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Cover system

From Wikipedia, the free encyclopedia

Acover systemis avideo gamegameplay mechanic that allows avirtual avatarto hide from and avoid dangers, usually in a three-dimensional world. This method is a digital adaptation of the real-life military tactic of taking cover behind obstacles, for purposes of attaining protection from enemy ranged or area effect attacks, such as gunfire or explosions.

Definition

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In gaming, a cover system lets a player character use stationary or moving obstacles to avoid damage. To be considered a cover system, there must be some physical interaction with the source of cover and the avatar. This means moving to stand in a position behind an object, as in traditionalshooter games,while strictly speaking would be classified as "taking cover", does not qualify as an actual cover system in terms of video game mechanics. Some first-person shooters such asSoldier of Fortunebridged the gap somewhat, by allowing players to lean to the sides, allowing the player's avatar to lean out from behind objects to survey the environment or open fire on the enemy, without fully exposing the entirety of the player's own body to the enemy. In addition, the player character must have the ability to move in and out of the covering objects' proximity, leaving the player with moments of vulnerability, partially exposing themselves when they wish to fire on the enemy. This excludes the exclusive use of portable shields as a cover system, though they may often be used to supplement a stationary source of cover, as seen in video games likeArmy of TwoandGears of War 2.

Other titles outside of first- and third-person shooters also offer implementations of a cover system.Tactical role-playing gamessuch asX-COMenable the player-controlled characters to take advantage of walls and other objects in the environment to provide cover for their units, providing the effect of reducing the chance for that unit to be hit, or reducing the damage taken when hit by incoming fire. Elements of the user interface generally inform the player when cover is in effect, both when positioning player-controlled units, and when firing on enemies that are in cover

History

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Origins (1975–1998)

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Brian Ashcraft ofKotakuargues the idea of taking cover in video games is nearly as old as theshoot 'em upgenre itself, originating fromTaito's seminal 1978 arcade shooterSpace Invaders,where the player's laser cannon could take cover behinddestructibledefense bunkers to avoid enemy fire.[1]An even earlier example of the concept was Taito's 1975shooter gameGun Fight,[2]where theplayer characterscould take cover behind destructible objects.[3]In 1985,Data East'starget shootinggameShootouthad enemies who take cover behind objects or buildings and pop out from cover to fire back at the player.[4]

Ryan Lambie, writing forDen of Geek,considersNamco'srun and gunarcade gameRolling Thunder(1986) to be "the precursor to the modern cover shooter" due to how the player can hide behind crates, doors and other obstacles to avoid enemy fire. The mechanic of taking cover behind crates and jumping over them was later borrowed bySega's arcade hitShinobi(1987).[5]Rolling Thunder 2(1990) andRolling Thunder 3(1993) also allowed the player to enter doors to hide from enemies and dodge their gunfire.[6]In 1988,Konami'sDevastators,[7]an earlythird-person shooter,[8]featured a cover mechanic where destructible objects, such as sandbags and debris littered across the battlefield, could be used to take cover from enemy fire.[7]In 1994, a cover mechanic was used in the gameBlackthorne,which allowed the player to take cover by pressing against walls to avoid enemy fire.[9]

Namco's 19953Dlight gun shooterarcade gameTime Crisisintroduced a dedicated cover button, specifically an "action" foot pedal, that could be used to take cover behind in-game objects. This cover mechanic helpedTime Crisisdistinguish itself from rival light gun shooters, like Sega'sVirtua Cop,and took advantage of the players' hand-foot coordination to create a new arcade game experience. WhileTime Crisiswas afirst-person perspectiveshooter, cover would later be largely bound to third-person shooter titles, due to cover freeing up the camera and for it being easier to judge space when the character is visible on screen.Time Crisis,however, was able to use cover effectively due to being arail shooter,where the path is already determined and there is nocamera control.[1]

Modern cover system (1999–2008)

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WinBack,released byKoeifor theNintendo 64in 1999, did not allow players to run-and-gun, but instead forced them to stop and shoot, with crates and corners providing cover for the player character to pop out from and fire his weapon.[1]

In 2000, Raven releasedSoldier of Fortunefor the PC which also featured its own lean-and-hide cover system which gave multiplayer combat far more depth. Using corners of walls, boxes, and other assorted obstacles to take cover from enemy fire was essential to successful gameplay.

In 2001'sMetal Gear Solid 2: Sons of Liberty,SnakeorRaidenable to take cover behind walls, boxes or crates and pop out to shoot at enemies,[10][11]while the improved enemyAIallowed enemies to also take cover from the player character. The enemies would often take cover to call for backup,[12]and during battle, they would take cover then pop out and shoot at the player or blindly throw grenades from behind their cover.[10][13]In 2002,The Getawayfor thePS2featured a similar cover mechanic.

The 'Offensive Cover System' (OCS) inKill.Switch(2003) was one of the foundations for modern cover systems inthird-person shootervideo games.

Kill.Switchis credited as the first game to feature the cover system as its core game mechanic,[14]and introduced the blind fire mechanic to the cover system.[15]It was also the earliest third-person shooter that required a button press to initiate the action of taking cover. This was the only game at the time to allow the in-game avatar to lean out and shoot, vault over cover, or blind fire during the cover sequence. This cover system was nicknamed 'Offensive Cover System' (OCS) by the developers. While this was considered a change in the shooter genre, reviewer Ricky Tucker felt that the game relied too heavily on the cover system with little other gameplay focus. He also said that the game felt "more like a prototype than a game" and didn't see any outstanding moments for the game despite the innovative cover design.[16]

In 2005,CT Special Forces: Fire for Effectfeatured a cover system inspired byKill Switch.[17]Uncharted: Drake's Fortune,released in 2007, also began development that year,[18]and took inspiration fromKill Switchfor its cover system.[19]In 2006, several shooters featuredKill Switch-inspired cover systems, includingRogue Trooper,athird-person shooterreleased in May based on the eponymous comic book series by2000 AD,Tom Clancy's Rainbow Six: Vegas,[20]afirst-person shooterreleased in November that switched to a third-person over-the-shoulder view when initiating cover,[21]andKillzone: Liberation,a third-person action game released in October.[1]Other third-person shooters to feature a cover system that same year includeWinBack 2: Project Poseidon,released in April,[22]andGhost Recon: Advanced Warfighter.[23]

Niko Bellictakes cover behind a car as the police are pursuing him inGrand Theft Auto IV(2008), which is the first game inits seriesto feature the cover system.

The most famous among them, however, wasGears of War,released byEpic Gamesin November 2006. It was a third-person shooter focused entirely on cover-based combat.[24]While not the first to use a single button for moving in and out of cover, it used the mechanic more effectively with environments specifically designed with the cover system in mind. The cover system was considered revolutionary at the time and was credited for the massive success and sales of the game and its sequel,Gears of War 2.[25]Its cover system was inspired byKill Switch,[1]whose lead designer was employed by Epic Games and was involved in the development ofGears of War.[26]In turn,Gears of Warinspired a new wave of video games using the third-person, single-button cover system. According to Stuart Lindsay, some games' cover systems are criticized because the cover system is created as an afterthought rather than the game being built around that feature.[25]

Recent developments (2009–present)

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After the video game cover system was popularized, several recent games have attempted to alter or further revolutionize the cover system in a unique way. One such game is the first-person shooterKillzone 2,which utilized a complete cover system that was used in thefirst-person perspectivethe entire time.[27]Other first-person shooters like theRainbow Six: Vegasserieshave traditionally changed to a third-person view when taking cover.[27]A similar first-person cover approach was used byRockstar Gamesin the eighth-generation release ofGrand Theft Auto V,with an option to switch to a traditional third-person cover view when necessary as withRainbow Six: Vegas.

A way games have changed the cover has been shifting the focus from participating in combat from behind cover to only using cover as a last resort. An example is50 Cent: Blood on the Sand,which rewards players for assaulting enemies.[28]Uncharted 2: Among Thievesuses cover abilities by allowing the player to hang onto cover vertically and use three dimensions of cover to avoid enemy fire.Dark Voiduses a 360 degree threat radius, as the player character can fly. This is accomplished through vertical cover like scaling a mountainside or standard cover like walls.

Splinter Cell: Convictionin 2010 introduced cover to cover movement, which allows player characterSam Fisherto quickly move between covers by looking at the next cover and pressing a button. This mechanic was well received and has since been used in most ofUbisoft's third-person games likeGhost Recon: Future Soldier,Splinter Cell: Blacklist,Watch DogsandThe Division. 2011'sDeus Ex: Human Revolutionallows the protagonistAdam Jensento quickly switch to another side of cover and quickly switch cover that's short distance on the left or on the right from him while in a third-person perspective. 2012'sHitman: Absolution,also published bySquare Enix,and used again forHitman(2016).

In contrast to some cover-based shooters,Vanquish,a 2010 third-person shooter developed byPlatinumGames,has bullets and missiles coming from all directions in a manner reminiscent ofbullet hellshooters and cover is easilydestroyed.Often a single shot is enough to remove the player's cover, forcing the player character to be on the move, while the game also penalizes the player on the scoreboard for the amount of time spent in cover.[14][29][30]One of its innovations was the slide-boost mechanic that allows the player to slide-boost into and out of cover at high speeds (sometimes in slow motion usingbullet time).[29]According to directorShinji Mikami,the sliding boost mechanic was influenced by the 1970sanimeseriesCasshern.[31]

The action-RPGThe Last Storyincludes a cover system that works with both 3rd-person shooting and melee combat systems, and the turn-based tacticalXCOM: Enemy Unknownfeatures cover systems as well.

Reception

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The cover system has become a large part of modernthird-person shooters.Nate Ahearn ofYahoo! Newsfelt that cover systems changed the game experience for the better and reasoned this by claiming that cover systems were so vital because they allowed the player to view the character, creating a deeper connection between the gamer and the player character. In addition, Ahearn felt that having a cover system allowed the game to slow the pace and "really lets you flex the muscle of your fancy new graphics engine", giving games with cover systems advantages over fast-paced shooters.[32]

Cover systems are not universally praised, however.Ben "Yahtzee" Croshawhas repeatedly criticized cover systems in his seriesZero Punctuation,arguing that they ruin the flow of gameplay and comparing games that utilize them unfavorably to "retro"first-person shootersthat focus on mobility, such asQuakeandDuke Nukem 3D.[33][34]

References

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  1. ^abcdeBrian Ashcraft (January 20, 2010)."How Cover Shaped Gaming's Last Decade".Kotaku.Retrieved2011-03-26.
  2. ^Chris Kohler (2005),Power-up: how Japanese video games gave the world an extra life,BradyGames,p. 18,ISBN0-7440-0424-1,retrieved2011-03-27
  3. ^Deci, T.J."Gun Fight - Overview".AllGame.Archived fromthe originalon 14 November 2014.Retrieved9 May2021.
  4. ^Roberts, Mike; Phipps, Steve (October 1985)."Coin-Op Connection".Computer Gamer.No. 7. United Kingdom:Argus Press.pp. 18–9.
  5. ^Lambie, Ryan (15 March 2019)."Rolling Thunder: Namco's Hidden Arcade Gem".Den of Geek.Retrieved11 April2021.
  6. ^Kalata, Kurt."Rolling Thunder".Hardcore Gaming 101.Archived fromthe originalon 2011-02-04.Retrieved2011-02-04.
  7. ^abKalata, Kurt."Konami Run 'n Guns".Hardcore Gaming 101.
  8. ^Cook, Brad."Devastators - Overview".AllGame.Archived fromthe originalon 14 November 2014.Retrieved9 May2021.
  9. ^Kalata, Kurt."Blackthorne".Hardcore Gaming 101.
  10. ^ab"Metal Gear Solid 2: Sons of Liberty Walkthrough: Walkthrough: Tanker, Part 2".IGN.Archived fromthe originalon 2011-07-13.
  11. ^"Metal Gear Solid 2: Sons of Liberty Walkthrough: Walkthrough: Plant, Part 6".IGN.Archived fromthe originalon 2011-07-13.
  12. ^"Hands-on: The Metal Gear Solid 2 Demo".IGN.Archived fromthe originalon 2010-09-09.
  13. ^"Metal Gear Solid 2: Sons of Liberty Walkthrough: Walkthrough: Tanker, Part 1".IGN.Archived fromthe originalon 2011-07-13.
  14. ^ab"Why Vanquish will make Gears Of War obsolete".Play.
  15. ^"Kill.Switch & Gladius Go Gold".Voodoo Extreme.IGN.Archived fromthe originalon 2011-07-05.
  16. ^Tucker, Ricky."kill.switch".Game Vortex.Retrieved2009-12-12.
  17. ^"CT Special Forces Fire For Effect Review".VideoGamer.Archived fromthe originalon 2012-09-27.
  18. ^Randolph Ramsay (2007-10-26)."Q&A: Naughty Dog on Uncharted".GameSpot AU. Archived fromthe originalon 2011-09-20.Retrieved2008-08-11.
  19. ^"Uncharted: Drake's Fortune Afterthoughts".1UP.Archived fromthe originalon 2012-01-21.
  20. ^"Tom Clancy's Rainbow Six: Vegas 2 – Review".Game Critics.
  21. ^"Tom Clancy's Rainbow Six Vegas Review".GameSpot.Archived fromthe originalon 2011-01-30.
  22. ^"WinBack 2: Project Poseidon (PlayStation 2)".CNET.2006-05-17.
  23. ^"Ghost Recon: Advanced Warfighter Review".GamesFirst.
  24. ^"Gears of War Review".IGN.2006-11-07.Retrieved2009-12-12.
  25. ^abLindsay, Stuart (2009-12-02)."Did Gears of War Innovate the Cover System".Planet Xbox 360.Retrieved2009-12-12.
  26. ^"Gears of War: Five Things You Didn't Know".Team Xbox.Archived fromthe originalon 2011-09-28.
  27. ^ab"Cover System (video game concept)".Giant Bomb.Retrieved2009-12-12.
  28. ^"50 Cent Developer Video: Cover Is for Punks".Shack News.2009-02-10.Retrieved2009-09-29.
  29. ^ab"Vanquish video game review".The Telegraph.19 October 2010.
  30. ^"Vanquish an intense sci-fi shooter".Toronto Sun.Archived fromthe originalon 2017-09-06.
  31. ^"Interview: Shinji Mikami on Vanquish, evolving game dev locales and... punching fools".Joystiq.Archived fromthe originalon 2012-10-19.
  32. ^"Cover Me! - IGN".2014-08-29. Archived fromthe originalon 2014-08-29.Retrieved2023-02-14.
  33. ^Croshaw, Ben (17 August 2016)."ZeroPunctuation - Quake".The Escapist.Archived fromthe originalon 17 January 2017.Retrieved12 January2017.
  34. ^Croshaw, Ben (23 September 2015)."ZeroPunctuation - Gears of War: Ultimate Edition".The Escapist.Archived fromthe originalon 28 April 2017.Retrieved12 January2017.