sega

warning: Creating default object from empty value in /home/buckman/public_html/neo/modules/taxonomy/taxonomy.pages.inc on line 33.

Keeping Things in Perspective: First Person Shooters Vs. Platform Games

Author: David Torre
Editing: Bill Loguidice and Matt Barton
Online Layout: David Torre
Screenshots of Games: David Torre

Perhaps the single most popular type of game in the history of PC gaming is the First Person Shooter (FPS). A First Person Shooter is a game that takes place from a first person perspective, essentially putting the player in the shoes of the character. The player rarely sees the character being played; the player sees exactly as his or her character sees. Universally known for an emphasis on multiplayer network combat, First Person Shooters were some of the first types of games to be played on the Internet. Most people will acknowledge that Id Software’s Doom (1993) started the First Person Shooter craze, others point to Id’s Wolfenstein 3D (1992). For me, there were two games released around the same time that practically guaranteed the domination of First Person Shooters: 3D Realms’ Duke Nukem 3D and Id’s Quake, both released in 1996. It was during this time that the mouselook control scheme was invented, which would soon become the standard control scheme for just about every PC game. Eventually First Person Shooters would dominate PC gaming. New games like Half Life (Valve, 1998), Quake 2 (Id Software, 1997), and Unreal (Epic, 1998) continued to push the graphical envelope, and, being the most popular games around, were often used as benchmarks for the latest three-dimensional (3D) graphics cards. Adventure games and other genres would soon sink into obscurity, while others like Real Time Strategy (RTS) games and Massively Multiplayer Online Role Playing Games (MMORPG) would eventually provide some competition for First Person Shooters, but overall, FPS games took over.

Now, enter 2004. First Person Shooters are still some of the most popular PC games. Out of Amazon.com’s top ten best-selling PC games, four (a majority) are First Person Shooters. There have been some variations on the popular FPS formula (as accentuated by the success of Doom and Quake), such as having vehicles in games like Starsiege Tribes (Dynamix, 1998) and Battlefield 1942 (Digital Illusions, 2002), and games that attempt to simulate World War II combat like Medal of Honor (DreamWorks Interactive, 1999), Call of Duty (Infinity Ward, 2003), and Return to Castle Wolfenstein (Gray Matter Studios, 2001). Further, two heavily hyped FPS games are expected to release this year: Id Software’s Doom 3, and Valve’s Half Life 2.

Four different perspectives used in Nintendo's The Legend of Zelda: Ocarina of Time. In a rotating third person perspective focused on Link's right side, Link swings his sword at a giant spider. In a third person perspective with the camera focused behind Link, Link sprints through Kokiri Forest. In third person perspective with the camera focused on the front of Link, Link plays his Ocarina. Finally, in first person perspective, Link aims his slingshot at a smaller spider.
Various perspectives from
The Legend of Zelda: Ocarina of Time (N64)

Many gamers like me have expressed their discontent about the current state of PC Gaming and the dominance of the First Person Shooter. Many of us have switched to consoles to get our gaming fix. This is because unlike PC games, one would be hard pressed to find a single genre that dominates console games. In addition, many console games tend to take place from a variety of perspectives, the most successful games utilizing multiple perspectives as needed. This can be best typified by Nintendo’s The Legend of Zelda: Ocarina of Time (1998) for the Nintendo 64. In this game, the player navigates dungeons with the camera behind the character, fences with enemies in a rotating perspective, plays a musical instrument with the camera looking at the front of the character and occasionally switches to first person perspective to look around or aim a precision weapon such as the slingshot.

When I share my sentiment concerning First Person Shooters with most hardcore PC gamers, I am met with a variety of analogies. The most prominent analogy is that having a lot of First Person Shooters today is no different than when we had a lot of two-dimensional (2D) platform games in the late 1980s and early 1990s. By platform game, I define it as a game in which the player controls a character that moves from one obstacle to the next, usually by running or jumping.

I don't find it to be the case that the FPS dominance of today is anything like the 2D platform craze of yesterday. In fact, I find a fundamental flaw with all First Person Shooters that I feel constrains the gameplay to an overly simplistic process of repeatedly dodging and shooting.

One of the primary flaws of the first person perspective can be illustrated by using the classic platform fighting game, Technos’ Double Dragon (1988) for the NES, as an example. In Double Dragon, the character gained more and more abilities as the player progressed (a hair-pull kick, a spinning kick, and an uppercut). Naturally, most of the fun of the game was being able to see a variety of these attacks being performed. However, in a first person perspective, this same game concept is difficult to accomplish. It would be disorienting (and perhaps nauseating) if the player's viewpoint spun around while performing a spinning kick. Instead of changing the game's perspective and allowing some interesting attacks, most FPS game programmers don't even bother, limiting one’s movement only to the simplest running and shooting. In fact, most FPS shooters that do include melee combat do so in the form of a one-two punch, the Double Dragon equivalent of hitting the B button twice. Imagine if Double Dragon was programmed like this, limiting one’s moves only to the most basic attacks. Sure, the game had a variety of weapons, but without the repertoire of attacks, I'd imagine the game would be pretty dull.

Side scrolling perspective from Megaman X2 where X is on a futuristic motorcycle flying off a ramp
Megaman X2 (SNES)
Side scrolling perspective from Super Metroid; Samus is running extremely fast, breaking through a wall
Super Metroid (SNES)
Side Scrolling perspective from Contra 3 showing Mad Dog hanging from a rail over a pit of fire while firing the heat-seeking missile launcher
Contra III: The Alien Wars (SNES)
Side scrolling perspective from Bionic Commando where the player is using his bionic arm to swing from a lamppost away from an enemy
Bionic Commando (NES)
Matt Barton's picture

What can you do with a Sega logo?

SegaSegaA site called Whip Ass Gaming is running a very neat collection of Sega Genesis, Master System, and GameGear games that had a bit of fun with Sega's logo. This is obviously a labor of love, but it is interesting to think how developers can get creative with a company's logo. There are so many here that it's hard to pick a favorite, but if you're a Sega fan you're going to lose a few hours here. It's really nice to see websites going beyond screenshots and doing these "screenplays." The only thing missing here is the sound!

Bill Loguidice's picture

Frog Feast - New Homebrew for Sale for Sega, SNK Neo Geo and many other systems!

Frog Feast - Sega CD Version - 2005 (RasterSoft)Frog Feast - Sega CD Version - 2005 (RasterSoft)File this one under "surprised". It seems that RasterSoft has developed and released Frog Feast on cartridge for the Sega Genesis (Mega Drive compatible), which is also available on Sega CD, SNK Neo Geo CD & MVS, IGM PGM and Capcom CPS-1 formats. Other versions planned include Commodore Amiga CD32, FM Towns Marty, Philips CD-I, NEC Turbo Duo and Atari Jaguar CD, though all of those have preview versions already available for download. RasterSoft has also seen fit to release the source code to several of the versions.

Frog Bog - Original Intellivision Version - 1982 (Mattel)Frog Bog - Original Intellivision Version - 1982 (Mattel)It seems the game was inspired by Mattel's original 1982 classic Frog Bog, which also spawned an Atari 2600 version called Frogs and Flies. It seems though that Mattel itself was inspired by Gremlin's 1978 arcade game, Frogs, which utilized a background overlay. While is some ways Frog Feast is actually graphically less rich than the Mattel version(!), it's refreshing to see a homebrew game inspired by something a bit different than the norm.

Matt Barton's picture

Dreamcast Bonanza at IGN

DCDCAh, the Dreamcast...Although I'm usually about as PC-centric and anti-console as a guy can be and still be a gamer, I have a special place in my heart for Sega's Dreamcast. It's one of only two consoles I own, and I've been consistently impressed with its game library and its abilities as an emulator. Well, here's some exciting news for all us Dreamcast diehards: IGN is systematically reviewing every US-released Dreamcast title, and they intend to do it with screenshots as well as videos. If the entry for Rush 2049 is any indication, Dreamcast fans are in for quite a treat.

Syndicate content