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{{ElementInfobox | type = Terminology }} '''Tactical shooter video games''' are [[shooter video games]] that include both [[first-person shooter video games]] and [[third-person shooter video games]]. These games typically simulate realistic combat, thus making tactics and caution more important than quick reflexes in other [[action video games]]. Tactical shooter video games involving military combat are sometimes known as "soldier sims".<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 | accessdate = 2009-02-13}}</ref><ref>IGN Staff [http://uk.pc.ign.com/articles/100/100508p1.html Operation Flashpoint Goes to War] ''IGN'' (Dec 14, 2001) Retrieved on Feb 7, 2008</ref><ref>Adams, David [http://uk.pc.ign.com/articles/687/687290p1.html America's Army Linked Up] ''IGN'', (Feb 9, 2006) Retrieved on Feb 7, 2008</ref> ==Game design== According to IGN, tactical shooters "are about caution, care, cooperation, coordination, planning, and pacing. In those 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 |title=Tactical Ops β PC Review at IGN |publisher=Pc.ign.com |date= |accessdate=2012-07-28}}</ref> Tactical shooters are designed for realism.<ref name="fundamentals"/> It is not unusual for players to be killed with a single bullet,<ref name="hiddenanddangerous"/> and thus players must be more cautious than in other [[shooter game]]s.<ref name="fundamentals">{{Cite book|last=Rollings|first=Andrew|authorlink=|coauthors=Ernest Adams|title=Fundamentals of Game Design|publisher=Prentice Hall|year=2006|location=|url=http://wps.prenhall.com/bp_gamedev_1/54/14053/3597646.cw/index.html}}</ref> The emphasis is on realistic [[computer simulation|modeling]] of [[weapon]]s, and [[power-up]]s are often more limited than in other [[action game]]s.<ref>{{Cite web | url = http://www.gamepro.com/article/features/3729/tactical-shooters-the-second-generation/ | title = Feature: Tactical Shooters: The Second Generation | author = Jason Samuel | date = 2000-11-29 | accessdate = 2009-04-22 | publisher = GamePro |archiveurl=http://web.archive.org/web/20110607065033/http://www.gamepro.com/article/features/3729/tactical-shooters-the-second-generation/|archivedate=2011-06-07}}</ref> This restrains the individual heroism seen in other shooter games, and thus [[military tactics|tactics]] become more important.<ref>Fudge, James, [http://uk.cube.gamespy.com/gamecube/tom-clancys-rainbow-six-3/505147p1.html Rainbow Six 3 to GameCube (GCN)] ''GameSpy'' (April 8, 2004), Retrieved on Feb 7, 2008</ref><ref>Tamte, Peter [http://uk.pc.gamespy.com/pc/close-combat-first-to-fight/563591p1.html Close Combat: First to Fight β Vol #3 (PC)] ''GameSpy'' (Nov. 4, 2004) Retrieved on Feb 7, 2008</ref><ref>[http://uk.pc.ign.com/articles/386/386807p1.html Special Forces Pack Released] ''IGN'' (Feb 20, 2003) Retrieved on Feb 7, 2008</ref> Overall, the style of play is typically slower than other [[action video games]].<ref name="starwars"/> Jumping techniques are sometimes de-emphasized in order to promote realism,<ref>{{Cite web | url = http://planetgearsofwar.gamespy.com/View.php?view=Articles.Detail&id=7 | publisher = GameSpy | author = RaptoR | title = Gears of War Review | date = 2006-11-25 | accessdate = 2009-04-18}}</ref> with some games going so far as to omit a jump button.<ref>{{Cite web | url = http://reviews.cnet.com/xbox-games/tom-clancy-s-ghost/4505-9582_7-31259290.html | publisher = CNET | title =Tom Clancy's Ghost Recon 2 (Xbox) | author = Erik Wolpaw | date = 2004-11-22 | accessdate = 2009-04-18}}</ref> In contrast to games that emphasize running and shooting, tactical shooters require more caution and patience (making use of cover and avoiding being caught in the open),<ref>{{Cite web | url = http://www.videogamer.com/xbox360/gears_of_war/preview-279.html | title = Gears of War Hands-on Preview | author = Andrew Vandervell | date = 2006-10-16 | publisher = videogamer.com | accessdate = 2009-04-21 }}</ref> plus tactical shooters are usually designed so that shooting becomes inaccurate while running which increasing accuracy for crouching or prone stances.<ref>{{Cite web | url = http://archive.gamespy.com/previews/october02/ghostreconxbox/ | title = Tom Clancy's Ghost Recon (Xbox) | author= Shane Satterfield | date = 2002-10-16 | publisher = GameSpy | accessdate = 2009-04-21 }}</ref> Players often have the choice of shooting from the hip ("hippie") which is less accurate but gives a wider view of the area, or using the scope/iron sights for better zoom-in accuracy but at the penalty of restricted view. Some tactical shooters even lack the [[crosshair]] seen in other [[first-person shooter]]s, in order to achieve a high degree of realism.<ref>{{Cite web | url = http://www.computerandvideogames.com/article.php?id=136261 | title = America's Army: Rise of a Soldier | author = Official Xbox Magazine staff | publisher = CVG | date = 2006-03-25 | accessdate = 2009-04-21 }}</ref> Many tactical shooters make use of group-based combat, where the player character is supported by other teammates. While early tactical shooters had simple computer-controlled teammates who offered support fire, the [[artificial intelligence]] in later games has evolved with more complex teammate responses such as [[Cover system|cover-fire]] mechanics.<ref>{{Cite web | url = http://www.gamespot.com/pc/action/deltaforcereloaded/review.html | publisher = GameSpot | title = Delta Force: Xtreme Review | author = Alex Navarro | date = 2005-06-07 | accessdate = 2009-04-18 }}</ref> In games with a sufficiently robust artificial intelligence, the player character is able to issue commands to other computer-controlled characters.<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 = 2005-02-21 | accessdate = 2009-03-10 }}</ref> Some games in the genre allow players to plan their team's movements before a mission, which the artificial intelligence then follows.<ref name="hiddenanddangerous"/> Many games also offer a multiplayer [[online game|online]] play, allowing human players to strategize. Team-based tactics are emphasized more than other shooter games, 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 | accessdate = 2009-03-10}}</ref> The level design usually reflects the game's setting. For example, the player may play the role of [[SWAT]] [[police]] fighting [[terrorist]]s or other [[criminal]]s, or may engage in [[military]] [[combat]] in real world conflicts as either battlefield soldiers or special forces commandos.<ref name="hiddenanddangerous"/> Some games take place in entirely fictional universes, and incorporate elements of [[science fiction]].<ref name="starwars"/> Each level will have different objectives. Although some levels may simply require that the player defeat their enemy,<ref name="hiddenanddangerous">{{Cite web | url = http://reviews.cnet.com/pc-games/hidden-dangerous-2-pc/4505-9696_7-30989326.html | title = Hidden & Dangerous 2 (PC) | date = 2003-10-28 | publisher = CNET | author = Scott Osborne | accessdate = 2009-03-10 }}</ref> other levels may challenge the player with objectives such as escorting a VIP safely to a specific location or planting a demolition charge on a target. Levels are often designed with check points or alternate routes. As "run and gun" assaults are often met with heavy resistance, it becomes important to exploit a superior position and/or take the enemy by surprise and even evading them entirely. ===Weapons=== Tactical shooters often feature a wide variety of weapons modelled after actual firearms, however there are often considerable modifications from their real-life counterparts in order to ensure balance in multiplayer.<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=2012-02-20 |accessdate=2012-07-28}}</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=2011-11-08 |accessdate=2012-07-28}}</ref> In contrast to run and gun shooters such as ''[[Quake]]'' which allow players to carry full arsenals, tactical shooters place considerable restrictions on what players may be equipped with, so players have to carefully select weapons according to the situation and/or role in their team. ''[[Half-Life: Counter-Strike]]'s'' system of allowing a primary weapon (assault rifle, sub-machine gun, sniper rifle, or shotgun) and a secondary weapon (pistol) has been followed by other shooters like ''Call of Duty 4: Modern Warfare''. Wielding or carrying heavier weapons such as sniper rifles and machine guns often incurs a movement penalty over light weapons like submachine guns and pistols. Players often find loopholes in this system, such as in ''[[Half-Life: Counter-Strike]]'' where they would switch their firearm to a knife in order to run faster. Due to the problem of [[Spam_(gaming)#Grenade_spamming|grenade spamming]], the effect of explosions are often toned down and/or only 1-2 grenades are allowed to be carried. While more realistic than run-and-gun shooters, combat mechanics in tactical shooters are still focused more on balance than simulating actual combat. For instance ''Counter-Strike'' and other games 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 (whether punches or knife stabs) and "headshots" (including a pistol shot to the back of the head even if the target is wearing a [[combat helmet]]).<ref name="gamespot1">{{Cite web|author= |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=2000-11-08 |accessdate=2012-07-28}}</ref> ==See also== * [[Military simulation video games]], where individual soldiers or units are not directly controlled by the player are often [[real-time tactics]] games. [[Tactical]] shooter is [[fiction]], [[Military simulation]] is in real life. * [[Real-time tactics video games]] * [[Shooter role-playing video games]] * [[Stealth action video games]] * [[Tactical role-playing video games]] ==References== {{Reflist|2}} {{Genres}} [[Category:Genres]]
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