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==Other subgenres== === First-person dungeon crawl === {{See also|Dungeon crawl}} The great majority of [[First person (video games)|first-person]] computer games up until the late 1980s were [[Turn-based game|turn-based]], though a few had attempted to incorporated real-time elements, such as ''Dungeons of Daggorath'' and the 1985 game ''Alterate Reality: The City''. Most first-person computer RPGs at the time, used [[Roguelike|turn-based movement]], where if the party didn't move, neither did the enemies, though ''[[The Bard's Tale (1985 video game)|The Bard's Tale]]'' in 1985 attempted to generate [[random encounter]]s when the player is away from the keyboard to give the impression that monsters weren't just waiting for players to stumble across them. However, such tricks were no substitute for a real-time world where monsters and other characters move about independently and autonomously of the player. This changed in late [[1987 in video gaming|1987]], when [[FTL Games]] released ''[[Dungeon Master (video game)|Dungeon Master]]'', a critically acclaimed dungeon crawler where the game world and combat was in semi-real-time, requiring players to quickly issue orders to the characters, setting the standard for semi-real-time first-person computer RPGs for the next several years.<ref name=Barton-234-5>{{Cite book|first=Matt|last=Barton|url=http://books.google.com/books?id=IMXu61GbTqMC&printsec=frontcover#v=onepage&q&f=false |title=Dungeons & Desktops: The History of Computer Role-Playing Games |publisher=[[A K Peters, Ltd.]] |year=2008 |accessdate=2010-09-08 |isbn = 1-56881-411-9 | pages=234–5}}</ref> Other semi-real-time first-person RPGs in the style of ''Dungeon Master'' include [[Strategic Simulations, Inc.|SSI]]'s ''[[Eye of the Beholder (video game)|Eye of the Beholder]]'' (1990) and [[Raven Software]]'s ''[[Black Crypt]]'' (1992). In 1987, ''[http://www.giantbomb.com/getsu-fuuma-den/3030-12131/ Getsu Fūma Den]'' introduced fully real-time [[Third-person action|third-person]] combat. The gameplay features both [[side-scrolling]] and [[third-person view]]s, as well as [[open world]] exploration.<ref name="fuma">http://www.hardcoregaming101.net/getsufuu/getsufuu.htm</ref> In the third-person dungeons, enemies appear at predetermined locations, with the third-person combat involving the player attacking the enemy and moving left and right to dodge,<ref name="fuma"/> a precursor to ''[[Crossed Swords]]'' on the [[Neo Geo]]. There is also a third-person jump attack, a precursor to ''[[The Legend of Zelda: Ocarina of Time]]''. [[File:Ultima underworld 1 screenshot.png|right|thumb|''[[Ultima Underworld: The Stygian Abyss]]'' (1992), which utilized [[ray casting]] graphics, laid the foundations for future [[real-time game|real-time]], [[first-person (video games)|first-person]] [[dungeon crawl]]ers.|link=Special:FilePath/Ultima_underworld_1_screenshot.png]] [[Arsys Software]] released ''[[Star Cruiser]]'' for the [[NEC PC-8801]] computer in early 1988. This innovative game is notable for being a very early example of an action RPG with fully [[3D computer graphics|3D]] [[Polygon (computer graphics)|polygonal]] graphics,<ref name=4gamer>[http://www.4gamer.net/games/008/G000896/20080428044/ スタークルーザー] ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.4gamer.net%2Fgames%2F008%2FG000896%2F20080428044%2F translation]), 4Gamer.net</ref> combined with [[first-person shooter]] gameplay.<ref name=Star-Cruiser/> It was later ported to the [[Mega Drive|Sega Mega Drive]] in 1990.<ref name=Star-Cruiser>{{allgame|16126|Star Cruiser}}</ref> That same year, [[Alpha Denshi]]'s ''[[Crossed Swords]]'' for the [[Video arcade|arcades]] combined the first-person [[beat 'em up]] gameplay of [[SNK]]'s ''[[The Super Spy]]'' (released the same year) with even more RPG elements.<ref name="Crossed-Swords">{{allgame|16995|Crossed Swords}}</ref> In [[1992 in video gaming|1992]], [[Looking Glass Studios|Blue Sky Productions]] released ''[[Ultima Underworld: The Stygian Abyss]]'', which was considered a technological marvel for its 3D first-person [[ray casting]] graphics combined with real-time action and a surprisingly deep role-playing experience. One of the game's developers, [[Warren Spector]], would go on to help develop more games combining first-person action and RPG gameplay, such as ''[[System Shock]]'' and ''[[Deus Ex]]''. Other first-person RPGs in the style of ''Ultima Underworld'' include ''[[Shadowcaster]]'' by [[Raven Software]] and [[id Software]] in 1993 created with an early version of the [[Doom engine]], ''[[The Elder Scrolls]]'' series and ''[[Fallout 3]]'' by [[Bethesda Softworks|Bethesda]], ''[[Vampire: The Masquerade – Bloodlines]]'' by [[Troika Games]], and ''[[Hellgate: London]]'' by [[Flagship Studios]] which was formed from [[Blizzard North]] executives and developers responsible for the ''[[Diablo (series)|Diablo]]'' franchise (also supports third-person view). [[From Software]]'s ''[[King's Field (series)|King's Field]]'' series of dungeon-crawler action RPGs for consoles had been using a fully 3D polygonal first-person perspective from 1994 to 2001, though the series' 2009 spiritual successor ''[[Demon's Souls]]'' had adopted a [[Third person (video games)|third-person]] view instead. ===Isometric dungeon crawl=== Action RPGs were far more common on consoles rather than computers, due to [[gamepad]]s being better suited to real-time action than the keyboard and mouse.<ref name="Barton-43"/> Though there have been attempts at creating action-oriented computer RPGs during the late 1980s and early 1990s, often in the vein of ''Zelda'', very few saw any success,<ref name="Barton-43"/> with ''[[Times of Lore]]'' (1988)<ref name=Barton/> and ''[[Ultima VII]]'' (1992) being some of the more successful attempts in the American computer market.<ref name="Barton-43"/> An early attempt at incorporating a [[point-and-click]] interface in a real-time overhead action RPG was ''[[Silver Ghost]]'',<ref name="Silver-Ghost"/><ref>[https://www.giantbomb.com/silver-ghost/3030-44618/ Silver Ghost], Giant Bomb</ref> a 1988 [[NEC PC-8801]] game by [[Kure Software Koubou]].<ref>[http://www.kure.sakura.ne.jp/8_works/game/2_sg.html Silver Ghost] ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.kure.sakura.ne.jp/8_works/game/2_sg.html&ei=-CcpTZGiN4KyhAfzpJzpAQ&sa=X&oi=translate&ct=result&resnum=10&ved=0CGgQ7gEwCQ&prev=/search%3Fq%3D%2522%25E3%2582%25B7%25E3%2583%25AB%25E3%2583%2590%25E3%2583%25BC%25E3%2582%25B4%25E3%2583%25BC%25E3%2582%25B9%25E3%2583%2588%2522%2B1988%26hl%3Den%26safe%3Doff%26biw%3D1280%26bih%3D767%26prmd%3Divns Translation]), [[Kure Software Koubou]]</ref> It was a [[Tactical role-playing game|tactical action RPG]] where characters could be controlled using a cursor.<ref name="Silver-Ghost">{{cite web|author=Kurt Kalata|date=February 4, 2010|title=So What the Heck is Silver Ghost|publisher=Hardcore Gaming 101|url=http://blog.hardcoregaming101.net/2010/02/so-what-heck-is-silver-ghost.html|accessdate=2011-04-02}}</ref> A similar game released by Kure Software Koubou that same year was ''[[First Queen]]'', a unique hybrid between a [[real-time strategy]], action RPG, and strategy RPG. Like an RPG, the player can explore the world, purchase items, and level up, and like a [[strategy video game]], it focuses on recruiting soldiers and fighting against large armies rather than small parties. The game's "Gochyakyara" ("Multiple Characters") system let the player control one character at a time while the others are controlled by computer [[Artificial intelligence|AI]] that follow the leader, and where battles are large-scale with characters sometimes filling an entire screen.<ref name="kuresoft">{{cite web|title=Official Site|publisher=[[Kure Software Koubou]]|url=http://www.kuresoft.net|accessdate=2011-05-19}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.kuresoft.net Translation])</ref><ref>{{MobyGames|id=/first-queen|name=First Queen}}</ref> Another early overhead action RPG to use mouse controls was Nihon Falcom's 1991 game ''[[Brandish]]'', where the player could move forward, backward, turn, strafe and attack by clicking on boxes surrounding the [[player character]].<ref>{{cite web|title=Brandish|author=Kurt Kalata|publisher=Hardcore Gaming 1010|url=http://www.hardcoregaming101.net/brandish/brandish.htm|accessdate=2011-04-02}}</ref> [[File:Diabloscreen.jpg|thumb|right|''[[Diablo (video game)|Diablo]]'' (1996) laid the foundations for [[Point and click|point & click]] action RPGs.|link=Special:FilePath/Diabloscreen.jpg]] The 1994 game ''[[Ultima VIII]]'' also used mouse controls as well as attempting to add precision jumping sequences reminiscent of a ''[[Mario]]'' [[platform game]], though reactions to the game's mouse-based combat were mixed. It was not until [[1996 in video gaming|1996]] that a stagnant PC RPG market was revitalized by Blizzard's ''[[Diablo (computer game)|Diablo]]'', an action RPG that used a point-and-click interface and offered gamers a free [[online game|online]] service to play with others that maintained the same rules and gameplay.<ref name="Barton-43">{{citation|title=Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time|first=Bill|last=Loguidice|first2=Matt|last2=Barton|publisher=[[Focal Press]]|year=2009|isbn=0-240-81146-1|url=http://books.google.com/books?id=M_bFdsP9L7oC| page=43}}</ref> However, there is some debate regarding whether or not real-time point-and-click games such as ''Diablo'' qualify as action RPGs due to their lack of direct control over the character, which is considered a defining element of action RPGs.<ref>{{cite web|title=Active Time Babble 23: Christian Nutt joins Kat and Jeremy as they delve into the world of action RPGs (49:00–52:00)|url=http://itunes.apple.com/us/podcast/1up.com-active-time-babble/id338268978|work=[[1UP.com{{!}}1UP]]|publisher=[[iTunes]]|accessdate=9 August 2012|author=Kat Bailey|coauthors=Christian Nutt, Jeremy Parish|date=May 21, 2010}}</ref> ''Diablo''<nowiki>'</nowiki>s effect on the market was significant; it had many imitators and its style of combat went on to be used by many [[MMORPG]]s that came after. For many years afterwards, games that closely mimicked the ''Diablo'' formula were referred to as "''Diablo'' clones." The definition of a ''Diablo'' clone is even vaguer than that of an action RPG, but typically such games have each player controlling a single character and have a strong focus on combat, loot and grind, and creating character builds, usually with plot kept to a minimum. Non-player characters are often limited in scope. For example, an NPC could be either a merchant who buys and sells items or a service provider who upgrades the player's skills, resources, or abilities. Diablo clones are also considered to have few or no puzzles to solve because many problems instead have an action-based solution (such as breaking a wooden door open with an axe rather than having to find its key). Blizzard later released a sequel, ''[[Diablo II]]'' in 2000, and it became an international sensation in America, Europe, and Asia. The effect of ''Diablo II'' on the gaming industry led to an even larger number of "clones" than its predecessor, inspiring games for almost a decade. ''[[Diablo III]]'' was released on May 15th, 2012. Some of the aforementioned ''Diablo'' clones are: the ''[[Sacred (video game)|Sacred]]'' series, ''[[Titan Quest]]'', ''[[Dungeon Siege]]'' series, ''[[Loki: Heroes of Mythology]]'', ''[[Legend: Hand of God]]'', ''[[Fate (video game)|Fate]]'', ''[[Torchlight]]'', and ''[[Path of Exile]]''. ===Role-playing shooter=== {{Main|Role-playing shooter}} Role-playing shooters (often abbreviated RPS) are sometimes considered a [[sub-genre]], featuring elements of both [[shooter game]]s and action RPGs.<ref name=Kotaku/> An early example was Magical Zoo's ''The Screamer'',<ref name=Moby-Screamer/> a 1985 post-apocalyptic sci-fi RPG released in Japan for the [[NEC PC-8801]] computer, set after [[World War III]] and revolving around [[cyberpunk]] and biological [[Survival horror|horror]] themes.<ref name=4Gamer-Screamer/><ref name=Legendra-Screamer/> The gameplay switched between first-person [[dungeon crawl]] exploration and [[side-scrolling shooter]] combat, where the player could jump, duck and shoot at enemies in real-time.<ref name=Moby-Screamer/> That same year, ''[[Dragon Slayer II: Xanadu]]'' allowed the player to shoot projectile magic attacks at enemies.<ref name=Xanadu/> The earliest to feature [[3D computer graphics|3D polygonal graphics]] was the 1986 game ''[[Wibarm|WiBArm]]'', released by [[Arsys Software]] for the [[NEC PC-8801|NEC PC-88]] computer in Japan and ported to [[MS-DOS]] for Western release by [[Brøderbund]]. In ''WiBArm'', the player controls a transformable [[mecha]] robot, switching between a [[2D computer graphics|2D]] [[Side-scrolling video game|side-scrolling]] view during outdoor exploration to a fully 3D polygonal [[Third person (video games)|third-person]] perspective inside buildings, while bosses are fought in an arena-style 2D [[shoot 'em up]] battle. The game featured a variety of weapons and equipment as well as an [[automap]], and the player could upgrade equipment and earn experience to raise stats.<ref name=Retro>{{cite web|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|author=John Szczepaniak|title=Retro Japanese Computers: Gaming's Final Frontier|page=4|publisher=Hardcore Gaming 101|accessdate=2011-03-18}} (Reprinted from ''[[Retro Gamer]]'', Issue 67, 2009)</ref><ref name=4Gamer-Wibarm>{{cite web|url=http://www.4gamer.net/games/008/G000896/20080325040/|title=【リリース】プロジェクトEGGから3月25日に「ウィバーン」発売|publisher=4Gamer.net|accessdate=2011-03-05}} ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.4gamer.net/games/008/G000896/20080325040/&ei=Ki9yTc7aOsXssgb8jJmEDg&sa=X&oi=translate&ct=result&resnum=3&ved=0CDoQ7gEwAg&prev=/search%3Fq%3Dsite:4gamer.net%2BArsys%26hl%3Den%26safe%3Doff%26rls%3Dcom.microsoft:en-gb:IE-SearchBox%26prmd%3Divnsl Translation])</ref> In contrast to first-person RPGs at the time that were restricted to 90-degree movements, ''WiBArm's'' use of 3D polygons allowed full 360-degree movement.<ref name=4Gamer-Wibarm/> In 1987, ''[[Survival horror#Origins|Shiryou Sensen: War of the Dead]]'', an [[MSX2]] title developed by Fun Factory and published by [[Victor Entertainment|Victor Music Industries]], was the first true [[survival horror]] RPG.<ref name=Gifford>Kevin Gifford, [http://magweasel.com/2009/11/10/i-love-the-pc-engine-shiryou-sensen-war-of-the-dead/ Shiryō Sensen: War of the Dead], ''Magweasel.com'', November 10, 2009</ref><ref name=Szczepaniak>John Szczepaniak, [http://www.hardcoregaming101.net/wotd/wotd.htm War of the Dead], Hardcore Gaming 101, 15 January 2011</ref> Designed by Katsuya Iwamoto, the game revolved around a female [[SWAT]] member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It was [[Open world|open-ended]] like ''[[Dragon Quest]]'' and had [[Real-time game|real-time]] side-view battles like ''[[Zelda II: The Adventure of Link|Zelda II]]''. Unlike other RPGs at the time, however, the game had a dark and creepy atmosphere expressed through the story, graphics, and music,<ref name=Gifford/> while the gameplay used shooter-based combat and gave limited ammunition for each weapon, forcing the player to search for ammo and often run away from monsters in order to conserve ammo.<ref name=Szczepaniak/> [[File:Star Cruiser screenshot.jpg|thumb|right|''[[Star Cruiser]]'' (1988), an early role-playing shooter, combined [[first-person shooter]] and role-playing game elements along with [[3D computer graphics|3D polygon]] graphics.|link=Special:FilePath/Star_Cruiser_screenshot.jpg]] In 1988, ''The Scheme'', released by [[Quest Corporation|Bothtec]] for the [[NEC PC-8801|PC-8801]], was an action RPG with a similar side-scrolling [[Open world|open-world]] gameplay to ''[[Metroid]]''.<ref name=Retro/> [[Compile (publisher)|Compile]]'s ''[[The Guardian Legend]]'' that year was a successful fusion of the action-adventure, shoot 'em up and role-playing game genres, later inspiring acclaimed titles such as ''[[Sigma Star Saga]]'' in 2005.<ref name="Thomas">{{cite news| last = Thomas|first = Lucas M.|title = {{'}}''Sigma Star''{{'}} Combines RPG, Shoot-Em'-Up Action |newspaper = [[Evansville Courier & Press]] |page = D11|date = 2005-08-18 |accessdate= 2008-06-25 |url=http://www.courierpress.com/news/2005/aug/18/game-time-sigma-star-saga/ |archiveurl=http://www.webcitation.org/5hmtdzPXD |archivedate=2009-06-25}}</ref> That same year, Arsys Software released ''[[Star Cruiser]]'' for the PC-88. This innovative game is notable for being a very early example of an RPG with fully 3D polygonal graphics,<ref name=4gamer/> combined with [[first-person shooter]] gameplay,<ref name=Star-Cruiser/> which would occasionally switch to [[Space flight simulator game|space flight simulator]] gameplay when exploring outer space with [[six degrees of freedom]]. All the backgrounds, objects and opponents in the game were rendered in 3D polygons, many years before they were widely adopted by the gaming industry. The game also emphasized storytelling, with plot twists and extensive character dialogues.<ref name=4gamer/> It was later ported to the [[Mega Drive|Sega Mega Drive]] in 1990.<ref name=Star-Cruiser/> The game's sequel, ''Star Cruiser 2'', was released in 1992,<ref>[http://web.archive.org/web/20040201144907/http://dengeki.jp/~roburi/cd.csv でんげき~別館~] ([http://translate.google.co.uk/translate?hl=en&sl=ja&tl=en&u=http%3A%2F%2Fwww.google.co.uk%2Furl%3Fsa%3Dt%26source%3Dweb%26cd%3D1%26ved%3D0CBsQIDAA%26url%3Dhttp%253A%252F%252Fwebcache.googleusercontent.com%252Fsearch%253Fq%253Dcache%253AMVbKeE4duaEJ%253Awww.dengeki.jp%252F~roburi%252Fcd.csv%252Bsite%253Adengeki.jp%252B%252522%2525E3%252582%2525B9%2525E3%252582%2525BF%2525E3%252583%2525BC%2525E3%252582%2525AF%2525E3%252583%2525AB%2525E3%252583%2525BC%2525E3%252582%2525B6%2525E3%252583%2525BC2%252522%252B1993%2526cd%253D1%2526hl%253Den%2526ct%253Dclnk%2526gl%253Duk%2526client%253Dfirefox-a%2526source%253Dwww.google.co.uk%26ei%3DXfZJTavME6WL4gbJv42eDA%26usg%3DAFQjCNG3SsZ1R3MJQ4tRi789OyEi12aEUA%26sig2%3D-fvcCW3TfnJrZcxvVDvEAQ Translation]), ''[[Dengeki]]''</ref> for the [[NEC PC-9801|PC-9821]] and [[FM Towns]] computers.<ref>[http://www.dengeki.jp/~roburi/akiary/200406.html 日記(バックナンバー)] ([http://translate.google.co.uk/translate?hl=en&sl=ja&u=http://www.dengeki.jp/~roburi/akiary/200406.html&ei=evdJTbGLAY314AaNtpyJDA&sa=X&oi=translate&ct=result&resnum=2&ved=0CCQQ7gEwAQ&prev=/search%3Fq%3Dsite:dengeki.jp%2B%2522%25E3%2582%25B9%25E3%2582%25BF%25E3%2583%25BC%25E3%2582%25AF%25E3%2583%25AB%25E3%2583%25BC%25E3%2582%25B6%25E3%2583%25BC%2B2%2522%26hl%3Den%26safe%3Doff%26client%3Dfirefox-a%26rls%3Dorg.mozilla:en-GB:official%26prmd%3Divns Translation]), ''[[Dengeki]]''</ref> In 1990, [[Hideo Kojima]]'s ''[[SD Snatcher]]'', while turn-based, introduced an innovative first-person shooter-based battle system where firearm weapons (each with different abilities and target ranges) have limited ammunition and the player can aim at specific parts of the enemy's body with each part weakening the enemy in different ways. Such a battle system has rarely been used since,<ref>Kurt Kalata, [http://www.hardcoregaming101.net/snatcher/snatcher.htm Snatcher], Hardcore Gaming 101</ref> though similar battle systems based on targeting individual body parts can later be found in Square's ''[[Vagrant Story]]'' (2000), a [[Time-keeping systems in games#Pausable real-time|pausable real-time]] RPG<ref>{{cite web|title=Retronauts: Volume 4 - Yasumi Matsuno|author=Jeremy Parish|publisher=[[1UP.com]]|date=2006-03-18|url=http://www.1up.com/features/retronauts-yasumi-matsuno|accessdate=2011-04-09}}</ref> that uses both melee and bow & arrow weapons,<ref>{{cite web|title=Vagrant Story - Retroview|publisher=[[RPGamer]]|url=http://www.rpgamer.com/games/other/psx/vagrant/reviews/vagrantstrev2.html|accessdate=2011-04-09}}</ref> as well as [[Bethesda Softworks|Bethesda]]'s ''Fallout 3'' (2008) and [[Nippon Ichi]]'s ''[[Last Rebellion]]'' (2010).<ref>[http://www.jeuxvideo.fr/date-europeenne-fixe-action-rpg-last-rebellion-actu-323102.html European date fixed for the action / RPG Last Rebellion] ([http://translate.google.co.uk/translate?u=http%3A%2F%2Fwww.jeuxvideo.fr%2Fdate-europeenne-fixe-action-rpg-last-rebellion-actu-323102.html&sl=fr&tl=en&hl=&ie=UTF-8 Translation]), Jeuxvideo.com</ref> In 1996, ''[[Night Slave]]'' was a shooter RPG released for the [[NEC PC-9801|PC-98]] that combined the [[Scrolling shooter|side-scrolling shooter]] gameplay of ''[[Cybernator|Assault Suits Valken]]'' and ''[[Gradius]]'', including an armaments system that employs recoil [[Game physics|physics]], with many RPG elements such as permanently levelling up the [[mecha]] and various weapons using power-orbs obtained from defeating enemies as well as storyline [[cut scene]]s, which occasionally contain [[Eroge|erotic]] lesbian [[Adult video game|adult content]].<ref name=Retro/> Other early shooter-based action RPGs include the ''[[Parasite Eve (series)|Parasite Eve]]'' series of [[survival horror]] RPGs (1998 onwards) by Square (now [[Square Enix]]),<ref>[http://web.archive.org/web/20100103162429/http://www.gamepro.com/article/reviews/374/parasite-eve/ Parasite Eve], [[GamePro]]</ref><ref>{{cite web|title=Parasite Eve released on PlayStation Network|author=Sean Ridgeley|publisher=Neoseeker|date=March 15, 2011|url=http://www.neoseeker.com/news/16005-parasite-eve-released-on-playstation-network/|accessdate=2011-04-09}}</ref> the ''[[Deus Ex]]'' series (2000 onwards) by [[Eidos Interactive]] (now [[Square Enix Europe]]), [[Ancient (company)|Ancient]]'s [[Vehicular combat game|vehicular combat]] RPG ''[[Car Battler Joe]]'' (2002),<ref name="Keiser">{{cite web | author=Kaiser, Joe | date=July 8, 2005 | title=Unsung Inventors | url=http://www.next-gen.biz/index.php?option=com_content&task=view&id=336&Itemid=2 | work=Next-Gen.biz | accessdate=2010-04-02 |archiveurl = http://web.archive.org/web/20051028224610/http://www.next-gen.biz/index.php?option=com_content&task=view&id=336&Itemid=2 |archivedate = 2005-10-28}}</ref> [[Konami]]'s solar-powered [[Stealth game|stealth]]-based ''[[Boktai]]'' series (2003 onwards),<ref>[http://www.1up.com/do/minisite?pager.offset=1&cId=3146356 Retroactive: Kojima's Productions (Page 2)], [[1UP.com|1UP]]</ref> [[Irem]]'s ''[[Steambot Chronicles]]'' (2005),<ref>[http://www.siliconera.com/2006/05/23/steambot-chronicles/ Steambot Chronicles], Siliconera</ref> Square Enix's [[third-person shooter]] RPG ''[[Dirge of Cerberus: Final Fantasy VII]]'' (2006)<ref>[http://www.next-gen.biz/features/japan-final-fantasy-vii-psp-and-potions JAPAN: Final Fantasy VII PSP and Potions], ''[[Edge (magazine)|Edge]]''</ref> which introduced an over-the-shoulder perspective similar to ''[[Resident Evil 4]]'',<ref>{{cite web|title=Dirge of Cerberus: Final Fantasy VII|publisher=Siliconera|url=http://www.siliconera.com/dirge-of-cerberus-final-fantasy-vii/|accessdate=2011-03-29}}</ref> and the [[Massively multiplayer online game|MMO]] vehicular combat game ''[[Auto Assault]]'' (2006) by [[NetDevil]] and [[NCsoft]].<ref name="Keiser"/> Most third person action RPGs feature a mix of both close quarters melee combat and projectile shooting elements, with the use of both guns (or in some cases, [[Bow and arrow|bow & arrow]], magic casting or [[Combat flight simulator|aerial combat]]) and [[melee]] weapons, including the ''[[Devil Summoner|Shin Megami Tensei: Devil Summoner: Raidou]]'' series (2006 onwards) by [[Atlus]],<ref>[http://www.siliconera.com/2006/10/11/shin-megami-tensei-devil-summoner-raidou-kuzunoha-vs-the-soulless-army/ Shin Megami Tensei: Devil Summoner – Raidou Kuzunoha vs. The Soulless Army], Siliconera</ref> [[tri-Ace]]'s ''[[Star Ocean]]'' series (1996 onwards),<ref>[http://web.archive.org/web/20091029154602/http://www.gamepro.com/article/reviews/208603/star-ocean-second-evolution/ Star Ocean: Second Evolution], [[GamePro]]</ref><ref>[http://www.digitalspy.co.uk/gaming/news/a197264/preview-resonance-of-fate-360-ps3.html Preview: 'Resonance of Fate' (360, PS3)], [[Digital Spy]]</ref> [[Cavia (company)|Cavia]]'s flight-based ''[[Drakengard]]'' series (2003 to 2005),<ref>[http://www.1up.com/previews/drakengard_3 Drakengard (PS2)], [[1UP.com]], accessed 2011-02-27</ref><ref>[http://uk.gamespot.com/ps2/rpg/drakengard2/review.html?om_act=convert&om_clk=gssummary&tag=summary%3Bread-review Drakengard 2 Review], [[GameSpot]], February 15, 2006</ref> and [[Level-5]]'s ''[[Rogue Galaxy]]'' (2005),<ref>[http://www.siliconera.com/2007/01/26/rogue-galaxy-charming-and-cel-shaded/ Rogue Galaxy: charming and cel shaded], Siliconera</ref> Sudeki (2004), Final Fantasy XV (2016). Later RPS games include the ''[[Mass Effect]]'' series (2007 onwards), ''[[Fallout 3]]'' (2008), ''[[White Gold: War in Paradise]]'' (2008), and ''[[Borderlands (video game)|Borderlands]]'' (2009).<ref name=Kotaku>{{cite web|url=http://kotaku.com/5546807/a-visual-guide-to-the-role+playing-game |title=A Visual Guide To The Role-Playing Game |publisher=Kotaku.com |date=2010-05-25 |accessdate=2010-10-25}}</ref> ''Borderlands'' developer [[Gearbox software]] has dubbed it as a "role-playing shooter" due to the heavy RPG elements within the game, such as quest-based gameplay and also its character traits and leveling system.<ref>[http://www.insidemacgames.com/reviews/view.php?ID=1119 Borderlands: Game Of The Year Edition], [[Inside Mac Games]]</ref> [[Sega]]'s ''[[Valkyria Chronicles]]'' series (2008 onwards) features a unique blend of [[tactical role-playing game]], [[real-time strategy]] and third-person [[tactical shooter]] elements (including a [[cover system]]), for which it has been described as "the missing link" between ''[[Final Fantasy Tactics]]'' and ''[[Full Spectrum Warrior]]''.<ref name=IGN-Valkyria>{{cite web | title = IGN: Valkyria Chronicles Review | publisher = IGN | date = October 29, 2008 | url = http://ps3.ign.com/articles/925/925384p1.html | accessdate = 2008-11-05| archiveurl= http://web.archive.org/web/20081102215403/http://ps3.ign.com/articles/925/925384p1.html?| archivedate= 2 November 2008 <!--DASHBot-->| deadurl= no}}</ref> ''[[Half-Minute Hero]]'' (2009) is an RPG shooter featuring self-referential humour and a 30-second time limit for each level and boss encounter.<ref>{{cite web|title=2D Forever: the fall and rise of hardcore Japanese game design|work=[[The Guardian]]|author=Keith Stuart|date=4 March 2011|url=http://www.guardian.co.uk/technology/gamesblog/2011/mar/04/2d-forever-japanese-game-design|accessdate=2011-03-23}}</ref> Other recent action role-playing games with shooter elements include the 2010 titles ''[[Resonance of Fate]]'' by tri-Ace,<ref>[http://www.videogamer.com/news/resonance_of_fate_out_march_26.html Resonance of Fate out March 26], [[VideoGamer.com]]</ref> ''[[Alpha Protocol]]'' by [[Obsidian Entertainment]], and ''[[The Last Story]]'' by [[Mistwalker]] which uses [[crossbow]]s (instead of guns) in a manner similar to [[Cover system|cover]]-based third-person shooters.<ref>Tom Goldman, [http://www.escapistmagazine.com/news/view/101990-Trailer-Sakaguchis-Last-Story-a-Wii-RPG-To-Anticipate Sakaguchi's ''Last Story'' a Wii RPG To Anticipate], ''[[The Escapist (magazine)|The Escapist]]''</ref> Square Enix's 2010 release, ''[[The 3rd Birthday]]'', the third game in the ''Parasite Eve'' series, features a unique blend of action RPG, [[Real-time tactics|real-time tactical]] RPG, survival horror and third-person tactical shooter elements.<ref>{{cite web|title=The 3rd Birthday Review: Manhattan just can't catch a break these days|date=March 25, 2011|publisher=IGN|author=Patrick Kolan|url=http://uk.psp.ign.com/articles/115/1157383p1.html|accessdate=2011-04-01}}</ref><ref>{{cite web|title=The 3rd Birthday review: New year's Eve|author=David Wolinsky|date=April 7, 2011|publisher=Joystiq|url=http://www.joystiq.com/2011/04/07/the-3rd-birthday-review/|accessdate=2011-04-09| archiveurl= http://web.archive.org/web/20110504024913/http://www.joystiq.com/2011/04/07/the-3rd-birthday-review/| archivedate= 4 May 2011 <!--DASHBot-->| deadurl= no}}</ref> 2010 cult hit ''[[Nier (video game)|NIER]]'' is a multi-genre action-RPG with a heavy emphasis on 2D and 3D ''[[Bullet hell]]'' game mechanics. ''[[Knights in the Nightmare]]'' is an RPG with [[Real Time Strategy]]/[[Bullet hell]] gameplay. Other shooter-based RPGs includes [[Imageepoch]]'s post-apocapytic ''[[Black Rock Shooter]]'' which employs first-person shooter elements,<ref>Tom Goldman (24 Nov 2010), [http://www.escapistmagazine.com/news/view/105615-Imageepoch-Unveils-New-Wave-of-JRPGs Imageepoch Unveils New Wave of JRPGs], ''[[The Escapist (magazine)|The Escapist]]''</ref> as well as third-person shooter elements,<ref>[http://www.siliconera.com/2010/11/23/black-rock-shooter-the-game-in-development-for-psp/ Black Rock Shooter: The Game In Development For PSP], Siliconera</ref> Square Enix's ''[[Final Fantasy XV]]'' which feature both melee sword fighting and third-person shooter elements,<ref>[http://www.gamertell.com/technologytell/article/final-fantasy-versus-xiii-trailer-leaks-out/ Final Fantasy Versus XIII trailer leaks out], Gamertell</ref> and ''[[Final Fantasy Type-0]]'' which plays similarly to the ''The 3rd Birthday'' but is not limited to shooting.<ref name="1up_type0">{{cite web|last=Parish|first=Jeremy|title=TGS: Final Fantasy Type-0 is Dark, Ambitious, Promising (PSP): The game formerly known as Agito demos well on the show floor|url=http://www.1up.com/previews/tgs-final-fantasy-type-0-dark_6|publisher=[[1UP.com]]|accessdate=17 September 2011|date=09/14/2011}}</ref> ===MMO action RPG=== In 2008, the [[South Korea]]n video game ''[[The Exiled Realm of Arborea]]'', also known as ''TERA'', combined the [[MMORPG]] and action RPG genres together, creating a new genre of its own as a result: the [[MMO]] action RPG. Previous (mostly Japanese) attempts at creating online multiplayer action RPGs were largely limited to small-scale online titles, such as ''[[Phantasy Star Online]]'' and ''[[Monster Hunter]]'', but ''TERA'' is the first true MMO action RPG, combining the large-scale [[open world]] of an MMORPG with the real-time combat system of an action RPG. ===Soulslike=== {{Main|Soulslike}} [[Soulslike]] games are a relatively new sub-genre born due to popularity of the [[Dark Souls|''Souls'' series]].<ref>{{cite web|author=Giuseppe Nelva |url=http://www.dualshockers.com/2016/04/26/is-niohs-the-consecration-of-from-softwares-darkdemons-souls-as-a-rpg-sub-genre-of-its-own/ |title=Is NiOh the Consecration of From Software's Dark/Demon's Souls as a RPG Sub-Genre of its Own? |publisher=Dualshockers.com |date=2016-04-26 |accessdate=2017-03-07}}</ref><ref>{{cite web|author=Matthew Byrd |url=http://www.denofgeek.com/us/games/dark-souls/254500/how-dark-souls-became-its-own-genre |title=How Dark Souls Became Its Own Genre |publisher=Den of Geek |date=2016-05-02 |accessdate=2017-03-07}}</ref><ref>{{cite web|url=http://geektyrant.com/news/5-games-series-that-have-defined-a-genre |title=5 Games Series That Have Defined a Genre — GeekTyrant |publisher=Geektyrant.com |date= |accessdate=2017-03-07}}</ref><ref>{{cite web|url=http://whatculture.com/gaming/10-upcoming-souls-like-games-to-play-after-dark-souls-3 |title=10 Upcoming 'Souls Like' Games To Play After Dark Souls 3 |publisher=Whatculture.com |date=2016-05-04 |accessdate=2017-03-07}}</ref><ref>{{cite web|author= |url=http://www.cubedgamers.com/2017/01/27/nioh-naysayers-and-the-manifestation-of-the-soulslike/ |title=Nioh Naysayers and the Manifestation of the Soulslike |publisher=Cubed Gamers |date=2017-01-27 |accessdate=2017-03-07}}</ref> Those games generally have common elements like high difficulty, high-risk combat with hard-hitting enemies, sparse checkpoints, and enemies dropping souls (or some other resource used for upgrading stats and/or weapons that is lost upon death), but the player has one chance to regain the dropped souls if they can reach the place of their death without dying again. Examples of this type of game include ''[[Demon's Souls]]'', ''[[Bloodborne]]'', ''[[Nioh]]'', ''[[Lords of the Fallen]]'', [[Code Vein|''Code Vein'']], ''[[DarkMaus]]'', ''[[The Surge]]'', and ''[[Ashen]]''.
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