Fps games released in 2008


















No, haven't played World at War. I don't have my Wii with me, so I can't grab exact numbers, but I have some stuff written down from about 8 months ago; The Conduit - hours. I'm not really an FPS junkie Red Steel was the first FPS I'd ever owned, despite gaming for about 11 years before that so I don't see the value in jumping into the next big new one every time. Oh, and you make the distinction of what you mean by "most played". So does the trophy for most hours played per individual go to a different game?

What region is this? The Nintendo Channel data is shown only by the shipping area you're in. North America is its own area in the data not sure if it has the data of some South American countries in it. Europe is split into two areas in the data and I don't know how many areas Asia is split. I do own Medal of Honor: Vanguard, but haven't really played it. As for your question, "So does the trophy for most hours played per individual go to a different game?

The concept behind the project was to let players fight as a unit with FPS gameplay or to become the leader of the team playing each battle as in a Real Time Strategy game. Imagine epic online VS matches between hundreds of players and AI-controlled units, moving in real time on a small-scale planet 40 x 40 km , using vehicles, entering into buildings and destroying the environments with explosives. An ambitious project indeed. Multiplayer : The game is mainly designed for the massive multiplayer mode.

Up to players can join the Battle at any time during the action. The aim is clear — vanquish the enemy! We also provide AI to help you in the roles of Fighter or Master. SinglePlayer : The game can also be enjoyed by solo players. You can select either Skirmish or Campaign and discover the whole history of Human and Skoroman so that the prophecies can be fulfilled. You will know where the enemy is, where to go, which group to join and what your personal task is.

They also shared many screenshots and details on their Moddb account :. And this all is happening in the same time at the same place. The best thing about this all above is the shared experience but for each player from perspective seen from a different point of view. The Master builds bases and units, takes care of resource management, researches global upgrades and leads the whole battle, exactly as if he was playing a normal RTS game. As soon as he builds barracks, the live FPS players can join the game as Fighters and use everything Master has built, including usage of units he has created.

A Live Fighter has his own head and judgement of the situation, he sees the battle in local perspective and is able to solve some situations better than Master could ever do. Fighter can also invite a few AI controlled units into his team and command them on the battlefield according to his current needs. Haze was one of many first-person shooters chasing that dream of dismounting Halo from the top. It was planned for the Xbox as well as far as consoles go but it was canceled. This shooter was and still is, a PS3 exclusive then.

The idea was sound enough. The armor set of the super-soldiers looked cool and the titular drug, Haze, produced some cool effects. The story and shooting were just average though.

James Bond Agent Under Fire does not get enough credit. GoldenEye is still the pinnacle as far as games in the movie series go in the eyes of many. The shooting aspects of Agent Under Fire hold up better as just one example. The story leaves something to be desired but overall it is better now than what some thought upon its release on the PS2 in For extra context, it got ported to the GameCube and original Xbox a year later. Resident Evil Survivor 2 — Code: Veronica is an on-rails, first-person shooter.

This game has been almost completely forgotten because it was only released in Japan and Europe on the PS2 between and respectively. It requires a light-gun controller. For the story alone, this should be looked into. Maybe all of these light gun games can get remastered at some point. Yet few games exploit such ideas, despite the overwhelming success of one example, the Half-Life series.

This is an example of a wider point, that successful games do not always breed a significant number of followers. As well as Half-Life , another example that could be pointed to is Halo , which was not followed by a significant change in the number of science-fiction based titles released. This is not to say that there were not some clones, only that these games were not followed by greatly significant trends.

Doom might be said to have created the dominance of science fiction in the early part of the period surveyed, but whether it was a trend-setter or merely the case that one background would dominate and some game had to be the first is difficult to say. It should be noted that Quake , for all its success, appeared at the time the science fiction genre started to decline.

Sometimes popular games pickup up on a trend and reinforce it, for example WWII-based games had re-emerged some years before Battlefield Digital Illusions, and the first Call of Duty Infinity Ward, Technological developments understandably and contemporary world events have also had an impact on the development of the FPS. As with any new technology that gains acceptance, initial introduction is followed by rapid growth. This can be seen in the rapid rise of games surveyed up to and including This growth then slows and stalls for over half a decade.

It was only with the emergence of home consoles, primarily the 7 th generation consoles, that growth in the number of FPSs coming to market resumed. This can be seen by comparing figures 2 and 3. FPS avatars are predominantly male, Caucasian and from the military across all platforms although not all characteristics in the same game.

However, games designed for consoles show this uniformity of gender and ethnicity to a markedly lesser degrees than games designed solely for the PC.

The survey presented here has swept widely across the surface of the development of the FPS. More in-depth studies are required to fully understand the development of this game form.

One investigation already being undertaken concerns the relationship between real world events and the number of military themed FPSs with a contemporary setting. Planned studies include more detailed examinations of the relationship between avatar ethnicity and background and a comparison between the single-player FPS designed for the home console market versus the overall trends revealed here.

For example, the motivations of the avatar in pursuing the killing spree required in most FPS and the role and nature of non-player characters in these games.

The data presented here may also hopefully be used to give a context for studies which concentrate on a limited number of FPS titles, allowing a better understanding of their results. It may also provide a starting point for similar examinations of other genres and various game aspects that can be considered across genres. The individual numbers may appear overwhelming, but such is the nature of statistical survey.

When a game or sub-genre is examined hopefully the results presented here will illuminate how the selected focus fits in the overall development of the FPS. Acclaim Studios Austin. Turok 3: Shadow of Oblivion. Aarseth, E. Ryan Ed. Computer Technology and Literary Theory pp.

Bloomington and Indianapolis: Indiana University Press. Barking Dog Studios. Global Operations. Halo: Combat Evolved. Cifaldi, F. City Interactive. Code of Honor 3: Desperate Measures. Digital Illusions CE, Battlefield Digital Illusions CE. Gearbox Software.

GSC Game World. Hazan, A. Popular films do not reflect current tobacco use. American Journal of Public Health, 84 6 , Hitchens, M. Illusion Softworks. Hidden and Dangerous. Played August Inifnity Ward. Call of Duty. Ion Storm. Deus Ex: Invisible War. Irrational Games. System Shock 2. JAM Productions. Blake Stone: Aliens of Gold.

Klevjer, R. Gladiator, worker, operative: The hero of the first person shooter adventure. In Proceedings of Level Up. Morris Eds. Kromand, D. Avatar Categorization. Tokyo, University of Tokyo, MacTavish, A. Krzywinska Eds. London and New York: Wallflower Press. Malliet, S. The History of the Video Game. Goldstein, J. Monolith Productions. Nintendo Software Technology. Metroid Prime: Hunters. N'Lightning Software Development. Ominous Horizons: A Paladin's Calling.

Pinchbeck, D. Van Laar, S. Narrative, agency and observational behaviour in a first person shooter environment. Bristol, UK, I remember Erebus: memory, story and immersion in first person shooters. Counting barrels in Quake 4: affordances and homodiegetic structures in FPS worlds. Pivotal Games. Conflict: Denied ops. Probe Entertainment. Alien Trilogy. Remedy Entertainment. Max Payne. Retro Studios. Metroid Prime. Metroid Prime 2: Echoes. Metroid Prime 3: Corruption. Ritual Entertainment.

Ubisoft Montreal. Unique Development Studios. Valve Corporation. Half-Life 2. Left 4 Dead 2. Michael Hitchens Michael Hitchens is a senior lecturer in the Department of Computing at Macquarie University where he teaches, amongst other things, in the video games stream. His research has included player communication, roleplaying games and empirical studies of game experience. Email: michael. Figure 1: Wolfenstein 3D The FPS is characterized by a first-person viewpoint and a heavy emphasis on combat, typically involving firearms.

This allows us to answer some basic characteristics about the development of the genre, including How, if at all, has it changed over time, in terms such as avatar characteristics and setting. Are there significant differences, in the terms mentioned, between FPSs that that exist on computers and those that exist on consoles. Give the player an anthropomorphic avatar that interacts directly with the game world.

Have as the primary gameplay mode both the player avatar attempting to damage other game entities and those game entities attempting to damage the player avatar.

Place movement of the player avatar mainly under the control of the player. Method The early choices in a survey of this nature concern the sample size and how the data is to be gathered. Results The games surveyed ranged from to figure 2.

Figure 2: Distribution of titles by year After the release Catacomb 3-D in the number of games found rises rapidly. Figure 3: Number of titles available on non-computer platforms Figure 2 shows a sharp rise in overall numbers from Table 1. Number of titles included in survey, by platform FPSs have appeared on many different platforms table 1.

Avatar Gender Of the games surveyed, information about the gender of the player avatar was gathered for Table 2. Avatar Gender Distribution by platform The first two rows show games in which the player is offered no choice in the gender of their avatar s. Table 3. Avatar Gender Distribution percentages by platform When gender is considered by platform personal computers offer a slightly less balanced gender choice than other platforms table 3.

Figure 5: Male avatar mandatory versus Female avatar mandatory or possible This changing trend before and after can be seen even more clearly when the relative percentage is considered figure 7. Avatar Race Racial information about the avatar could be determined for titles table 4. Table 4. Figure 8: Neves of Steel box art The lack of detail in earlier games in both avatar features and colour definition may be thought to leave some room for interpretation.



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