A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting , unlike works of fiction that are expressed through other media, such as films or books . For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once.
67-544: Sniper Elite is a tactical shooter video game series developed by Rebellion Developments . It is a third-person tactical shooter that emphasises a less direct approach to combat, encouraging the player as a sniper to use stealth and keep distance from enemy soldiers. The games follow Karl Fairburne, a German-American Office of Strategic Services operative battling Axis forces during World War II . The series has been met with relatively positive reviews. More than 30 million Sniper Elite games have been sold. Sniper Elite
134-411: A Nazi assassin. Tactical shooter A tactical shooter is a sub-genre of first- and third-person shooters , associated with using strategy , planning , and tactics in gameplay , as well as the realistic simulations of ballistics , firearm mechanics, physics , stamina , and low time to kill . Dating back to strategy games from the late 1980s, the genre first rose to prominence in
201-472: A brutally realistic, almost impenetrably-so, tactical shooter, was transformed into a more cinematic story-focused generic third-person shooter. However, in the 2010s, tactical shooters saw a fair resurgence, with the successful releases of Arma 3 (2013) and Insurgency (2014) early in the decade. The later releases of tactical shooters like Rising Storm 2: Vietnam (2017), Insurgency: Sandstorm (2018), Squad (2020), and Ready or Not (2021) in
268-425: A crosshair, different movement stances (running, walking, crouching, and prone, leaning around corners), and a weapon customization feature with a weight penalty. Counter-Strike (2000), a mod of Valve 's Half-Life (1998), was the most popular multiplayer game of its era, in spite of the release of arcade-style first-person shooters with more advanced graphics engines such as Unreal Tournament 2003 . One of
335-564: A game that is played from a first-person perspective and involves the practice of shooting. Whereas " shooter game " is a genre name, "first-person shooter" and " third-person shooter " are common subgenres of the shooter genre. Other examples of such prefixes are real-time , turn based , top-down and side-scrolling . Genre names may evolve over time. The platform game genre started as "climbing games", based on Steve Bloom's 1982 book Video Invaders , as they were inspired by games like Donkey Kong with ladders and jumping. The same term
402-498: A genre identifier, such as with " Christian game " and " serious game " respectively. However, because these terms do not indicate anything about the gameplay of a video game, these are not considered genres. Video game genres vary in specificity, with popular video game reviews using genre names varying from " action " to "baseball". In this practice, basic themes and more fundamental characteristics are used alongside each other. A game may combine aspects of multiple genres in such
469-417: A lack of checkpoints in levels, forcing players to restart upon failure or continue with their inflicted losses. Due to this realistic but punishing gameplay, the individual heroism seen in other shooter games is drastically restrained, players are forced to rely on proper military tactics and teamwork to succeed, and playstyles are typically slower than other types of shooters. More caution and patience
536-458: A low tolerance or low health realistic damage model. Basically, you usually move slower than most shooters, your accuracy is much lower and bullets drop over a distance, you usually have a squad to command, and all of you only being able to take two or three shots before dying." Tactical shooters are designed around realism and authenticity, primarily in regards to weapon functionality, movement, and mission objectives. A staple of tactical shooters
603-496: A more typical action shooter of the period, but commented that it was "deeper and more versatile". The game featured a limited inventory which had to be carefully managed, a variety of mission types which often promoted guile over violence, and the impetus to plan ahead and outmaneuver the enemy—all of which are features common in the tactical shooter genre as a whole. Airborne Ranger was followed by Special Forces (1991), also by Microprose, which first introduced squad mechanics to
670-508: A revolutionary game which defined the conventions of the tactical shooter genre. The game was inspired by (and, before its connection with Tom Clancy 's novel Rainbow Six , initially focused on) the FBI Hostage Rescue Team . The game was designed to emphasize strategy in a way that would be fun for players without the best reflexes. The series has since become a benchmark for the genre in terms of detail and accuracy. Some of
737-472: A shot, and the player can take a deep breath to "focus" for increased accuracy. Realistic ballistics are optional, taking into consideration factors such as wind direction and strength and bullet drop, potentially altering the outcome of a shot even with the use of the scope. Introduced in Sniper Elite V2 is the "X-Ray Kill Cam", a feature where upon a successful and skilled shot will, in slow motion, follow
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#1733133916656804-586: A single input as opposed to individually equipping them. Melee weapons such as combat knives may also have their own slot, though games with more distant or firearm-based combat (such as Arma 3 ) may lack melee weapons entirely. Rocket launchers and grenade launchers , occasionally having their own "launcher" slot, may have varying focuses compared to their "general purpose" depictions in arcade shooters, such as dedicated ATGM and MANPADS launchers, or underbarrel anti-personnel grenade launchers that can be equipped on some rifles and carbines . In many instances,
871-448: A way that it becomes hard to classify under existing genres. For example, because Grand Theft Auto III combined shooting, driving and roleplaying in an unusual way, it was hard to classify using existing terms. The term Grand Theft Auto clone has been used to describe games mechanically similar to Grand Theft Auto III . Similarly, the term roguelike has been developed for games that share similarities with Rogue . Elements of
938-583: A weight system, weight is always a present factor that must be dealt with; however, in some, such as the Counter-Strike series, weight only applies to what is currently equipped—so a machine gun would be "heavier" than a knife, despite them both being carried by the player—meaning loopholes around weight restrictions may be found, such as equipping light weapons to move faster. Many tactical shooters (especially modern releases) feature varying degrees of weapon customization. In most modern tactical shooters, this
1005-517: A white ghost image to mark their last known position and the enemy will search a wider area. Rebellion Developments ' book imprint Abaddon Books released a novel inspired by the game, Sniper Elite: The Spear of Destiny written by Jasper Bark. In this book, Karl Fairburne's mission is to stop Nazi SS general Helmstadt from selling a working atomic bomb to the Soviets. A short story written by Scott K. Andrews titled Sniper Elite V2 - Target Hitler
1072-805: Is a series of tactical shooter simulators developed by Arma series creators Bohemia Interactive , used for infantry training by the United States military and several NATO militaries. Its Pointman user interface combines head tracking, a motion-sensitive gamepad and sliding foot pedals to increase the precision and level of control over one's avatar, enabling users to more realistically aim their weapon and practice muzzle discipline, to take measured steps when moving around obstacles or cover, and to continuously control their postural height to make better use of cover and concealment. Video game genre Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for
1139-454: Is a third-person shooter that involves stealth and first-person shooter game elements. Many of the single player levels allow multiple routes for the players to take in order to avoid direct firefights. Set in World War II , the player character, a German-American OSS operative named Karl Fairburne, utilises appropriate weapons for the era. The sniper rifle is the primary weapon throughout
1206-399: Is argued that it is interactivity characteristics that are common to all games. Like film genres, the names of video game genres have come about generally as a common understanding between the audience and the producers. Descriptive names of genres take into account the goals of the game, the protagonist and even the perspective offered to the player. For example, a first-person shooter is
1273-447: Is in development with Marla Studios' Jean-Julien Baronnet producing along with the game's producer and CEO of Rebellion Jason Kingsley , Gary Graham writing and Brad Peyton directing with the film follows Karl Fairburne engage in a cat-and-mouse chase through the streets of London at the height of the Blitz during World War II, as he tries to save British Prime Minister Winston Churchill from
1340-464: Is limited to the addition of firearm attachments such as a variety of scopes , holographic sights , laser sights , flashlights , foregrips , and suppressors . In less-grounded shooters, weapon customization may extend to stylized weapon camouflage skins and keychain -style "charms" (as seen in Rainbow Six Siege ), while in more detailed and comprehensive shooters, individual components of
1407-412: Is often sacrificed in favor of balance as well as playability. There may be considerable modifications to in-game weapons and ballistics compared to real life, deliberately done to ensure game balance in multiplayer PvP or competitive modes . For instance, tactical shooters with notable competitive scenes such as the Counter-Strike series typically allow the player to survive multiple bullet hits to
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#17331339166561474-465: Is required in combat, such as methodically advancing through cover and concealment as opposed to charging toward the enemy and shooting in the open. Emphasis is placed on realistic modeling of weapons and ballistics , and power-ups are generally more limited than in other shooters, if existent at all. Weapons in tactical shooters are usually designed to be inaccurate while moving and more accurate while in crouching or prone stances. Jumping, which
1541-441: Is seldom performed in real combat, is de-emphasized or even omitted, though some games may offer limited climbing or vaulting mechanics. Many tactical shooters feature "leaning", where the player can lean left or right to peek and fire around corners or behind cover without exposing the rest of their body to attack. A majority of tactical shooters have sight mechanics, where players are able to either "hip-fire" (fire without aiming
1608-658: Is still frequently found in many tactical shooters as a high-powered handgun option. Outdated weapons such as the AK-47 are often seen in modern military service in some games, despite them being mostly replaced by modern times (the AK-47 in particular having been replaced in Soviet Army service by the AK-74 in the 1970s). Experimental weapons, such as the OICW , are commonly seen in many titles, such as
1675-485: Is that of one "primary weapon" (traditionally a long gun such as a rifle , shotgun , submachine gun , or light machine gun ) and one "secondary weapon" (traditionally a sidearm such as a handgun ). Grenades of both "explosive"/"lethal" (such as fragmentation grenades and Molotov cocktails ) and "tactical"/"non-lethal" (such as stun grenades and smoke grenades ) varieties, and useful equipment such as medkits , are often under their own slots, sometimes used with
1742-565: Is their low time to kill , where players and NPCs can be killed in a short amount of time or with very few attacks. To account for this, a number of tactical shooters implement different levels of body armor, such as in the Rainbow Six and SWAT series, though these only offer a modicum of safety and do not guarantee player survival. The consequences of death may also be high: players may have to be revived , have lengthy respawn times, or have their character killed permanently ; there may also be
1809-445: The 1983 video game crash and to prevent unauthorized games from being released for the system. To solve this, Nintendo required approval of all games for the NES. To support this, Nintendo classified games into eight major series: Adventure, Action, Sports, Light-Gun, Programmable, Arcade, Robot, and Educational. The series description appeared on early "black box" covers and subsequently in
1876-574: The Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book How to Master the Video Games , he divides the games into broad categories in the table of contents: Space Invaders -type, Asteroids -type, maze, reflex, and miscellaneous. The first two of these correspond to
1943-488: The Ghost Recon and Delta Force series, and modern tactical shooters have tended to place more of an emphasis on the future of warfare through the implementation of drones and micro-cameras. Features now common to the tactical shooters genre originated in the late 1980s and early 1990s, starting with Airborne Ranger (1987) by Microprose . Computer Gaming World compared it to the earlier 1985 arcade game Commando ,
2010-688: The NES Player's Guide . By the time of the Game Boy and Super Nintendo Entertainment System , Nintendo had retired the Arcade, Light-Gun, Robot, Programmable, and Educational series, but added RPG & Simulation and Puzzle. Consoles manufacturers that followed the NES followed similar behavior in requiring licenses to develop games for their systems. To assure they would get these licenses, console developers tended to stay with gameplay of previously published games for that console, thus causing groups of games within
2077-513: The role-playing genre, which focuses on storytelling and character growth, have been implemented in many different genres of video games. This is because the addition of a story and character enhancement to an action, strategy or puzzle video game does not take away from its core gameplay, but adds an incentive other than survival to the experience. In addition to gameplay elements, some games may be categorized by other schemes; such are typically not used as genres: According to some analysts,
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2144-454: The basic features associated with the genre, including utilizing support elements and vehicular units, and running a real-time simulated environment (with 3D Vector graphics ) that reacts to the player's actions. Experiments in tactical shooter design were sparse over the next five years, and included Terra Nova: Strike Force Centauri , released in 1996—one of first 3D-rendered games with squad-oriented gameplay. The first major successes of
2211-486: The bullet from the rifle to the target's point of impact, showing an anatomically correct x-ray of the body part being hit and the damage the bullet causes to the organs and/or bones. In Sniper Elite III, stealth mechanics were reworked. An eye icon squints or opens to denote the player's level of detection by the enemy. Enemy soldiers will also have a circle meter over their heads to indicate alert status. Players are then forced to relocate periodically to prevent detection with
2278-677: The developers of the Half-Life expansions was Gearbox Software , who later released the game Brothers in Arms: Road to Hill 30 (2005) that further defined the genre. Critics praised the game for not only adding realism to its first-person shooter gameplay, but also in its unique tactical gameplay that allows players to command soldiers and teams during combat. By the late 2000s, arcade-style casual shooters such as Call of Duty 4: Modern Warfare (2007) began to prove more popular than classic-style shooters such as Quake and Unreal , although
2345-538: The field of true tactical shooters was largely neglected by developers since the mid-to-late 2000s. At that point, most tactical shooter franchises such as SWAT and SOCOM were discontinued, while developers such as Red Storm and Sierra went defunct or were absorbed by larger companies. Traditionally tactical shooter series like Rainbow Six and Ghost Recon drifted away from tactical realism towards cinematic action-centered themes, as can be witnessed by contemporary Rainbow Six sequels, which completely do away with
2412-466: The game may feature: the Counter-Strike and Rainbow Six series each depict counterterrorist tactical units, so the objectives seen in most of their games are centered around the typical duties of those units, namely defeating terrorists , rescuing hostages , and defusing bombs . Tactical shooters feature a wide variety of weapons often modeled on real firearms. The weapons featured depend on
2479-533: The game's setting, such as door wedges to seal doors and tasers to stun and arrest enemies. The setting itself defines how "realistic" the game may be: a game depicting modern warfare set in the present may use modern combat tactics with realistic weapons, while a game set in the near future or a different universe may incorporate elements of science fiction and use fictional or theoretical advanced technology, while still using generally sensible combat tactics. The setting may also determine what level objectives
2546-592: The game, difficulty, or selected options, ranging from the absence of a minimap or health bar to the full or partial absence of HUD staples such as crosshairs and ammunition counters. Some tactical shooters make use of squad -based tactics, where the player character (and usually also the enemy) is supported by a team of allied units, typically computer-controlled . While early tactical shooters had simple AI allies who followed set pathing, AI in later games has evolved with more complex responses such as autonomously seeking cover. In games with sufficiently robust AI,
2613-450: The game, though additional side arms (submachine guns and pistols) can be used depending on the situation. In addition to hand grenades, the player can also deploy tripwire booby traps, land mines and dynamite. The player can also shoot the enemies' own grenades to trigger an explosion. Binoculars are used to tag enemies in view, displaying their position and movements to the player. Different postures such as crouching or lying prone can steady
2680-548: The genre came in 1998, with games such as Rainbow Six , Ghost Recon , and Delta Force , which are credited for defining and refining the genre. Other influences on the genre included games such as the SOCOM series , as well as the SWAT series , a tactical shooter spin-off of the Police Quest series of adventure games . Rainbow Six (1998) in particular has been credited as
2747-540: The genre's realism to include aspects such as individual limb damage, realistic multi-step injury treatment, enhanced ballistic and ricochet simulations, weapon wear and malfunctions, detailed vehicle damage and repairs, and lengthy trips to the area of operations , to authentically simulate military procedure. According to IGN , tactical shooters "are about caution, care, cooperation, coordination, planning, and pacing. In these games, making decisive pushes, quick moves for cover, strategic retreats, and last ditch grabs at
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2814-454: The genre. Also considered an early tactical shooter is Hostages (1988) by Infogrames , in which the player takes the role of French GIGN operatives to besiege and raid an embassy that has been taken over by terrorists, which Destructoid compared to the later Rainbow Six franchise of tactical shooters. The next technical breakthrough came in 1993 with the release of SEAL Team by Electronic Arts . This game already offered many of
2881-405: The gold are not only important to success, but balanced in such a way that they become enjoyable activities in play." David Treharne of GameSpew identifies four criteria for what qualifies as a tactical shooter: "[M]ainly you're looking for the use of: realistic constraints of player movement; realistically simulated ballistics and accuracy; squad based or multiple approach/style accessibility; and
2948-705: The gun itself such as the barrel shroud and stock may be customized or replaced (as seen in Escape from Tarkov ). In games where weight is a factor, the player's equipped attachments may add to their character's weight. Despite generally aiming for realism and accuracy, some tactical shooters tend to make exceptions with their weapon accuracy. "Akimbo" ( dual wielding ) of firearms is generally rare in tactical shooters, yet it still appears as an option occasionally, such as in Counter-Strike with weapons ranging from small pistols to long-barreled shotguns. The Desert Eagle , despite being unsuitable for actual military applications,
3015-478: The late 1990s with the releases of several well-received tactical shooters. The popularity of the genre saw a decline in the late 2000s as fast-paced "arcade"-like action shooters rose to prominence, it has seen a revitalization since the mid-2010s with the successful releases of several modern tactical shooters. Tactical shooters involving military operations in grounded and realistic settings are sometimes known as milsims . These games and (often) mods enhance
3082-441: The late 2010s and early 2020s signaled a revitalization of the genre. Tactical shooters continue to enjoy a fairly large following as more games are released that follow the genre's design philosophy and emphasize strategy, driven largely by indie developers . Casual games like Rainbow Six Siege and Battlefield V have also demonstrated "back to roots" philosophies, such as the removal of regenerative health and "3D spotting" in
3149-614: The latter. Outside typical tactical shooters, the game mechanics and realistic simulations of the genre have also been used in battle royale games , extraction shooters , and esports -centric games. However, as few of them feature the game design staples of tactical shooters (such as strategic planning, squad-level tactics, slow-paced gameplay, and a realistic premise), they are usually not considered as such. Tactical shooters have also been released as virtual reality games , such as Hot Dogs, Horseshoes & Hand Grenades , Pavlov VR , Onward , and Breachers VR . Virtual Battlespace
3216-448: The marketing and publication of games, both for consoles and personal computers. Targeting high-value, low-risk video game genres was key for some publishers, and small and independent developers were typically forced to compete by abandoning more experimental gameplay and settling into the same genres used by larger publishers. As hardware capabilities have increased, new genres have become possible, with examples being increased memory ,
3283-411: The most notable tactical shooters have been total conversion mods of first-person shooters which have been released for free. Infiltration , a total conversion of Unreal Tournament (1999), has been described as "turning Unreal Tournament 's wild cartoon action into a harrowing game of cat and mouse". Infiltration has been noted for detailed aiming system including hip-fire and sights while lacking
3350-486: The move from 2D to 3D, new peripherals , online functionalities, and location-based mechanics. Experimental gameplay from indie game development drew more attention in the late 2000s and 2010s aided by independent digital distribution, as large publishers focused on triple-A titles were extremely risk-averse. Through indie games, a revival of experimental gameplay had emerged, and several new genres have emerged since then. Due to "direct and active participation" of
3417-549: The player character may be able to issue commands to AI squadmates, such as ordering them to cover an advance, flank a position, or clear an area of hostiles such as in Brothers in Arms . Some games in the genre allow players to plan their team's movements before a mission, which the AI then follows independently. Multiplayer tactical shooters may allow other players to assist each other either in
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#17331339166563484-414: The player leads a contemporary SWAT team against criminals and terrorists in an East Coast metropolis; thus, it follows that most levels in the game are inspired by the urban and suburban Eastern United States , with most levels set indoors, and most level layouts and gameplay focusing on the close-quarters combat that SWAT teams specialize in; and therefore, the game features equipment that work within
3551-572: The player's experience and activities required for gameplay. He wrote, "the state of computer game design is changing quickly. We would therefore expect the taxonomy presented [in this book] to become obsolete or inadequate in a short time." Nintendo , in bringing its Famicom system into the North American market as the Nintendo Entertainment System in 1985, looked to avoid the issues with loss of publishing control that had led to
3618-694: The player's inventory, which must be managed to mitigate its effects on the player character's weight. Carry weight is a game mechanic in many tactical shooters, increasing with the weapons, armor, or items carried by the player character, and affecting movement speed, stamina, time taken to aim down sights, and the ability to focus while aiming. The weight mechanic forces players to properly manage their inventory and choose whether they value mobility, effectiveness, or protection, preventing "jack-of-all-trades" loadouts where one player can carry everything they need, and promoting cooperation between players with different loadouts and classes. In many tactical shooters featuring
3685-470: The player's selected class affects what weapons are available to them; a rifleman class, for example, may only have rifles and carbines as their available primary weapons. In most tactical shooters, the basic weapon and equipment slots are the extent of the player's inventory; however, in some more expansive games, such as the Arma series, individual items such as magazines for equipped weapons are carried in
3752-401: The player, video game genres differ from literary and film genres . Though one could state that Space Invaders is a science fiction video game , author Mark J.P. Wolf wrote that such a classification "ignores the fundamental differences and similarities which are to be found in the player's experience of the game". In contrast to the visual aesthetics of games, which can vary greatly, it
3819-408: The same genre to grow. Subsequently, retailers displayed games grouped by genres, and market research firms found that players had preferences for certain types over others, based on region, and developers could plan out future strategies through this. With the industry expanding in the 1990s and budgets for video games began growing, large publishers like Electronic Arts began to form to handle
3886-460: The same squad or even commanding their own squads, allowing human players to strategize and coordinate more effectively compared to the limited commands available for AI. Team tactics are emphasized in tactical shooters more than other shooter genres, and thus accurate aiming and quick reflexes are not always sufficient for victory. The game's setting and scope are usually reflected in the game's level designs and mechanics. For example, in SWAT 4 ,
3953-420: The seminal text-based adventure game Colossal Cave Adventure directly inspired the Atari VCS game Adventure , but incorporating joystick control as in an action game rather than typed commands. Adventure served as the prototype of the action-adventure game genre that would be popularized by The Legend of Zelda . The target audience, underlying theme or purpose of a game are sometimes used as
4020-485: The series' pre-action planning stage (last seen in 2003's Rainbow Six 3: Raven Shield ) and the series' established counterterrorism setting as of Rainbow Six Siege (2015, in updates released later) and Rainbow Six Extraction (2022); and the futuristic settings of Ghost Recon: Future Soldier (2012), which features invisibility cloaks and shoulder-mounted anti-tank rockets. Even the Spec Ops series, which began as
4087-603: The setting, but are generally intended to suit the period (so a game set in World War II would feature period-accurate weaponry and lack modern weapons such as the M16 rifle ). Ballistics are typically simulated, as are elements of authenticity such as recoil , motion blur , ear-ringing from explosions , and the feeling of being suppressed . Some developers of tactical shooters may hire technical advisors from military , law enforcement , or firearms specializations to ensure accuracy in in-game depictions. Simulating actual combat
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#17331339166564154-905: The still-used genres of fixed shooter and multidirectional shooter . Within the personal computer space, two publications established a small number of categories based on the best-selling software in the early 1980s: Softalk , which ran its Top Thirty list from 1980 to 1984 with the genres of strategy, adventure, fantasy and arcade; and Computer Gaming World , which collected user-submitted rankings. Computer Gaming World initially used three categories in 1981—arcade, wargame, and adventure—but by 1989 had expanded its genre list to strategy, simulation, adventure, role-playing adventure, wargame, and action/arcade. Comparisons between computer and console games showed that players on computers tended to prefer more strategic games rather than action. Chris Crawford attempted to classify video games in his 1984 book The Art of Computer Game Design . Crawford focused on
4221-674: The torso (ignoring the bullet resistance of different types of ballistic vests ) and even more to the legs (rarely armored in real life), while registering an automatic kill for melee hits to the back (whether punches or knife stabs) and headshots (regardless of weapon caliber, impact point, or whether the target is wearing a helmet ). 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, requiring players to carefully select their weapons, equipment, and inventories accordingly. The typical loadout setup used in tactical shooters
4288-407: The weapon's sights), which is less accurate but gives a wider view of the area; or "aim down sights" (ADS) for better accuracy, increased zoom, or an aiming reticle, at the cost of restricted visibility and camera sensitivity. To highlight their emphases on realism, tactical shooters feature limited or minimalistic HUD elements compared to most other shooters, the extent of which can vary depending on
4355-518: Was released as an E-Book. A 2018 comic based on the series, Sniper Elite: Resistance written by Keith Richardson and Patrick Goddard. The story follows Karl Fairburne as he parachutes into occupied France on a mission to destroy a secret weapon, but instead of a silent mission of sabotage he finds the local resistance compromised and the SS waiting to play a deadly game of cat and mouse in the terrified streets of an ancient town. In 2022, Sniper Elite: Origins
4422-450: Was released, featuring three short stories about Fairburne's early adventures. The Nazi Zombie Army series has also seen multiple E-books and novels, including E-book prequel Nazi Zombie Army: Götterdämmerung in 2014, and novel Zombie Army: Fortress of the Dead and comic mini-series Zombie Army 4: Last Rites in 2020. On 29 March 2021, Variety reports that a film adaptation of Sniper Elite
4489-497: Was used by the US and UK press in 1983, including magazines Electronic Games and TV Gamer . First-person shooters were originally known as " Doom clones" in the years following 1993's Doom , while the term "first-person shooters" became more common by around 2000. New genres emerge continuously throughout the history of video games, often due to the cross-pollination of ideas borrowed from different games into new ones. For example,
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