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Скачать или смотреть Evolution of FPS games 1992-2022

  • Buzzcout
  • 2022-04-22
  • 310
Evolution of FPS games 1992-2022
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Описание к видео Evolution of FPS games 1992-2022

There is nothing more immersive than an FPS game. Now, kids from the 90s would remember Contra, the game that was at its peak during the early 1990s. It was a run and gun type shooting game which was, to say the least, the favourite for many gamers those days! But let’s go before that! These days FPS means Frames per second but in those days it was the First Person Shooting Game. This genre of gaming was a revolution during those days and easier on the developer's part! Well, the developers like the idea of an FPS game so the trend just becomes a huge circle they always get back to. So, come on a ride with us as we explore the world of FPS games.

The 1970s was when computer graphics were ignored but when these pixels got smaller and smaller they knew exactly what to do! The first breakthrough was, you guessed it, a first-person shooting game. Developed by Steve Colley the game was called the Maze War for the Imlac PDS-1 computers installed in the NASA Ames Research Center. The game was simple but immersive for someone in the 70s. It was a 3D Maze one tile at a time and you had to shoot other players if you spotted one, they were represented by eyeballs. It sounds creepy and boring now but in those days it was a great achievement! This new genre of leisure had to upgrade and so people began working on it four years later “Spasim” was born the word is simply short for “Space Simulator” and it worked on a Plato System. Now, keep in mind that Windows or Apple was non-existent and it did not even look like a game! You would get frustrated if you even see someone playing that game. The system was primitive and the frame rate was depressing. Then it evolved into “Panther”. It was a bit better but still nothing like what we see now. It was just green lines on a black screen shaped like a tank but it was a good start as it;ater jumped to the arcade a few years later. In the 1980s the world was hell-bent on Atari’s Battlezone. The same green lines on a featureless environment and you have to aim and shoot at other green tanks. It might seem like a lame excuse of a game but people stayed in line to play this game on the newest version of the device. But, it had the concept of an FPS game. 1981s Wizard of Wor was the game that had major improvement where players had to navigate through a dangerous maze with beasts, dinosaurs and aliens and you would have to shoot all of them! The best part was it was a two-player game and you could attack each other. The same year another game was released, Taito's Gun Buster. The game was amazing, for the 80s of course! This was the first free-roaming sprite-based FPS to hit arcades. The game uses a joystick for movement and a light gun for aiming and shooting and it also features a network together for multiplayer deathmatches!

1987 was when the first real home computer FPS game called the MIDI Maze was released for the Atari ST by Hybrid Arts. Now, Gentlemen that was a leap! So, you get to be this Pac-Man like an orb and you can shoot other deadly bubbles at other Pacs. Now MIDI Maze was fascinating because it can communicate with 16 other players and the matches were fun with all the interaction even though more than four players would mean that it would lag but the bright side was people could make their mazes with a simple text editor. But the early 90s, specifically 1991, when MIDI Maze went through a major upgrade and it was released for the original Game Boy under the new name Faceball 2000. It enabled 16 portable consoles packed up together for a group of friends to play together and it was fun and interactive.

Well, this was the time when the gaming ecosystem was taking a definite shape and these guys back in the days took a huge leap and transformed the first-person shooting game forever! Softdisk's Carmack then figured out a way to render 3D environments as quickly as the 2D ones. This motivated the newborn company to get more innovative.
Carmack developed the concept of ray casting with their new game Catacomb 3D. The unrestrained virtual world where you have to fight simulators. 1992 saw the shareware release of id's Wolfenstein 3D. It was an unofficial sequel to the classic adventure game Castle Wolfenstein. The game also had a new narrative of the Allied Spy B.J massacring Krauts in a Nazi prison. John Romero and Tom Hall thought of this fast-paced game that appealed to players due to its spontaneity which kept the players on their toes as compared to their other slow-paced counterparts.
As expected it was a hit! The game sold 200,000 copies annually. This success prompted the publishers, Apogee, to commission sequels releasing 800 player-made levels for the game. It was a new and a great genre and about a year and a half later they made Doom.
The success was off the charts and the company wanted more. Picking up the cues they wanted to make games that were faster, bolder, scarier, bloodier, and of course big errrr…

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