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First-person shooter video games
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===Rise of 3D graphics: 1995–1999=== In 1994, [[SEGA]]'s [[32X]] release ''[[Metal Head]]'' was a first-person shooter mecha simulation game that used fully texture-mapped, [[3D]] polygonal graphics.<ref>{{MobyGames|id=/metal-head|name=Metal Head}}</ref> That same year, Exact released the [[Sharp X68000]] computer game ''Geograph Seal'', a fully 3D polygonal first-person shooter that employed [[platform game]] mechanics and had most of the action take place in free-roaming outdoor [[open world]] environments rather than the corridor labyrinths of earlier first-person shooters such as ''Wolfenstein 3D''. In 1995, Exact released its successor for the [[PlayStation]] console, ''[[Jumping Flash!]]'', which was similar but placed more emphasis on the platforming rather than the shooting.<ref>[http://www.the-nextlevel.com/review/retro/geograph-seal-x68000/ Geograph Seal (X68000)], ''The Next Level''</ref> The first landmark, best-selling console first-person shooter was [[Rare Ltd.|Rare]]'s ''[[GoldenEye 007]]'', based on the [[James Bond]] [[GoldenEye|film]] and released on the [[Nintendo 64]] in 1997. Highly acclaimed for its atmospheric single-player levels and well designed multiplayer maps, it featured the ability to aim at a precise spot on the screen, a sniper rifle, and [[headshot]]s.<ref>Gerstmann, Jeff, [http://uk.gamespot.com/n64/action/goldeneye007/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review GoldenEye 007 Review], ''GameSpot,'' August 19, 1997, Accessed February 19, 2009</ref><ref>Berghammer, Billy, [http://www.1up.com/do/feature?pager.offset=1&cId=3171143 A Rare Look at Rare], ''1UP,'' Accessed February 19, 2009</ref> Alongside ''Doom'', the game's director and producer Martin Hollis credited Sega's 1994 [[Rail shooter|on-rails]] first-person [[light gun]] shooter ''[[Virtua Cop]]'' as a strong influence on the ''GoldenEye'' developers' adoption of features such as gun reloading, position-dependent hit reaction animations, penalties for killing innocent characters, and an alternate aiming system that is activated upon pressing the R button of the Nintendo 64 controller.<ref name="hollis-speech">{{Cite web |url=http://www.zoonami.com/briefing/2004-09-02.php |title=The Making of GoldenEye 007 |publisher=Zoonami |author=Martin Hollis |date=2004-09-02 |archiveurl=http://web.archive.org/web/20110718160021/http://www.zoonami.com/briefing/2004-09-02.php |archivedate=2011-07-18 |accessdate=2011-12-22}}</ref> [[Namco]]'s first-person light-gun shooter ''[[Time Crisis]]'' was also an influence on the game.<ref>http://www.joystiq.com/2012/09/03/james-bond-meets-virtua-cop-the-development-of-rares-goldeneye/</ref> Shortly after the release of ''Duke Nukem 3D'' in 1996, id Software released the much anticipated ''[[Quake]]'', originally envisioned as a sort of fantasy online world (the name ''Quake'' originally referred to a Thor-like character devised in the developers' earlier ''[[Dungeons & Dragons|D&D]]'' sessions), where armies of players would fight each other in large persistent battles—much as would be seen in later [[MMORPG]]s like ''[[Lineage (video game)|Lineage]]'' and ''[[Dark Age of Camelot]]''.<ref name="ddreamers_a" /> The game was also originally intended to have melee actionlike ''[[Virtua Fighter]]'', which inspired the adoption of [[Three-dimensional|3D polygon]] graphics in ''Quake''.<ref>https://archive.org/stream/NextGeneration30Jun1997/Next_Generation_30_Jun_1997#page/n9/mode/2up</ref> Like ''Doom,'' ''Quake'' was influential and genre-defining, featuring fast-paced, hellishly gory gameplay, but used 3D polygons instead of [[sprite]]s.<ref name="ddreamers_a">{{Cite book |first=Brad |last=King |first2=John M. |last2=Borland|url=http://books.google.com/books?id=CvxOAAAAMAAJ |title=Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic |publisher=McGraw-Hill/Osborne |year=2003 |accessdate=2010-09-25 |ref=borlanddd |pages=111–125}}</ref> The game's 3D polygons expanded the market for [[GPU]] graphics cards. [[Valve Corporation|Valve's]] ''Half-Life'' was released in 1998, based on the ''[[Quake]]'' engine. ''Half-Life'' is, along with its sequel ''[[Half-Life 2]]'' (released in 2004), consistently reviewed as one of finest examples of the genre.<ref name="halflifegreatest">[http://uk.gamespot.com/features/6171044/index.html?tag=result;title;2 The Greatest Games of All Time: Half-Life], ''[[GameSpot]],'' May 18, 2007, Accessed February 19, 2009</ref> In 1999, the shooter-based [[stealth game]] ''[[Metal Gear Solid: Integral]]'' included a first-person mode that allowed the whole game to be played from a first-person perspective.<ref>{{Cite web|title=Metal Gear Solid: Integral|publisher=[[GameSpot]]|author=James Mielke |date=July 22, 1999|url=http://uk.gamespot.com/ps/adventure/metalgearsolidintegral/review.html|accessdate=2011-05-05}}</ref> Also that year, [[SEGA]] attempted to introduce the genre to the [[arcades]] with ''[[Outrigger]]'', which allowed the player to switch between first-person and third-person perspectives. It was ported to the [[Dreamcast]] almost two years late and was still considered one of the best-looking FPS games at the time. [http://uk.ign.com/articles/2001/07/31/outtrigger] The arcade version also featured a unique control scheme, where an eyeball controller gives the player free and real eye moves. [http://www.arcade-history.com/?n=outtrigger&page=detail&id=3686] [[Atlus]] also attempted a unique take on the genre that year: ''[[Maken X]]'', a "first-person [[Hack & Slash|slasher]]" game.
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