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Tactical First-person Shooter
A tactical shooter is a subgenre of shooter games that cover both the first-person shooter and third-person shooter genres. These games aim to simulate realistic combat through slower-paced and punishing gameplay. This makes tactics, planning, and cooperation more important than quick reflexes, thus lending the tactical shooter subgenre its name. The tactical shooter genre originated in the late 1980s, but was first popularized in the late 1990s with the releases of several successful tactical shooters. The popularity of the genre lasted until a decline in popularity in the mid-to-late 2000s, following the discontinuation or reboots of some tactical shooter franchises, and the successes of "arcade-style" action shooters that eschewed traditional genre aspects in favor of cinematic or audience-accessible gameplay. In the mid-to-late 2010s and early 2020s, traditional tactical shooters saw a revitalization following the successes of numerous titles. Though they are often associat ...
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Video Game Genre
A video game genre is an informal classification of a video game based on how it is played rather than Computer graphics, visual or narrative elements. This is independent of setting (fiction), setting, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place. A specific game's genre is open to subjective interpretation. An individual game may belong to several genres at once. History Early attempts at categorizing video games were primarily for organizing catalogs and books. A 1981 catalog for the Atari 2600, Atari VCS uses 8 headings: Skill Gallery, Space Station, Classics Corner, Adventure Territory, Race Track, Sports Arena, Combat Zone, and Learning Center. ("Classics", in this case, refers to chess and checkers.) In Tom Hirschfeld's 1981 book ''How to Master the Video Games'', he divides the games into broad categories in the table of contents: ''Sp ...
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GameSpot
''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition to the information produced by ''GameSpot'' staff, the site also allows users to write their own reviews, blogs, and post on the site's forums. It has been owned by Fandom, Inc. since October 2022. In 2004, ''GameSpot'' won "Best Gaming Website" as chosen by the viewers in Spike TV's second ''Video Game Award Show'', and has won Webby Awards several times. The domain ''gamespot.com'' attracted at least 60 million visitors annually by October 2008 according to a Compete.com study. History In January 1996, Pete Deemer, Vince Broady and Jon Epstein quit their positions at IDG and founded SpotMedia Communications. SpotMedia then launched ''GameSpot'' on May 1, 1996. Originally, ''GameSpot'' focused solely on personal computer games, so a ...
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SWAT 4
''SWAT 4'' is a 2005 tactical shooter video game developed by Irrational Games and published by Sierra Entertainment ( Vivendi Universal Games) exclusively for Microsoft Windows. It was built on Irrational Games' Vengeance Engine powered by Unreal Engine 2 technology. In ''SWAT 4'', the player leads a SWAT element in resolving various situations, such as Hostage Rescues or apprehensions of dangerous subjects, simulating the experiences of real-life Special Weapons and Tactics operators. Gameplay Single-player Setting Unlike previous installments in the ''Police Quest'' video game series, which followed LAPD SWAT officers through missions set in Los Angeles, California, the single-player campaign of ''SWAT 4'' takes place in New York City, during the game's then-future of 2008 to 2009. During the single-player campaign, the player is tasked with leading a five-man police SWAT team, also known as an "element", through 13 missions. Campaign In SWAT 4, the player first starts o ...
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Multiplayer Video Game
A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or via a wide area network, most commonly the Internet (e.g. ''World of Warcraft'', '' Call of Duty'', ''DayZ''). Multiplayer games usually require players to share a single game system or use networking technology to play together over a greater distance; players may compete against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication absent from single-player games. History Non-networked Some of the earliest video games were two-player games, including early sports games (such as 1958's '' Tennis For Two'' and 1972's '' Pong''), ...
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Door Breaching
Door breaching is a process used by military, police, or emergency services to force open closed or locked doors. A wide range of methods are available depending on the door's opening direction (inward or outward), construction materials, etc., and one or more of these methods may be used in any given situation. In the United States, residential doors typically open inward while commercial building doors usually open outward. Some breaching methods require specialized equipment and can be categorized as one of the following: mechanical breaching, ballistic breaching, hydraulic breaching, explosive breaching, or thermal breaching. Manual methods The simplest solution is to check the door knob first. Utilizing a breaching tool is unnecessary if the door is unlocked and easy to open. If the door is locked, breachers can attempt to force inward-opening doors with a strong kick. The breacher will aim to hit the door near the locking mechanism, but not kick the doorknob itself as o ...
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Suppressive Fire
In military science, suppressive fire is "fire that degrades the performance of an enemy force below the level needed to fulfill its mission". When used to protect exposed friendly troops advancing on the battlefield, it is commonly called covering fire. Suppression is usually only effective for the duration of the fire. It is one of three types of fire support, which is defined by NATO as "the application of fire, coordinated with the maneuver of forces, to destroy, neutralise or suppress the enemy". Before NATO defined the term, the British and Commonwealth armies generally used "neutralisation" with the same definition as suppression. NATO now defines neutralisation as "fire delivered to render a target temporarily ineffective or unusable." Usage Suppressive fire usually achieves its effect by threatening casualties to individuals who expose themselves to it. Willingness to expose themselves varies depending on the morale, motivation and leadership of the target troop ...
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Artificial Intelligence In Video Games
In video games, artificial intelligence (AI) is used to generate responsive, adaptive or intelligent behaviors primarily in non-player characters (NPCs) similar to human-like intelligence. Artificial intelligence has been an integral part of video games since their inception in the 1950s. AI in video games is a distinct subfield and differs from academic AI. It serves to improve the game-player experience rather than machine learning or decision making. During the golden age of arcade video games the idea of AI opponents was largely popularized in the form of graduated difficulty levels, distinct movement patterns, and in-game events dependent on the player's input. Modern games often implement existing techniques such as pathfinding and decision trees to guide the actions of NPCs. AI is often used in mechanisms which are not immediately visible to the user, such as data mining and procedural-content generation. In general, game AI does not, as might be thought and sometimes i ...
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Player Character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character. Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing st ...
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Squad
In military terminology, a squad is among the smallest of military organizations and is led by a non-commissioned officer. NATO and US doctrine define a squad as an organization "larger than a team, but smaller than a section." while US Army doctrine further defines a squad as a "small military unit typically containing two or more fire teams." In US usage, a squad consists of eight to fourteen soldiers, and may be further subdivided into fireteams. Organization NATO The standard NATO symbol for a ''squad'' consists of one single dot (●) placed above a framed unit icon. United States United States Army Historically, a "squad" in the US Army was a sub-unit of a section, consisting of from as few as two soldiers to as many as 12 and was originally used primarily for drill and administrative purposes (e.g., billeting, messing, working parties, etc.). The smallest tactical sub-unit being the section, which was also known as a half-platoon (the platoon itself being a half ...
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Ammunition
Ammunition (informally ammo) is the material fired, scattered, dropped, or detonated from any weapon or weapon system. Ammunition is both expendable weapons (e.g., bombs, missiles, grenades, land mines) and the component parts of other weapons that create the effect on a target (e.g., bullets and warheads). The purpose of ammunition is to project a force against a selected target to have an effect (usually, but not always, lethal). An example of ammunition is the firearm cartridge, which includes all components required to deliver the weapon effect in a single package. Until the 20th century, black powder was the most common propellant used but has now been replaced in nearly all cases by modern compounds. Ammunition comes in a great range of sizes and types and is often designed to work only in specific weapons systems. However, there are internationally recognized standards for certain ammunition types (e.g., 5.56×45mm NATO) that enable their use across different wea ...
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Health (game Terminology)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usual ...
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Mini-map
A mini-map or minimap is a miniature map that is often placed at a screen corner in video games to aid players in orienting themselves within the game world. They are often only a small portion of the screen and must be selective in what details they display. Elements usually included on mini-maps vary by video game genre. However, commonly included features are the position of the player character, allied units or structures, enemies, objectives, and surrounding terrain. Mini-maps have become very common in real-time strategy and MMORPG video games because they serve as an indication of where the current screen lies within the scope of the game world. Most first-person shooter games also have some version or variant of the mini-map, with the odd exception of '' Call of Duty: Modern Warfare'', often showing enemy and teammates locations in real-time. Features Many mini-maps make use of similar features. Common features are: Fog of war In many games using a mini-map, the min ...
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