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3D shooters (3D Shooter), “roving shooters

In games of this type, the player, usually acting alone, must destroy the enemies with cold and firearms to achieve certain goals in a given level, usually, after achieving the goals, the player moves on to the next level. The enemies are often: bandits (e.g. Max Payne), fascists (e.g. Return to Castle Wolfenstein) and other “bad guys”, as well as all kinds of aliens, mutants and monsters (e.g. Doom, Half-life).

Depending on the story of the game arsenal of the player may include both modern weapons, and their futuristic counterparts, as well as weapons that have no analogues to date. As a rule, a typical set of weapons contains: edged weapons (knife, knuckles, piece of pipe, baseball bat), pistol, submachine gun or automatic rifle, shotgun (shotgun), sniper rifle, multi-gun machine gun, and grenades or Molotov cocktails. Often the weapon has an alternative mode of fire or is equipped with a telescopic sight with or without the possibility of zooming. Also, the player can strike with his feet, or hit enemies with the buttstock or the handle of the gun. In “realistic” games (e.g. FarCry, F.E.A.R.) the player can carry only a limited number of weapons, while in arcade games (e.g. Unreal Tournament, Quake) you could wield all the weapons available in the game. Also in the “realistic” shooters, a more perfect model of damage to the player and his opponents, in particular a hit to the head in a “realistic” shooter may well cause instant death of the player’s character, while in the arcade, usually the character is taken away a little more “hitpoints” than a hit to the torso.

In first person shooters the player can see behind the character (from the character’s eyes). In third person shooters the player sees the character from a fixed point of view (usually from the back) or an arbitrary point of view (Third person look). A number of games have the ability to switch the first / third person and fixed / arbitrary camera.

Examples of first person shooters:

Doom series
Quake series
Unreal Tournament series

Examples of third-person shooters:

Tomb Raider series
Max Payne series
MDK series
“Bloody” shooters.

The essence of these games is to destroy hordes of stupid enemies, avalanche coming on the player. The player should have room to maneuver.

Examples:

Serious Sam series
Painkiller series
Will Rock series

Tactical shooters
A fundamental difference from the classic shooters is that the character does not portray a single hero, and acts as part of a team. In a tactical shooter the activity of units is usually recreated – the interaction between fighters, maneuvering and choosing the direction of attack, the selection of the team and its weapons. In single-player mode, these features are implemented by bots, in network mode – through the interaction of live players.

Examples:

Battlefield
Counter-Strike: Condition Zero
Star Wars: BattleFront
Delta Force
Star Wars: Republic Commando
Fighting games

Gameplay consists exclusively of fights between two or more opponents using hand-to-hand combat.

Examples:

Mortal Kombat.
Tekken
Virtua Fighter 2 Bullshit
Dead or Alive
Guilty Gear X
Beat Them All

A type of fighting game in which the fight takes place outside the arena and with multiple opponents at the same time.

Examples:

Oni
Enter the Matrix
Path of Neo
Slasher

Third-person view games in which the main part of the gameplay is a swordfight involving the use of edged weapons.

Examples:

Blade of darkness
Rune
Enclave
Arcade

Games in which the player has to act quickly, relying primarily on their reflexes and reactions. Arcades are characterized by a developed system of bonuses: accrual of points, gradually opening elements of the game, etc.

The term “arcade” in relation to computer games originated in the days of slot machines, which were installed in shopping arcades (arcades). Games on them were easy to learn (to attract more players). Subsequently, these games have migrated to the game consoles (consoles) and are still the main genre on them.

Stealth-action
Games that are not supposed to fight with most encountered opponents, and in every way to avoid possible contact with them, along the way to complete the task. Stealth elements (such as the ability to peek out from around a corner while leaning against a wall) are often found in games of various genres.

Examples:

Assassin’s Creed
Thief
Metal Gear Solid
Tom Clancy’s Splinter Cell
Hitman
Manhunt