FPS innovations that are awesome..

brxndxn

Diamond Member
Apr 3, 2001
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I was just playing UT3 and I kept thinking how awesome it is when your player gets hit and 'falls down' and has to get up.. Freaking genius.. Can't believe it took so long for something like that to be added to fps games..

Here's some 'innovations' I can think of that made FPS games completely awesome..

Falling Down - UT3

Jumping - Rise of the Triad or Cybermage (can't think of what I remember being first)

Trip Mines - Duke Nukem 3d

Vehicles - Cybermage (flying and driving)

Bullet Time - Max Payne* (third person)

Sweet slow mo camera - XIII

Bouncing grenades - Quake

Realistic outdoor environment - Far Cry

Realistic explosions - Half Life 2/Counterstrike Source

Nuclear Bombs - Shadowwarrior (also notable.. caltrops, sticky bombs)

Realistic Steam - Doom 3

Vast environment - Unreal

Gravity manipulation/wind - Jedi Knight



I bet I could think of a lot more..
 
Feb 4, 2009
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I liked how you could zoom with the scroll wheel in return to castle wolfenstien. Haven't seen that since but I did enjoy the sniper.
 

AmberClad

Diamond Member
Jul 23, 2005
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I wonder which game was the first where you could see the rest of your body and legs if you looked down.

As for Doom - exploding barrels ftw?
 

nova2

Senior member
Feb 3, 2006
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> red faction 1 : destroyable caves/walls/floors !

> crysis : v. impressive explosions. Their particle effects system rocks.
http://www.youtube.com/watch?v=fujOmrPKokM&fmt=18

> Valve's Portal : needs no intro. (and Relic's Prey portals !)

> Weapons of Destruction mod for Quake 2 (nuke grenades and other insane stuff)

> half-life 1 assassin NPC
when you're in the warehouse, these bastards run fast, silent, and usually manage to sneak up on you. True bastards if they're cloaked.

> grand theft auto 4
- great realistic car damage
- many other things which helps this title stand out

> Chaos mod for Quake 2 (or unreal tournament, i forget)
- chaos ring .. like a vortex of lightning that sucks you in to your death
- smiley face grenades which bounce around randomly until you're near them

> doom 3 - 'lights out' map
darkness can rule this map after you temporarily kill the power.

> splinter cell multiplayer spy vs mercs


> alien versus predator 2 multiplayer
running on walls/etc as the alien is fantastic.

 

BFG10K

Lifer
Aug 14, 2000
22,709
3,003
126
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

Originally posted by: AmberClad

I wonder which game was the first where you could see the rest of your body and legs if you looked down.
The first game I remember doing this was Gore (2002).
 

AstroManLuca

Lifer
Jun 24, 2004
15,628
5
81
Originally posted by: brxndxn
Here's some 'innovations' I can think of that made FPS games completely awesome..

Falling Down - Halo

Jumping - Halo

Trip Mines - Halo

Vehicles - Halo

Bullet Time - Halo

Sweet slow mo camera - Halo

Bouncing grenades - Halo

Realistic outdoor environment - Halo

Realistic explosions - Halo

Nuclear Bombs - Halo

Realistic Steam - Halo

Vast environment - Halo

Gravity manipulation/wind - Halo

FPS on consoles - Halo

FPS as a genre - Halo

fixed ;)
 

ShawnD1

Lifer
May 24, 2003
15,987
2
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Originally posted by: TheVrolok
I would add mouse look, but I'm not sure what the first +mlook game was.
The first one I remember was Quake. Quake was also one of the first games to use 3D models, Glide, and shadows.

Does anyone know what the first non-linear FPS game was? The oldest ones I remember are Quake 2 and Half Life.

 
Oct 27, 2007
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Originally posted by: soccerballtux
Is this thread a joke or not? I agree, falling down completely revolutionized the FPS environment...

He didn't say revolutionary features. He's looking at innovative features.
 

HamburgerBoy

Lifer
Apr 12, 2004
27,111
318
126
Originally posted by: BFG10K
The Marathon series did a lot of firsts:

[*]Dual weapons.
[*]Clips & reloading.
[*]Alt fire.
[*]Multiple ammo types for one gun.
[*]Health and save wall stations.
[*]Weapons that didn?t work under water or in a vacuum.
[*]A power suit with multiple levels of shielding/health.

Glad to see I didn't have to be the first to mention this awesome series of games. I was a hardcore Mac gamer until about 2000 largely because of them. :D

In addition to what you said, I'd add swimming and the bouncing grenades attributed to Quake. It also had "real" mouselook, with both x- and y-dimensional viewing. Pretty sure that no other 2.5D game at the time allowed rooms over rooms either.

EDIT: As for the seeing-your-body thing, Trespasser needs mention, where the heart-shaped tattoo on your characters breasts showed health. It was also the first game with ragdoll-like physics, and this was the same month that Half-Life was released.

Originally posted by: ShawnD1
Does anyone know what the first non-linear FPS game was? The oldest ones I remember are Quake 2 and Half Life.

Uh, if Half-Life is a non-linear FPS, then System Shock and many others have to be. Actually, although I haven't gotten far into it, Ultima Underworld (1992!) seemed relatively non-linear and had RPG elements way before most others.

EDIT #2: Reading more about Ultima Underworld (if the controls weren't so confusing I'd be playing it :( ), it had jumping, swimming, and even flying as well. Definitely a game way ahead of its time.
 

Zenoth

Diamond Member
Jan 29, 2005
5,202
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I often attributed the following to Turok 2: Seeds of Evil, but I may be wrong, since back in 1998 I didn't know much about the FPS genre outside of Hexen, DOOM, Quake, Goldeneye 007 and Turok (Dinosaur Hunter), at least by memory, so here's what I believe it achieved from what I can remember (please correct me if I'm wrong):

º Enemy A.I "running in fear" in reaction to specific weapons. Additionally, the A.I in T2 also took cover, by the way just like Half-Life's, which was released only one month before T2 in December 1998, but the A.I in H-L never ran away in fear as well, it only took cover. And, no, the Vortigaunts did not ran away in fear, they only tried to keep their distance from the player whenever the player was too close. Let's leave Half-Life out of the awards gallery for once (just a reflexion I make for myself).

º Projectile-based underwater weapons, coupled of course with properly swimming - and hostile - underwater enemies, but the swimming and underwater combat with a melee weapon - a knife - was already seen the year before in the first Turok, which I believe still holds the award of being the first FPS to have combined both underwater enemies while allowing the player to also dive in and swim and even explore underwater caverns and secret locations, but I'm not entirely certain about that. Indeed, it had a "spear gun" (I think that was the official name) and a Torpedo Launcher (which if I remember correctly also allowed to accelerate underwater, but I'm not sure about that one anymore, it's been too long).

º Unique textures palette and maps layout/design for each of the six levels. Not only where the levels all looking different, but none of them had the exact same corridors or columns and architecture nor did any of them ever took just one model for even a mere light lamp for another level, each one of them had their own assets, and back then nothing like that had ever been done, and that feature was recognized right away in the reviews (and previews as well). It still doesn't make the fifth level enjoying at all however, damn Mantid Soldiers...

º Most disturbing and/or disgusting and/or sadistic and/or tormenting and/or violent weapon ever designed (at least back then, and for many years to follow, perhaps even to this day, especially if it was re-done with today's graphics). The Cerebral Bore, honestly, I often wonder if that weapon wouldn't be banned in certain localized version of any FPS games daring to introduce it again but with the graphics and "realism" standards of today, such as in Germany for example. Watching that weapon in action today would make everyone laugh, I'd bet, but back then... it was barely amusing... barely, and both Dinosaur Hunter and Seeds of Evil back then already had the reputation, perhaps even if it wasn't an actual fact, to be amongst the most, if not the single most violent FPS games to have ever been made, especially T2 which I still remember once was compared to Soldier of Fortune's father.

º The following is completely subjective and only my opinion, it's not a fact (although many would agree even to this day), but T2, for me (I said it, and I will repeat it, it's just my opinion) still has the very best sound track for a FPS game to date. And where does that fit in this thread which deals with "first time's" and not "best's"? Well, it's simple really, I do believe without it being my opinion entirely (it may be a fact, with some research, we could find out, but I don't know about that myself) that T2 had the first CD-quality and orchestrated (in style of composition, even if it was entirely electronically composed, which I'm not even sure of) score for a FPS game (all other FPS games I remember playing during and before that period all had a clear electronic sound track, more centered with small samples and some subtle melodies, rarely, but they mostly had an artificial tone to them, with little instrumental complexity and variety (yes, even Goldeneye 007's).

º Coming back to the A.I, two different types of enemies (with a total of three variants, I believe), or perhaps more (it's been long ago, but I can name both the Raptoids and the Endtrails species, with the Fire/Lava Endtrail variant) could literally dodge the arrows fired by either the regular or the Tek Bow, if the player wasn't fast enough and had the weapon itself facing towards the aware enemy, they became immobile (most of the time, but not always) and faced the player as well, waiting, patiently and in silence, but still animated, and as soon as the arrow was fired they could dodge left or right, or diagonally.

º And, while we're talking about bows, in T2 it was possible (and I do think T2 was the first one to allow that in a FPS game, unless of course I'm wrong) to find the arrows again left on the ground after the dead enemy killed by them eventually vanishes. Which of course allowed the player to always "re-use" those same arrows again and have virtually infinite amounts of arrows, if of course the player either could find them back or actually bothered to try or wanted to (neat feature, it helped me a lot in the second level, damn lack of Mag .60 ammo).

º Coming back with enemies (and A.I, more specifically, but it goes beyond that if you think about it in all its sense), T2 as far as I remember had the first ever enemy to commit suicide whenever necessary to avoid being finished or pursued by the player. Indeed, one enemy species, the Endtrails, when severally injured or when merely hit by regular (weak) weapons, could voluntarily use their electronic device on one of their arms (the same one which controlled their firing mechanism, I think) to initiate a very short detonation sequence of about two seconds (with proper animation of the creature using the finger of the other hand to compose the required code on their device) before they (the Endtrails doing it) opened both arms as if about to give someone a heck of a big and generous hug before finally exploding in dozens of little pieces... lovely stuff, enough so that the suicide theme was mentioned in some of the reviews I remember reading back then, although it never really caused any "scandal" (ironically, to some extent, what caused T2 problems was simply the very presence of the red color to designate blood, and not the fact that any "liquid" substance was seen pouring out of the dismembered limbs... only the color, but that only applied in some countries and I don't even know if it was ever fixed).

And hmmm... I think that's about it for now. Ahhh... the memories of T1 and T2. I think I'm going to install both of them again (PC versions), thanks to this thread.
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,675
146
106
www.neftastic.com
I can't believe NOBODY listed Tribes.

It's the first FPS that felt MMO (even with only 20-30 people). Deployables. Vehicles. Movement along the Z-axis. CTF. Weapon loadout customization. Good lord people.

And MechWarrior... multiple hitboxes and specific damage - like being able to blow off a leg or an arm. Nothing else has even come close.
 

Piuc2020

Golden Member
Nov 4, 2005
1,716
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I can't say just how glad I am that nobody has mentioned Halo's regenerative health system; please don't, it's one of the worst conventions in the FPS genre today.
 
Oct 27, 2007
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I'm no Halo fan, but I think the regenerating health thing is one of the best things to happen to FPS games, ever. Is it really more ridiculous than walking over "health packs"?
 

brandonb

Diamond Member
Oct 17, 2006
3,731
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These are AFAIK...

Planetside - 1000 on a server.
Planetside - You can aim your anti aircraft missile as its flying through the air.
Planetside - You can put gun turrets on the ground that fire automatically on enemies.
Heretic - First mouselook game.
Doom - First online game you could play on the null modem or whatever as a makeshift "lan" game.
Quake - First fully polygon non sprite game.
Quake - Rocket Jumping.
Duke Nukem 3d - Can give money to strippers to see their boobs.
 

Fenixgoon

Lifer
Jun 30, 2003
33,317
12,892
136
Originally posted by: GodlessAstronomer
I'm no Halo fan, but I think the regenerating health thing is one of the best things to happen to FPS games, ever. Is it really more ridiculous than walking over "health packs"?

did the early versions of CoD have regenerating health?
 

Via

Diamond Member
Jan 14, 2009
4,670
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Stealth - Thief

Guns that bounced crap off of walls and around corners - was that unreal?

funny(?) one liners - Duke Nukem maybe

Adding RPG elements - System shock 2 was the first I played
 

HamburgerBoy

Lifer
Apr 12, 2004
27,111
318
126
Originally posted by: brandonb
These are AFAIK...

Planetside - 1000 on a server.
Planetside - You can aim your anti aircraft missile as its flying through the air.
Planetside - You can put gun turrets on the ground that fire automatically on enemies.
Heretic - First mouselook game.
Doom - First online game you could play on the null modem or whatever as a makeshift "lan" game.
Quake - First fully polygon non sprite game.
Quake - Rocket Jumping.
Duke Nukem 3d - Can give money to strippers to see their boobs.

What's the difference between that Planetside anti-aircraft missile and, for example, the missile launcher in Half-Life? I haven't played Planetside, but you can certainly aim your missile around in Half-Life. Terminator: Future Shock mostly utilized texture-mapped polygons (although your carried weapons were still sprites). Marathon had grenade/rocket jumping, and as an added bit of trivia, a flamethrower that doubled as a jetpack in low-gravity levels.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
Doom - enemies fighting each other? the way to beat some areas was to have one group fight another while you ran away or used the invulnerability power-up

Doom - dynamic lighting? (Wolf & Blake Stone had constant lighting if fuzzy memory serves)

Blood - setting enemies on fire with a flare gun ("it burns!!")

Duke 3D - had destructible environments long before Red Faction, though the destruction was (more) scripted.