

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* ''VideoGame/{{Hovertank 3 D}}''''VideoGame/Hovertank3D''

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At the same time, while the genre was dominating the PC world, two games paved the way for the console market: Creator/{{Rare}}[='=]s ''VideoGame/GoldenEye'' ([[SugarWiki/NoProblemWithLicensedGames one of those games]] that ''{{defied|Trope}}'' TheProblemWithLicensedGames and showed how well an FPS could work on console) and ''especially'' Creator/{{Bungie}}'s ''VideoGame/HaloCombatEvolved'', which finally found a way to make CompetitiveMultiplayer work in these machines and also left the door open for the flourishment of the genre.

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At the same time, while the genre was dominating the PC world, two games paved the way for the console market: Creator/{{Rare}}[='=]s ''VideoGame/GoldenEye'' Creator/{{Rare}}'s ''VideoGame/{{GoldenEye|1997}}'' ([[SugarWiki/NoProblemWithLicensedGames one of those games]] that ''{{defied|Trope}}'' TheProblemWithLicensedGames and showed how well an FPS could work on console) and ''especially'' Creator/{{Bungie}}'s ''VideoGame/HaloCombatEvolved'', which finally found a way to make CompetitiveMultiplayer work in these machines and also left the door open for the flourishment of the genre.



* ''VideoGame/BallisticWeapons'' (mod for VideoGame/UnrealTournament2004)

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* ''VideoGame/BallisticWeapons'' (mod for VideoGame/UnrealTournament2004)''VideoGame/UnrealTournament2004'')



* ''{{VideoGame/Black|2006}}''

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* ''{{VideoGame/Black|2006}}''''VideoGame/{{Black|2006}}''



* ''[[VideoGame/BloodCrusher2 BLOODCRUSHER II]]''

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* ''[[VideoGame/BloodCrusher2 BLOODCRUSHER II]]''''VideoGame/BloodCrusher2''



* ''[[VideoGame/BPMBulletsPerMinute BPM: Bullets Per Minute]]''
* ''[[VideoGame/BRAHMAForceTheAssaultOnBeltlogger9 BRAHMA Force: The Assault on Beltlogger 9]]''

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* ''[[VideoGame/BPMBulletsPerMinute BPM: Bullets Per Minute]]''
''VideoGame/BPMBulletsPerMinute''
* ''[[VideoGame/BRAHMAForceTheAssaultOnBeltlogger9 BRAHMA Force: The Assault on Beltlogger 9]]''''VideoGame/BRAHMAForceTheAssaultOnBeltlogger9''



* ''{{VideoGame/Consortium}}''

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* ''{{VideoGame/Consortium}}''''VideoGame/{{Consortium}}''



* ''{{VideoGame/Dishonored}}''

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* ''{{VideoGame/Dishonored}}''''VideoGame/{{Dishonored}}''



** ''[[VideoGame/ElevenEightySeven 1187]]''

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** ''[[VideoGame/ElevenEightySeven 1187]]''''[VideoGame/ElevenEightySeven 1187]''



** ''VideoGame/{{Halo 2}}''
** ''VideoGame/{{Halo 3}}''

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** ''VideoGame/{{Halo 2}}''
''VideoGame/Halo2''
** ''VideoGame/{{Halo 3}}''''VideoGame/Halo3''



** ''VideoGame/{{Halo 4}}''

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** ''VideoGame/{{Halo 4}}''''VideoGame/Halo4''



** ''VideoGame/{{InsurgencySandstorm}}''

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** ''VideoGame/{{InsurgencySandstorm}}''''VideoGame/InsurgencySandstorm''



* ''VideoGame/{{Pathways into Darkness}}''
* ''VideoGame/PAYDAYTheHeist''
** ''VideoGame/{{PAYDAY2}}''
** ''VideoGame/PAYDAY3''

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* ''VideoGame/{{Pathways into Darkness}}''
''VideoGame/PathwaysIntoDarkness''
* ''VideoGame/PAYDAYTheHeist''
''VideoGame/PaydayTheHeist''
** ''VideoGame/{{PAYDAY2}}''
''VideoGame/Payday2''
** ''VideoGame/PAYDAY3''''VideoGame/Payday3''



*** ''VideoGame/TeamFortress1''



* ''[[VideoGame/SiN SiN]]''
** ''[[VideoGame/SiN1998 SiN]]'' (1998)

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* ''[[VideoGame/SiN SiN]]''
''VideoGame/{{SIN}}''
** ''[[VideoGame/SiN1998 SiN]]'' ''VideoGame/{{SiN|1998}}'' (1998)



* ''VideoGame/{{Spectre 1991}}''
* ''Videogame/{{Splitgate}}''

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* ''VideoGame/{{Spectre 1991}}''
''VideoGame/Spectre1991''
* ''Videogame/{{Splitgate}}''''VideoGame/{{Splitgate}}''



* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]''

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* ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]''''VideoGame/{{STALKER}}''



* ''VideoGame/{{Starship 1}}''
* ''VideoGame/{{Starship Troopers}}''

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* ''VideoGame/{{Starship 1}}''
''VideoGame/Starship1''
* ''VideoGame/{{Starship Troopers}}''''VideoGame/StarshipTroopers''



* ''VideoGame/TeamFortress1''

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* ''VideoGame/TeamFortress1''''VideoGame/TeamFortress1'' (mod for ''VideoGame/QuakeI'')



* ''VideoGame/TitanFall'' (combines this with MechaGame)

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* ''VideoGame/TitanFall'' ''VideoGame/{{Titanfall}}'' (combines this with MechaGame)



* ''{{VideoGame/Tribes}}''

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* ''{{VideoGame/Tribes}}''''VideoGame/{{Tribes}}''



* ''[[VideoGame/TunnelB1 Tunnel B1]]''

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* ''[[VideoGame/TunnelB1 Tunnel B1]]''''VideoGame/TunnelB1''



* ''{{VideoGame/Unturned}}''

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* ''{{VideoGame/Unturned}}'' ''VideoGame/{{Unturned}}''



* ''[[VideoGame/ZONAShadowOfLenmask Z.O.N.A: Shadow of Lemansk]]''

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* ''[[VideoGame/ZONAShadowOfLenmask Z.O.N.A: Shadow of Lemansk]]''''VideoGame/ZONAShadowOfLenmask''
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Spelling/grammar fix(es)


First-Person Shooter is a videogame [[VideoGameGenres subgenre]] of shooters, and a really popular form of them. Its basic style of play is [[ExactlyWhatItSaysOnTheTin exactly what the name says:]] the players see things in first person, from the eyes of the character, and the action revolves around shooting within a three-dimensional environment. Its basic input commands control movement, aiming, shooting and environment/NPC interaction. Depending on the subgenre (see below), other controls may be required such as inventory display and item usage.

to:

First-Person Shooter is a videogame [[VideoGameGenres subgenre]] of shooters, shooters and a really popular form of them. Its basic style of play is [[ExactlyWhatItSaysOnTheTin exactly what the name says:]] the players see things in first person, from the eyes of the character, and the action revolves around shooting within a three-dimensional environment. Its basic input commands control movement, aiming, shooting and environment/NPC interaction. Depending on the subgenre (see below), other controls may be required such as inventory display and item usage.



As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments (unlike fellow first-person genres LightGunGame and RailShooter), and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intrincate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.

But it wasn't until the advent of actual 3D game engines with ''VideoGame/QuakeI'', also from Id Software, in 1996, and Creator/EpicGames's ''VideoGame/UnrealI'' and especially Creator/ValveSoftware's ''VideoGame/HalfLife1'' in 1998 that the genre took off and its possibilities were expanded well beyond what's possible. Id's game further refined and popularized "mouse look", {{game mod}}ding (thanks to the dedicated [=QuakeC=] programming language) and online play (with the ''Quakeworld'' and ''Threewave CTF'' {{game mod}}s). Epic's offering not only introduced the world to the now-ubiquitous MediaNotes/UnrealEngine, but also popularized the SecondaryFire feature which ''a lot'' of games use nowadays, and pulled off the genre from its cramped spaces and into the open world, with its lush environments paving the way for more games to follow its footsteps. Meanwhile, Valve's game introduced {{Video Game Set Piece}}s replacing cutscenes, [[WreakingHavok physics-based puzzles]] and friendly allied [=NPCs=], and its intrincate and complex story and more grounding in realism [[FollowTheLeader paved the way for other companies to follow suit]]. Other games from the era such as ''VideoGame/SiN1998'' and ''VideoGame/StarsiegeTribes'', while not as groundbreaking as the previous mentioned games, also had contributions of their own such as [[VehicularCombat vehicle driving sections]], which eventually became commonplace.

to:

As for the genre per-se, per se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments (unlike fellow first-person genres LightGunGame and RailShooter), and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''VideoGame/{{Marathon}}'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intrincate intricate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.

But it wasn't until the advent of actual 3D game engines with ''VideoGame/QuakeI'', also from Id Software, in 1996, and Creator/EpicGames's ''VideoGame/UnrealI'' and especially Creator/ValveSoftware's ''VideoGame/HalfLife1'' in 1998 that the genre took off and off, expanding its possibilities were expanded well beyond what's what was thought possible. Id's game further refined and popularized "mouse look", {{game mod}}ding (thanks to the dedicated [=QuakeC=] programming language) and online play (with the ''Quakeworld'' and ''Threewave CTF'' {{game mod}}s). Epic's offering not only introduced the world to the now-ubiquitous MediaNotes/UnrealEngine, but also popularized the SecondaryFire feature which ''a lot'' of games use nowadays, and pulled off the genre from its cramped spaces and into the open world, with its lush environments paving the way for more games to follow its footsteps. Meanwhile, Valve's game introduced {{Video Game Set Piece}}s replacing cutscenes, [[WreakingHavok physics-based puzzles]] and friendly allied [=NPCs=], and its intrincate intricate and complex story and more grounding in realism [[FollowTheLeader paved the way for other companies to follow suit]]. Other games from the era such as ''VideoGame/SiN1998'' and ''VideoGame/StarsiegeTribes'', while not as groundbreaking as the previous previously mentioned games, also had contributions of their own such as [[VehicularCombat vehicle driving sections]], which eventually became commonplace.



And all of this doesn't count the countless innovations in the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games[[note]]Or two and a GameMod[[/note]], that the multiplayer FPS scene finally entered the nascent e-Sports scene: first it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', both released in 1999 and with only two days of difference, two games that took their respective franchise's multiplayer side and distilled them to their most basic elements, giving birth to what was known as the "Arena Shooter" subgenre, as well as popularizing many tropes still present in today's multiplayer games. And the third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' that put two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, among them the ''VideoGame/CallOfDuty'' series.

Ever since then, companies kept trying to expanding the genre to different degrees of success, even giving birth to subgenres as wildly different and mixing it with every other genre out there, but that maintain the core elements of the genre; see the subgenres for more info on them.

to:

And all of this doesn't count the countless innovations in on the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games[[note]]Or two and a GameMod[[/note]], that the multiplayer FPS scene finally entered the nascent e-Sports scene: first first, it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', both released in 1999 and with only two days of difference, two games that took their respective franchise's multiplayer side and distilled them to their most basic elements, giving birth to what was known as the "Arena Shooter" subgenre, as well as popularizing many tropes still present in today's multiplayer games. And the The third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' ''Half-Life'' that put puts two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, avatar and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, realistic shooters, among them the ''VideoGame/CallOfDuty'' series.

Ever since Since then, companies kept have been trying to expanding expand the genre to different degrees of success, even giving birth to subgenres as wildly different and mixing it with every other genre out there, but that maintain maintains the genre's core elements of the genre; elements; see the subgenres for more info on them.



* ''VideoGame/DrunkenRobotPornography'' -- ''yes'', it's an FPS, you didn't read it wrong.

to:

* ''VideoGame/DrunkenRobotPornography'' -- ''yes'', ''Yes'', it's an FPS, you didn't read it wrong.



* ''VideoGame/IronGrip'' (on the LaResistance side; TheEmpire side is either a player controlled RTS or AI-driven)

to:

* ''VideoGame/IronGrip'' (on the LaResistance side; TheEmpire side is either a player controlled player-controlled RTS or AI-driven)
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* HeroShooter
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As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments, and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''Marathon'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intrincate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.

to:

As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement in pseudo-3D environments, environments (unlike fellow first-person genres LightGunGame and RailShooter), and Doom even had a hand in the introduction to {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''Marathon'' ''VideoGame/{{Marathon}}'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the mix, as well as the "mouse look" feature, environmental interaction and (in the case of the former) more intrincate story that tried to avert both ExcusePlot and ASpaceMarineIsYou.



And all of this doesn't count the countless innovations in the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games[[note]]Or two and a GameMod[[/note]], that the multiplayer FPS scene finally entered the nascent e-Sports scene: first it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', both released in 1999 and with only two days of difference, two games that took their respective franchise's multiplayer side and distilled them to their most basic elements, as well as popularizing many tropes still present in today's multiplayer games. And the third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' that put two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, among them the ''VideoGame/CallOfDuty'' series.

to:

And all of this doesn't count the countless innovations in the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games[[note]]Or two and a GameMod[[/note]], that the multiplayer FPS scene finally entered the nascent e-Sports scene: first it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', both released in 1999 and with only two days of difference, two games that took their respective franchise's multiplayer side and distilled them to their most basic elements, giving birth to what was known as the "Arena Shooter" subgenre, as well as popularizing many tropes still present in today's multiplayer games. And the third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' that put two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, among them the ''VideoGame/CallOfDuty'' series.
Is there an issue? Send a MessageReason:
None


Ever since then, companies kept trying to expanding the genre to different degrees of success, even giving birth to subgenres as wildly different and mixing it with every other genre out there, but that maintain the core elements of the genre.

to:

Ever since then, companies kept trying to expanding the genre to different degrees of success, even giving birth to subgenres as wildly different and mixing it with every other genre out there, but that maintain the core elements of the genre.
genre; see the subgenres for more info on them.

Added: 243

Changed: 1585

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None


First-Person Shooter is a videogame [[VideoGameGenres subgenre]] of shooters, and a really popular form of them. Its basic style of play is [[ExactlyWhatItSaysOnTheTin exactly what the name says:]] the perspective is through the eyes of the player character, and the action revolves around shooting within a three-dimensional environment.

to:

First-Person Shooter is a videogame [[VideoGameGenres subgenre]] of shooters, and a really popular form of them. Its basic style of play is [[ExactlyWhatItSaysOnTheTin exactly what the name says:]] the perspective is through players see things in first person, from the eyes of the player character, and the action revolves around shooting within a three-dimensional environment.
environment. Its basic input commands control movement, aiming, shooting and environment/NPC interaction. Depending on the subgenre (see below), other controls may be required such as inventory display and item usage.



As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven to be quite influential during this time was Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also environmental interaction that went way beyond the doors that opened with cards. Meanwhile in the Platform/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior (and with it, vertical aiming and movement), and was one of the first attempts at averting ExcusePlot, by way of its terminals lending the key parts of it to the player.

But it wasn't until the advent of actual 3D game engines with ''VideoGame/QuakeI'', also from Id Software, in 1996, and Creator/EpicGames's ''VideoGame/UnrealI'' and especially Creator/ValveSoftware's ''VideoGame/HalfLife1'' in 1998 that the genre took off and its possibilities were expanded well beyond what's possible. Id's game while it didn't introduce them, popularized the "mouse look", {{game mod}}ding (thanks to the dedicated [=QuakeC=] programming language) and online play (especially CaptureTheFlag thanks to the GameMod ''Threewave CTF''). Epic's offering not only introduced the world to the ubiquitous MediaNotes/UnrealEngine, but also popularized the SecondaryFire feature and pulled off the genre from its cramped spaces and into the open world, with its lush environments paving the way for more games to follow its footsteps. Meanwhile, Valve's game introduced setpieces replacing cutscenes, [[WreakingHavok physics-based puzzles]] and friendly allied [=NPCs=], and proved that it's possible to have a FPS with an intrincate and complex story unlike the ExcusePlot offerings of their competition, as well as more grounding in realism. Other games from the era such as ''VideoGame/SiN1998'' and ''VideoGame/StarsiegeTribes'', while not as groundbreaking as the previous mentioned games, also had contributions of their own such as [[VehicularCombat vehicle driving sections]], which eventually became commonplace.

to:

As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' ''VideoGame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven movement in pseudo-3D environments, and Doom even had a hand in the introduction to be quite influential during this time was {{game mod}}ding and multiplayer play to the then-nascent genre. Two later games, Creator/{{Bungie}}'s ''Marathon'' (1994) for Platform/AppleMacintosh and Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched ''VideoGame/DukeNukem3D'' (1995) introduced vertical aiming and vertical movement to the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also mix, as well as the "mouse look" feature, environmental interaction that went way beyond and (in the doors that opened with cards. Meanwhile in the Platform/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior (and with it, vertical aiming and movement), and was one case of the first attempts at averting ExcusePlot, by way of its terminals lending the key parts of it former) more intrincate story that tried to the player.

avert both ExcusePlot and ASpaceMarineIsYou.

But it wasn't until the advent of actual 3D game engines with ''VideoGame/QuakeI'', also from Id Software, in 1996, and Creator/EpicGames's ''VideoGame/UnrealI'' and especially Creator/ValveSoftware's ''VideoGame/HalfLife1'' in 1998 that the genre took off and its possibilities were expanded well beyond what's possible. Id's game while it didn't introduce them, further refined and popularized the "mouse look", {{game mod}}ding (thanks to the dedicated [=QuakeC=] programming language) and online play (especially CaptureTheFlag thanks to (with the GameMod ''Quakeworld'' and ''Threewave CTF''). CTF'' {{game mod}}s). Epic's offering not only introduced the world to the ubiquitous now-ubiquitous MediaNotes/UnrealEngine, but also popularized the SecondaryFire feature which ''a lot'' of games use nowadays, and pulled off the genre from its cramped spaces and into the open world, with its lush environments paving the way for more games to follow its footsteps. Meanwhile, Valve's game introduced setpieces {{Video Game Set Piece}}s replacing cutscenes, [[WreakingHavok physics-based puzzles]] and friendly allied [=NPCs=], and proved that it's possible to have a FPS with an its intrincate and complex story unlike the ExcusePlot offerings of their competition, as well as and more grounding in realism.realism [[FollowTheLeader paved the way for other companies to follow suit]]. Other games from the era such as ''VideoGame/SiN1998'' and ''VideoGame/StarsiegeTribes'', while not as groundbreaking as the previous mentioned games, also had contributions of their own such as [[VehicularCombat vehicle driving sections]], which eventually became commonplace.



And all of this doesn't count the countless innovations in the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games, that the multiplayer FPS scene finally entered the nascent e-Sports scene: first it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', two games that took their respective franchise's multiplayer side and distilled to its most basic elements, as well as popularizing many tropes still present in today's multiplayer games. And the third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' that put two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, among them the ''VideoGame/CallOfDuty'' series.

to:

And all of this doesn't count the countless innovations in the multiplayer side. While ''Doom'' and ''Quake'' made significant contributions to it, it wasn't until the end of TheNineties, with the release of three games, games[[note]]Or two and a GameMod[[/note]], that the multiplayer FPS scene finally entered the nascent e-Sports scene: first it was [[DuelingGames one of the fiercest videogame rivalries ever]], with Creator/EpicGames's ''VideoGame/UnrealTournament'' and Id Software's ''VideoGame/QuakeIIIArena'', both released in 1999 and with only two days of difference, two games that took their respective franchise's multiplayer side and distilled them to its their most basic elements, as well as popularizing many tropes still present in today's multiplayer games. And the third game, perhaps one of the most important of the period, is ''VideoGame/CounterStrike'', a GameMod for ''Half Life'' that put two squads in realistic environments with diverse objectives in round-based matches. The mod featured localized damage; unprotected shots to the head usually put an end to any player's avatar, and a buyout section where players could buy weapons, ammo and items. It paved the way for more reality-based shooters to come along, among them the ''VideoGame/CallOfDuty'' series.
series.

Ever since then, companies kept trying to expanding the genre to different degrees of success, even giving birth to subgenres as wildly different and mixing it with every other genre out there, but that maintain the core elements of the genre.
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As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven to be quite influential during this time was Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also introduced vertical aiming and movement and environmental interaction that went way beyond the doors that opened with cards. Meanwhile in the Platform/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior, and was one of the first attempts at averting ExcusePlot, by way of its terminals lending the key parts of it to the player.

to:

As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven to be quite influential during this time was Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also introduced vertical aiming and movement and environmental interaction that went way beyond the doors that opened with cards. Meanwhile in the Platform/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior, prior (and with it, vertical aiming and movement), and was one of the first attempts at averting ExcusePlot, by way of its terminals lending the key parts of it to the player.

Added: 18

Removed: 18

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* BattleRoyaleGame



* BattleRoyaleGame
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As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven to be quite influential during this time was Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also introduced vertical aiming and movement and environmental interaction that went way beyond the doors that opened with cards. Meanwhile in the UsefulNotes/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior.

to:

As for the genre per-se, it was first popularized by Creator/IdSoftware, via the TropeMaker ''VideoGame/Wolfenstein3D'' (1992) and especially the TropeCodifier ''Videogame/{{Doom}}'' (1993); indeed, [[FromClonesToGenre before the genre's name finally crystallized]], many [[FollowTheLeader following games]] were referred to as "Doom Clones"; these games boast full freedom of movement. Another game that's proven to be quite influential during this time was Creator/ThreeDRealms's ''VideoGame/DukeNukem3D'', which ditched the ASpaceMarineIsYou theme of ''Doom'' and replaced it with a more Earth-like AlienInvasion; it also introduced vertical aiming and movement and environmental interaction that went way beyond the doors that opened with cards. Meanwhile in the UsefulNotes/AppleMacintosh Platform/AppleMacintosh side of things, ''VideoGame/{{Marathon}}'' [[TropeMaker introduced the mouselook, the ability to aim with the mouse in all directions as well as using the keyboard for movement control]] a year prior.
prior, and was one of the first attempts at averting ExcusePlot, by way of its terminals lending the key parts of it to the player.

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