Codex Gamicus
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
FANDOM
Fan Central
BETA
Games
Anime
Movies
TV
Video
Wikis
Explore Wikis
Community Central
Start a Wiki
Don't have an account?
Register
Sign In
Sign In
Register
Fandom's centric source of video game knowledge
42,423
pages
Explore
Main Page
Discuss
All Pages
Interactive Maps
navigation
Main page
Community portal
Recent changes
Random page
Admin noticeboard
Forums
Company Index
Character Index
Hardware Index
In-Game Index
Ratings Index
Video Game Index
Fandom
Gamepedia support
Report a bad ad
Help Wiki
Contact us
Editing
Third-person shooter video games
(section)
Back to page
Edit
VisualEditor
View history
Talk (0)
Edit Page
Third-person shooter video games
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==History== ===1970s=== The earliest third-person shooter was an [[Electro-mechanical game|electro-mechanical]] [[arcade game]], ''[[Gun Fight (1969)|Gun Fight]]'', released by [[SEGA]] in 1969. It was adapted by [[Taito]] and [[Midway]] into the 1975 video game ''[[Gun Fight]]'', which combined Taito's 1975 video game ''[[Western Gun]]'' with SEGA's 1970 electro-mechanical game ''Gun Fight''.<ref>[http://segaretro.org/Gun_Fight Gun Fight], SEGA Retro</ref> The earliest 3D third-person shooter was [[Kasco]]'s ''[[Star V]]'' in 1975.<ref name=":12">https://www.pinrepair.com/arcade/kstar.htm</ref> The earliest third-person shooter [[video game]], with a third-person behind-the-back perspective, was a space [[shoot 'em up]] arcade game, [[Nintendo]]'s single-screen shooter ''[[Radar Scope]]'' (1979).<ref name="1up.com">[https://web.archive.org/web/20121017222352/www.1up.com/do/feature?pager.offset=1&cId=3181467 Where Were They Then: The First Games of Nintendo, Konami, and More (Nintendo)], [[1UP.com|1UP]]</ref> ===1980s=== Early third-person shooters include [[SEGA]]'s [[2.5D|forward-scrolling]] [[rail shooter]]s ''[[Tac/Scan]]'' (1982)<ref name="tac">{{MOTG|10007|Tac/Scan}}</ref> and ''[[Buck Rogers: Planet of Zoom]]'' (1982),<ref name="buck">{{MOTG|7227|Buck Rogers - Planet Of Zoom}}</ref> the forward-scrolling [[laserdisc video game]]s ''[[Astron Belt]]'' (1983)<ref name="AtariHQ">{{Cite web|title=ASTRON BELT|publisher=Atari HQ|url=http://www.atarihq.com/coinops/laser/astbelt.html|accessdate=2011-03-25}}</ref> by SEGA and ''Inter Stellar'' (1983) by [[Funai]],<ref name="inter">{{KLOV game|8196|Interstellar}}</ref> [[Konami]]'s ''[[Juno First]]'' (1983),<ref name="1up.com"/> [[Nippon Ichi|Nippon]]'s ''[[Ambush]]'' (1983),<ref name="ambush">{{MOTG|6878|Ambush}}</ref> and [[Nihon Bussan|Nichibutsu]]'s ''[[Tube Panic]]'' (1983).<ref name="tube">{{Allgame|32709|Tube Panic}}</ref> Some of the earliest third-person shooters featuring characters on foot were also rail shooters, including ''[[Space Harrier]]'' (1985) by SEGA,<ref name="gamezone">[https://web.archive.org/web/20121116163336/www.gamezone.com/editorials/sega_franchises_that_deserve_the_platinum_games_treatment Top 10 Sega Franchises That Deserve Platinum Treatment], [[GameZone]]</ref> ''Shootout'' (1985) by [[Nihon Bussan]],<ref name="shootout">{{MOTG|9530|Shootout}}</ref> and the early [[3D stereoscopy|3D stereoscopic]] games ''[[3-D WorldRunner]]'' (1987)<ref name="WorldRunner">{{Allgame|1136|3-D WorldRunner}}</ref> and ''[[JJ]]'' (1987)<ref name="jj">{{Allgame|14936|JJ: Tobidase Daisakusen Part II}}</ref> by [[Square (company)|Square]] (now [[Square Enix]]). ''[[Kidou Senshi Gundam Part 2: Tobe Gundam]]'' (1984) featured segments where the player mech navigates around a maze-like city and shoots at enemies, with the camera occasionally changing between a [[First-person shooter|first-person view]] and a behind-the-mech, third-person view.<ref name="tobe">''[http://www.giantbomb.com/kidou-senshi-gundam-part-2-tobe-gundam/3030-44576/ Kidou Senshi Gundam Part 2: Tobe Gundam]'' (1984), Giant Bomb</ref> ''[[Silpheed]]'' (1986), a forward-[[scrolling]] third-person space combat game by [[Game Arts]], was an early example of a fully [[3D]] polygonal shooter.<ref name="silpheed">{{Cite web|url=http://retro.ign.com/articles/893/893504p1.html|title=Silpheed Review|publisher=[[IGN]]|author=Travis Fahs|date=July 24, 2008|accessdate=2011-03-16}}</ref> ''[[Wibarm|WiBArm]]'' (1986), released by [[Arsys Software]] for the [[NEC PC-88]] and ported to [[MS-DOS]] by [[Brøderbund]], was an on-foot shooter that featured a fully 3D polygonal third-person perspective for exploring indoor areas, though bosses were fought in an arena-style 2D battle.<ref name=Retro>{{Cite web|author=John Szczepaniak|url=http://hg101.kontek.net/JPNcomputers/Japanesecomputers3.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=3|publisher=Hardcore Gaming 101|accessdate=2011-03-16}} Reprinted from {{Citation|title=Retro Japanese Computers: Gaming's Final Frontier|work=Retro Gamer|issue=67|year=2009}}.</ref> Konami's [[Run and gun video games|run and gun]] shooter ''[[Contra]]'' (1987) featured several third-person shooter levels where the player trudges through indoor enemy bases,<ref name="contra">[https://web.archive.org/web/20140513134415/classicgaming.gamespy.com/View.php?view=GameMuseum.Detail&id=260 Game of The Week: Contra], ''GameSpy''</ref> advancing screen by screen. Konami continued to evolve the concept in ''[[Devastators]]'' (1988),<ref name=Kalata>Kurt Kalata, [http://hg101.kontek.net/konamirunnguns/konamirunnguns.htm Konami Run 'n Guns], Hardcore Gaming 101</ref> a fully third-person shooter,<ref name="allgame-devastators">{{Allgame|9910|Devastators}}</ref> where rather than moving forward automatically, the player walks forward by holding the Up direction, as the background slowly scales toward the screen. ''Devastators'' also featured various obstacles that could be used to take [[Cover system|cover]] from enemy fire,<ref name=Kalata/> as well as [[Multiplayer|two-player]] [[co-op|cooperative]] gameplay.<ref name="motg-devastators">{{MOTG|7573|Devastators}}</ref> A similar shooter released that same year was ''[[Cabal]]'' (1988),<ref name="cabal">{{MOTG|7252|Cabal}}</ref> which inspired many of its own "''Cabal'' clones," such as ''[[NAM-1975]]'' (1990) and ''[[Wild Guns]]'' (1994).<ref name="wild">{{Cite web|title=Wild Guns|url=http://hg101.kontek.net/wildguns/wildguns.htm|publisher=Hardcore Gaming 101|accessdate=24 April 2012}}</ref> In 1988, SEGA's ''[[Last Survivor]]'', released for [[arcades]], [[FM Towns|FM Towns, and FM Towns Marty]], was a free-roaming third-person shooter,<ref name="motg-last">{{MOTG|8395|Last Survivor}}</ref><ref name="youtube-last">{{YouTube|6UtCznXNKfE|Last Survivor (FM Towns Marty)}}</ref> in some ways making it the first 'proper' third-person shooter. ''Last Survivor'' was released for arcades in 1988,<ref name="last-flyer">[http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=1898 Last Survivor], The Arcade Flyer Archive</ref> on the [[SEGA X Board]] [[Arcade system board|arcade system]],<ref>[http://system16.com/hardware.php?id=698 SEGA X Board], System 16</ref> and later ported for the [[FM Towns]] [[Personal computer|home computer]] and [[FM Towns Marty]] [[home console]]. Rather than being on-rails, it was a free-roaming, third-person shooter.<ref name="arcadeheroes">{{Cite web|title=The Brief Life of Arcade First Person Shooting Games|publisher=Arcade Heroes|date=June 2013|url=http://arcadeheroes.com/2013/06/28/the-short-lived-life-of-first-person-arcade-shooting-games/|accessdate=2014-01-10}}</ref><ref>{{YouTube|6UtCznXNKfE|Last Survivor (FM Towns Marty)}}</ref> It featured [[Deathmatch|arena-style combat]] similar to first-person shooters of the 1990s, while the environments used a graphical technique similar to [[ray casting]].<ref name="arcadeheroes"/> ===1990s=== Several polygonal 3D third-person vehicle shooters were released in 1993, including [[Namco]]'s two-player competitive third-person shooter [[Vehicular combat video games|vehicle combat]] game ''[[Cyber Sled]]'' that required cooling fans because of the large number of polygons used,<ref name="cyber-motg">{{MOTG|7466|Cyber Sled}}</ref><ref name="cyber-allgame">{{Allgame|9856|Cyber Sled}}</ref> and [[Nintendo]]'s third-person flight shooter ''[[Star Fox]]''<ref name="fox-moby">{{MobyGames|/game/star-fox_|Star Fox}}</ref> which was responsible for popularizing 3D action games.<ref name="fox-ign">[http://retro.ign.com/articles/926/926795p1.html Jumping Flashback], [[IGN]]</ref> ''[[Fade to Black]]'' (1995)<ref>{{MobyGames|/fade-to-black|Fade to Black}}</ref> was a 3D third-person [[action-adventure]] game similar to ''Tomb Raider''.<ref>{{allgame|2109|Fade to Black}}</ref> ''[[Tomb Raider]]'' (1996) by [[Eidos Interactive]] (now [[Square Enix Europe]]) is often referred to as a third-person shooter,<ref name="schleiner"/><ref name="harbour">Jonathan S. Harbour, ''Microsoft Visual Basic game programming with DirectX'' 2002</ref><ref name="macworld">Peter Cohen, "Bring out the big guns.(The Game Room)", ''[[MacWorld]]'', Sept 1 2003</ref><ref>Dickey, Christopher ; Scanlan, Marc ; Lee, B. J. "Let the Games Begin.(World Cyber Games 2001)", Newsweek International, Dec 24 2001</ref><ref name="CVG">{{Cite web|url=http://www.computerandvideogames.com/article.php?id=3056|title=REVIEWS: PC|publisher=''[[Computer and Video Games (magazine)|Computer and Video Games]]''|date=August 13, 2001|accessdate=August 4, 2009|archiveurl=http://web.archive.org/web/20070624090605/http://computerandvideogames.com/article.php?id=3056|archivedate=2007-06-24}}</ref> and Jonathan S. Harbour of the [[University of Advancing Technology]] argues that it's "largely responsible for the popularity of this genre".<ref name="harbour"/> Several commentators have considered it influential on later third person shooters such as ''[[BloodRayne]]'' (2002),<ref name="macworld"/> ''[[The Contra Adventure]]'' (1998),<ref>Bobba Fatt, [http://web.archive.org/web/20110607143354/www.gamepro.com/article/reviews/368/c-the-contra-adventure/ The Contra Adventure], [[GamePro]], Jan 09, 2004, Accessed Aug 4, 2009</ref> and ''[[Heavy Metal: F.A.K.K.²]]'' (2000).<ref name="CVG"/> Several others, however, do not classify ''Tomb Raider'' as a shooter, but rather as a [[platform game]] that is "also a three-dimensional block-moving puzzle game with added combat elements."<ref name="poole">{{Cite book |title=Trigger Happy |last=Poole |first=Steven |authorlink=Steven Poole |year=2000 |publisher=Arcade Publishing |location=New York |isbn=1-55970-539-6 |page=30 }}</ref> The game eschewed the popular first person perspective of games such as ''[[DOOM]]'', instead making use of "third person" viewpoints, wide 3D environments and a control system inspired by ''[[Prince of Persia]]''.<ref name="tombraider history"/><ref name="poole"/> [[Namco]]'s ''[[Gunmen Wars]]'' for the [[Namco System 22|Super System 22 GMEN]] [[arcade game]] system in 1998 featured true 3D third-person shooter gameplay, with the camera always positioned behind the [[player character]]. Its control scheme was also innovative, using a mounted, rotary, [[Analog joystick|analog]] [[light gun]], capable of both aiming the weapon and moving the character (including both strafing and rotation). ''Gunmen Wars'' also featured [[First-person shooter|FPS]]-like gameplay mechanics such as [[strafing]]. <ref name="gunmen">{{ArcadeHistory|8050|Gunmen Wars}}</ref> In 1999, [[SEGA]] released the arcade shooter ''[[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 shooters at the time.<ref name="outtrigger-ign">[http://ign.com/articles/2001/07/31/outtrigger Outrigger]</ref> The arcade version also featured a unique control scheme, where an eyeball controller gives the player free and real eye moves.<ref name="outtrigger-arcade">[http://www.arcade-history.com/?n=outtrigger&page=detail&id=3686 Outrigger], Arcade History</ref> An important [[Game mechanic|gameplay mechanic]] that helped revolutionize third-person shooters in the 2000s was the [[cover]] system. An early cover system was introduced to the 3D third-person shooter genre by [[Koei]]'s ''[[WinBack]]'' (1999).<ref name="winback">Brian Ashcraft, [http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade How Cover Shaped Gaming's Last Decade], [[Kotaku]]</ref> ''[[Syphon Filter]]'' (1999) by [[SCE Bend Studio|Eidetic]] (now SCE Bend Studio) combined the perspective of ''Tomb Raider'' with action elements of games such as ''[[GoldenEye 007]]'' (1997) and ''[[Metal Gear Solid]]'' (1998).<ref>Gerstmann, Jeff, [http://uk.gamespot.com/ps/adventure/syphonfilter/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review Syphon Filter Review], ''GameSpot'', Feb 12, 1999, Accessed Apr 1, 2009</ref> Richard Rouse III wrote in Gamasutra that the game was the most popular third person shooter for the [[PlayStation]].<ref name="suffering">Rouse, Richard, [http://www.gamasutra.com/view/feature/2110/postmortem_the_game_design_of_.php?page=2 Postmortem: The Game Design of Surreal's The Suffering], ''GamaSutra'', June 9, 2004, Accessed Apr 1, 2009</ref> ===2000s=== While in ''Tomb Raider'' and ''Syphon Filter'' the protagonists automatically aimed at antagonists,<ref name="tombraider history"/><ref name="suffering"/> later games such as ''[[Oni]]'' (2001), ''[[Max Payne]]'' (2001) and ''[[SOCOM: U.S. Navy SEALs|SOCOM]]'' (2002) forced players to control aiming themselves by means of two control sticks or a keyboard and mouse.<ref name="suffering"/> ''Max Payne'' (2002) was acclaimed as a superlative third person shooter, inspired by Hong Kong action cinema.<ref>Kasavin, Greg, [http://uk.gamespot.com/xbox/action/maxpayne/review.html Max Payne Review], ''GameSpot'', Dec 11, 2001, Accessed Apr 2, 2009</ref> ''[[Resident Evil 4]]'' (2005) was influential in helping to redefine the third-person shooter genre,<ref name=nationalpost>{{Cite web|title=Decade in Review: The most influential video games since Y2K|date=December 30, 2009|author=Daniel Kaszor|work=The National Post|url=http://network.nationalpost.com/np/blogs/theampersand/archive/2009/12/30/370674.aspx|accessdate=2010-01-24}}</ref> with its introduction of "over the shoulder" offset camera angles, placed directly over the right shoulder, that fails to obscure the action.<ref>Dobson, Jason, [http://www.gamasutra.com/news/gdc/?story=13106 Post-GDC: Cliff Bleszinski Says Iteration Won Gears of War], ''[[Gamasutra]]'', Mar 12, 2007, Accessed Apr 2, 2009</ref> The [[cover system]] was further developed in ''[[Metal Gear Solid 2: Sons of Liberty]]'' (2001).<ref>{{Cite web|url=https://web.archive.org/web/20090216030903/www.planetxbox360.com/article_5757/Did_Gears_of_War_Innovate_the_Cover_System|publisher=Planet Xbox 360|first=Stuart|last=Lindsay|title=Did Gears of War Innovate the Cover System|date=2009-12-02|accessdate=2009-12-12}}</ref> Namco's ''[[Kill Switch]]'' (2003) later featured the cover system as its core game mechanic,<ref>[http://www.play-mag.co.uk/opinion/why-vanquish-will-make-gears-of-war-obsolete/ Why Vanquish will make Gears Of War obsolete], ''[[Play]]''</ref> along with a blind fire mechanic.<ref>[http://ve3d.ign.com/articles/news/20195/Kill-Switch-Gladius-Go-Gold Kill.Switch & Gladius Go Gold], Voodoo Extreme, [[IGN]]</ref> ''[[Gears of War]]'' (2006) employed [[Tactical shooter|tactical]] elements such as taking cover,<ref>Marc Saltzman, "[http://www.usatoday.com/tech/columnist/marcsaltzman/2006-11-30-gears-of-war_x.htm Microsoft turns out gorgeous, gory shooter with 'Gears of War']," ''USA Today'' (11/30/2006).</ref> influenced by ''Kill Switch'',<ref>{{Cite web| url = http://www.gamespot.com/news/6167213.html?action=convert&om_clk=latestnews&tag=latestnews;title;0| title = GameSpot - GDC 07: Cliffy B disassembles Gears, mentions sequel| accessdate = 2007-07-05}}</ref> using off-center viewpoints inspired by ''Resident Evil 4''. The game also employed grittier themes than other titles and used a unique feature which rewarded the player for correctly reloading weapons.<ref>Adams, Ernest, [http://www.gamasutra.com/view/feature/2377/the_designers_notebook_ten_years_.php?print=1 The Designer's Notebook: Ten Years Of Great Games], ''GamaSutra'', Nov 26, 2007, Accessed Apr 6, 2009</ref> ''Gears of War'', as well as games such as ''[[Army of Two]]'' (2008), place a greater emphasis on two player cooperative play,<ref>Ocampo, Jason, [http://uk.gamespot.com/features/6176029/index.html?tag=result;title;0 Lock and Load: Upcoming Military Shooters of 2007], ''GameSpot'', Aug 4, 2007, Accessed Apr 1, 2009</ref> as does ''[[Resident Evil 5]]'' (2009).<ref name="shack">Faylor, Chris & Breckon, Nick, [http://www.shacknews.com/laryn.x?story=52819 Resident Evil 5 to Sport 2P Co-op, Cover System] (May 22, 2008), Shacknews, Retrieved on May 22, 2008.</ref><ref>[http://ps3.ign.com/articles/917/917969p1.html IGN: TGS 2008: Resident Evil 5 Goes Split Screen]</ref> As of 2009, the third-person shooter genre has a large audience outside of Japan, particularly in North America.<ref name="techmo">Nutt, Christian, [http://www.gamasutra.com/php-bin/news_index.php?story=21168*http://www.gamasutra.com/view/feature/2992/gdc_2002_realistic_level_design_.php?page=2 That Tecmo Flavor: Kikuchi And Shibata On Surprising The Audience], ''[[GamaSutra]]'', Jan 8, 2009, Accessed Apr 1, 2009</ref> ===2010s=== ''[[Vanquish]]'' (2010) by [[Platinum Games]] introduced to the genre a gameplay style reminiscent of [[bullet hell]] shooters, with bullets and missiles coming from all directions.<ref>[http://www.torontosun.com/tech/games/2011/01/06/16781371.html Vanquish an intense sci-fi shooter], ''Toronto Sun''</ref> Its most important innovation, however, is the rocket-sliding mechanic that acts as both a defensive escape and an offensive setup, opening up new gameplay possibilities for shooter games.<ref>[https://web.archive.org/web/20101220043720/gamespot.com/best-of-2010/special-achievement/index.html?page=17 Special Achievement: Best Original Game Mechanic], [[GameSpot]]</ref> According to director Shinji Mikami, the sliding boost mechanic was influenced by the 1970s [[w:c:animanga|anime]] series ''[[w:c:casshan|Casshern]]''.<ref>[http://www.joystiq.com/2010/06/28/interview-shinji-mikami-on-vanquish-evolving-game-dev-locales/ Interview: Shinji Mikami on Vanquish, evolving game dev locales and ... punching fools], [[Joystiq]]</ref> ''Vanquish'' has since set a new trend that can be seen in upcoming shooters which have incorporated similar sliding mechanics, including ''[[Bulletstorm]]'', ''[[Crysis 2]]'',<ref name=Metro>[http://www.metro.co.uk/tech/games/852091-games-inbox-assassins-creed-iii-hints-ninjas-vs-samurai-and-hydrophilia Games Inbox: Assassin's Creed III hints, ninjas vs. samurai, and hydrophilia], [[GameCentral]], ''Metro''</ref> and ''[[Killzone 3]]''.<ref>[http://www.computerandvideogames.com/286980/reviews/killzone-3-review/ Killzone 3 Review], ''[[Computer and Video Games]]''</ref> A recent unique take on the genre is ''Second Person Shooter Zato'', an experimental 'second-person shooter' released by [[Dōjin soft|Japanese indie]] [[Indie video games|developer]] Himo in 2011. It uses a 'second-person' perspective to display the game from the viewpoint of the enemies looking at the player, rather than the other way around and makes use of a [[Split-screen gaming|split screen]] to show the perspectives of multiple enemies. The game's perspective was inspired by surveillance cameras, while the title takes its name from Zatoichi due to the player character's inability to see.<ref>{{Cite web|author=John Polson|date=April 19, 2011|title=Interviewing Indies in Japan: 'Second Person Shooter Zato' Creator|publisher=GameSetWatch|url=http://www.gamesetwatch.com/2011/04/interviewing_indies_in_japan_s.php|accessdate=2011-05-05}}</ref> The 2012 [[Tactical shooter video games|squad-based]] third-person shooter ''[[Binary Domain]]'' features a Consequence System, where trust plays a part in how the squad views the player, shaping their opinion on their leader based on how the player performs and treats fellow team members. This affects both the storyline and the gameplay, where the characters behave differently depending on trust levels. The player can also talk to the characters using a headset, with the game's [[Artificial intelligence|AI]] being able to recognize six different languages, including English and Japanese.<ref>{{Cite web|url=http://www.siliconera.com/2011/08/17/do-your-binary-domain-teammates-really-trust-you/|title=Do Your Binary Domain Teammates Really Trust You?|author=Spencer|publisher=Siliconera|accessdate=2011-08-18|date=2011-08-17}}</ref> Also in 2012, [[Square Enix]]'s [[Taito Type X|Taito Type X3]] [[arcade game]] ''[[Gunslinger Stratos]]'' is a third-person shooter with [[light gun]] controls, featuring two gun controllers that can be fired separately or combined together into a more powerful weapon. The game features hundreds of different guns which can be purchased using a point system and can [[Save file|save]] data using a NESiCA card. It is a [[multi-player video games|multi-player video game]] that can be played with up to 8 players offline or more players [[online]].<ref>{{Cite web|title=Gunslinger Stratos: 60" Screens, Double Guns, And Online Play|url=http://www.siliconera.com/2012/01/10/gunslinger-stratos-60-screens-double-guns-and-online-play/|publisher=Siliconera|accessdate=15 June 2012|author=Spencer|date=January 10, 2012}}</ref><ref>{{Cite web|last=Toyad|first=Jonathan Leo|title=Square Enix announces Gunslinger Stratos for arcades in Japan|url=http://gamespot.com/news/square-enix-announces-gunslinger-stratos-for-arcades-in-japan-6348509|publisher=[[GameSpot]]|accessdate=15 June 2012|date=January 11, 2012}}</ref>
Summary:
Please note that all contributions to the Codex Gamicus are considered to be released under the CC BY-SA 3.0
Cancel
Editing help
(opens in new window)
Follow on IG
TikTok
Join Fan Lab