I’ve been a fan of First Person Shooters for a long time, going way back Quake II on the PC. As I’ve gotten more cognizant of how the industry works over the years though, I’ve come to notice something about the genre that goes back almost to those early days. It’s easy to look at the games in the genre and say that they all look alike. The basic form and function of the genre really hasn’t changed much since Wolfenstein 3D all those years ago. What really defines the whole genre is the trends the games follow, which tend to come in waves. With the new console generation, this is actually a great time to look at the genre, since we’re getting a whole bunch of new shooters; they may be all different games and tones, but they all have the same basic new trend behind them.
Looking back first though, I think that the major trend of the last wave of shooters really can be difficult to pinpoint. There was a big influx of 3rd Person Shooters that were really popular with the Gears of War series and the Mass Effect games. With those games, it was incredibly important to have a good cover system in place. That idea sneaked into FPS games as well, especially in the Call of Duty and Battlefield games. As those games added in the ability for weapons to penetrate certain materials, picking and choosing cover became a part of the game; as was recognizing what cover you could be behind and be protected, but also shoot over (head-glitching). That said though, I think the major trend really can be traced to Call of Duty: Modern Warfare, both in multiplayer and single player capacities. That was the game that really started the trend of huge set pieces during the campaign – something that has become sort of a calling card for the franchise now. In the multiplayer though, it was the first game to have the custom class system. It gave players the ability to tweak how they would play the game – they weren’t reliant on weapon spawns on the map, or forced into playing a specific class. It was super popular, and it wasn’t long before we saw that system creep into other major shooters too. Halo adopted it with Halo: Reach, letting players set up their grenades, weapons and armor abilities, which would continue in Halo 4. And while Battlefield 3 still had the traditional class system that was present in the series since day one, it did allow for a bit more customization within those classes, which is definitely more prevalent in Battlefield 4. Because of the degree of flexibility that the custom classes offer shooters, I really don’t see this leaving the genre, even though there has been a bit of a demand for a return to a more classic arcade/arena style shooter.
As the next batch of shooters gets closer and closer this fall, I think it’s become pretty apparent what the trend will be for these “next-gen” experience shooters. It started with Titanfall and now that we know more about Advanced Warfare, Destiny, Evolve and even Sunset Overdrive, I think it’s pretty easy to see that this trend is pretty solidly set in. It looks like the name of the game with shooters this gen will be movement. Titanfall added it to increase the vertical nature of the combat, mainly to ensure pilots had a chance against the Titans. Wallrunning and double jumping all over the map really adds a dynamic to the action that was missing in previous shooters. As the game did well early in the year, I was waiting to see if the other shooters were going to follow suit, and sure enough, in their own different ways, they have. Advanced Warfare uses the Exo-Skeleton suit to add in a quick dash to jumps, in any direction, as well as a double jump, bring verticality into the Call of Duty formula. I’m sure that there will still be some amount of traditional cover combat in the game, but I really hope that the general flow of combat is much more fluid and involves more dynamic combat. Destiny has movement tied directly into the leveling of your Guardian. Each class has a different manner of adding in a double jump, with different mechanics as to how they actually work. That ability to get up above the enemy is important not only in the PvE story, but will definitely impact how matches flow in the Crucible. Even with Evolve being delayed till next year, we’ve seen plenty of gameplay footage showing off all sorts of different aspects of the action. Both the Monster and the hunters look to have plenty of aerial options to not only move around the huge maps, but also for combating the other side. Finally, even though Sunset Overdrive is a 3rd person game, and not exactly a traditional style shooter, they’ve taken the idea of movement and motion to heart. Wallrunning, jumping, sliding and grinding all play into not only how you move around the world, but also the action as well.
Shooters tend to be generally the most popular games every year, and while this year isn’t as much about Call of Duty VS. Halo VS. Battlefield, it’s still a stacked lineup of shooters this fall. It’s still really early in this generation of games, way too early to tell if this emphasis on movement will stick around the whole generation, but it definitely has infused a sense of energy into the genre, which I think kicks the fun level up a couple notches.