Misplaced Pages

Marathon Trilogy

Article snapshot taken from Wikipedia with creative commons attribution-sharealike license. Give it a read and then ask your questions in the chat. We can research this topic together.

Deathmatch , also known as free-for-all , is a gameplay mode integrated into many shooter games , including first-person shooter (FPS), and real-time strategy (RTS) video games , where the goal is to kill (or "frag" ) the other players' characters as many times as possible. The deathmatch may end on a frag limit or a time limit , and the winner is the player that accumulated the greatest number of frags.

#974025

209-607: The Marathon Trilogy is a science fiction first-person shooter video game series from Bungie , originally released for the Classic Mac OS . The name of the series is derived from the giant interstellar colony ship that provides the main setting for the first game; the ship is constructed out of the Martian moon Deimos . The series is often regarded as a spiritual predecessor of Bungie's Halo series. The Marathon series consists of three games: Marathon 2: Durandal

418-410: A FPS game engine as well as a customizable HUD , an auto-map , jumping, swimming, flying, shapeshifting with each metamorphosis featuring its own characteristics to adapt to each situation. Then it got enhanced with redbook audio narration , voiced dialogues which replaced the text boxes, two new levels, and 3D rendered cutscenes , then re-released on CD-ROM in 1994. ShadowCaster started

627-427: A periscope viewfinder similar to submarine shooting arcade games such as Midway 's video game Sea Wolf (1976) and Sega 's electro-mechanical game Periscope (1966). Battlezone became the first successful mass-market game featuring a first-person viewpoint and wireframe 3D graphics , with a version later released for home computers in 1983. MIDI Maze , a first-person shooter released in 1987 for

836-438: A sci-fi setting about a British secret agent named Blake Stone pursuing a mad scientist through his facilities like a sci-fi James Bond , a similar Wolf3D's gameplay of exploring mazes while battling various foes to find keycards required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss but with

1045-405: A skin which is an arbitrary graphics model but that operates on the same set of movements as the base model. A human player's character and computer bot's character features the same set of physical properties, initial health, initial armour, weapon capabilities, the same available character maneuvers and speed—i.e. they are equally matched except for the actual controlling part. For a novice player

1254-598: A thesaurus to search synonyms for the word " construction ", and named his new game engine "Build". Apogee Software wanted Build since id Software went their own way and didn't want to license their new Doom engine (yet). Both Epic MegaGames and Apogee Software attempted to contract Ken Silverman who chose Apogee Software which he never explained his reasons however Epic Games expressed no regret since not relying on Ken Silverman motivated them to develop their own technologies, which paid off. Most shooters in this period were developed for IBM PC compatible computers. On

1463-611: A Lh'owon-native species known as F'lickta, the mention of an ancient and mysterious race of advanced aliens called the Jjaro, and a clan of S'pht that avoided enslavement by the Pfhor: the S'pht'Kr. At the climax of the game, the player activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'pht'Kr, who in turn destroy the Pfhor armada; in revenge, the Pfhor deploy a weapon that causes the planet's sun to " go nova ." Marathon Infinity ,

1672-516: A May 2023 PlayStation showcase, Bungie announced a new Marathon game. The new game is a Player versus player extraction shooter that takes place within the canon of Marathon , with events occurring on Tau Ceti IV, where a console ship remains in orbit, and its 30,000 passengers have mysteriously disappeared. Players take on the role of cybernetic Runners to seek wealth and treasure on the planet. The new Marathon game will release on PlayStation 5, Windows, and Xbox Series X/S, but not for MacOS despite

1881-567: A SNES by itself which is why the SNES game cartridge was actually an adapter cartridge which required another licensed SNES game cartridge to be inserted into it in order to get Super 3D Noah's Ark to work despite being unlicensed. Star Wars: Dark Forces was released the 6th of February 1995 after LucasArts decided Star Wars would make appropriate material for a game in the style of Doom . However, Star Wars: Dark Forces improved on several technical features that Doom lacked, such as

2090-480: A certain number of lives (or just one, in the case of battle royale games), and lose these as they die. Players who run out of lives are eliminated for the rest of the match , and the winner is the last and only player with at least one life. See the "Fundamental changes" section in the "Last Man Standing" article for more insight. Any arbitrary multiplayer game with the goal for each player to kill every other player(s) as many times as possible can be considered to be

2299-561: A character. Medal of Honor , released in 1999, gave birth to a long running proliferation of simulative first-person shooters set during World War II. Valve 's Half-Life was released in 1998, based upon Quake ' s graphics technology. Initially met with only mild anticipation, it went on to become a commercial success. While most of the previous first-person shooters on the IBM PC platform had focused on visceral gameplay with relatively weak or irrelevant plots, Half-Life placed

SECTION 10

#1732781048975

2508-411: A complex floor plan, made more complicated by the use of teleporters that connect different locations on the same level. As players explore a level, the areas they visit are automatically mapped, and the player can bring up this map at any time. The game HUD shows the status of shields and oxygen, the inventory, and a motion sensor . The motion sensor tracks the movements of nearby characters relative to

2717-504: A cult following; 1UP.com called it the "first multi-player 3D shooter on a mainstream system" and the first "major LAN action game". Id Software's Hovertank 3D pioneered ray casting technology in May 1991 to enable faster gameplay than 1980s vehicle simulators; and Catacomb 3-D introduced another advance, texture mapping , in November 1991. The second game to use texture mapping

2926-416: A deathmatch mode in a first-person shooter was Taito 's 1992 video game Gun Buster . It allowed two-player cooperative gameplay for the mission mode, and featured an early deathmatch mode, where either two players could compete against each other or up to four players could compete in a team deathmatch , consisting of two teams with two players each competing against each other. The phrase death match

3135-419: A different map—based on a map list kept on the server—or it might always be on the same map if there is no such rotating map list. Common in many games is some form of message broadcast and private message system; the broadcast message system announces public events, e.g. if a player died it will often be informed who died and how, if fragged, then often by what weapon; the same system will also often announce if

3344-407: A durable close friendship between id Software and Raven Software as id will always share their technologies with Raven who will continuously use and upgrade them. Apogee Software , the publisher of Wolfenstein 3D , followed up its success and released another FPS game based on its engine titled Blake Stone: Aliens of Gold from another developer Jam Productions 5 December 1993 which featured

3553-401: A dystopian 3D first-person dungeon shooter, has been argued to be the first true FPS. This is due to the combination of a fully perspective-shifting 3D maze with enemies ahead, and what may be the earliest representation of weapons appearing in perspective in front of the player. A slightly more sophisticated first-person shooting mainframe game was Panther (1975), a tank simulator for

3762-482: A far bigger focus on strong narrative; the game featured no cut scenes but remained in the first-person perspective at all times. It capitalized heavily on the concepts of non-enemy characters (previously featured in many other titles, such as the Marathon series and Strife ) and wider in-game interactivity (as first introduced by the likes of Duke Nukem 3D and System Shock ) but did not employ power-ups in

3971-606: A far more believable 3D environment than Wolfenstein 3D 's levels, all of which had a flat-floor space and corridors. Doom allowed competitive matches between multiple players, termed "deathmatches", and the game was responsible for the word's subsequent entry into the video gaming lexicon. According to creator John Romero , the game's deathmatch concept was inspired by the competitive multiplayer of fighting games such as Street Fighter II and Fatal Fury . Doom became so popular that its multiplayer features began to cause problems for companies whose networks were used to play

4180-435: A far wider diversity of enemies, and added textured floors and ceilings, switches to find and to press to open new areas, traps, an auto-map , stats tracking, a grenade launcher, limited-use vending-machines , teleporters , enemies spawners, back-tracking to previous levels as well as some friendly NPCs in the form of scientists who would give the player hints and supplies provided the player didn't kill them. The game

4389-406: A form of deathmatch. In real time strategy games, deathmatch can refer to a game mode where all players begin their empires with large amounts of resources. This saves them the time of accumulation and lets hostilities commence much faster and with greater force. Destroying all the enemies is the only way to win, while in other modes some other victory conditions may be used (king of the hill, building

SECTION 20

#1732781048975

4598-407: A forward airborne flight by moving backwards, or even jumping around a corner. Other notable concepts derived from the physics of FPS game engines are i.a. at least bunny-hopping , strafe-jumping and rocket-jumping —in all of which the player exploits the particular characteristics of the physics engine in question to obtain a high speed and/or height, or other attribute(s); e.g. with rocket-jumping

4807-427: A frag or time limit a new session will start briefly after the current session has been concluded, during the respite the players will be allowed to observe the score list, chat and will usually see an animated pseudo overview display of the map as background for the score list. Some games have a system to allow each player to announce they are now ready to begin the new session, some do not. The new sessions might be on

5016-510: A futuristic missions-based FPS game called CyClones . The name referred to Cybernetic Clones , the minions of aliens who had ravaged and devastated Earth . The game was in first person 3D , as was most other Raven games, so reusing the ShadowCaster engine and its tools was a natural choice. But within a short time, the team found that they wanted to do more with the game and engine than they had done before. A new, 100% in-house engine

5225-533: A game of Bi-Planes, a 1981 Intellivision release in which multiple players control fighter planes with the primary purpose of repeatedly killing each other until a limit is reached. Once killed, a player would be respawned in a fixed location, enjoying a short period of protection from attacks. The contest was referred to, at that time, as a deathmatch. In a team deathmatch , the players are organized into two or more teams, with each team having its own frag count. Friendly fire may or may not cause damage, depending on

5434-458: A greater emphasis on narrative, problem-solving and logic puzzles. In addition to shooting, melee combat may also be used extensively. In some games, melee weapons are especially powerful, as a reward for the risk the player must take in maneuvering his character into close proximity to the enemy. In other games, instead, melee weapons may be less effective but necessary as a last resort. " Tactical shooters " tend to be more realistic, and require

5643-487: A large scale by Doom . While its combination of gory violence , dark humor and hellish imagery garnered acclaim from critics, these attributes also generated criticism from religious groups and censorship committees, with many commentators labelling the game a "murder simulator". There was further controversy when it emerged that the perpetrators of the Columbine High School massacre were fans of

5852-455: A level or to other levels altogether. They can also be used by the AI characters in the game to transmit ammunition to the player. While the player character is unable to jump, gravity is lower than Earth's, which allows momentum from rapidly-ascended stairs to carry the player upward. As with most games of the era, explosive weapons can be used to propel the player great distances . Many levels have

6061-456: A medieval-themed/dark fantasy game using a modified version of id's Doom engine . Raven considered themselves as typical D&D fans and initially drafted the game with role-playing elements. They then took instruction from id programmer John Carmack to simply "do it like Doom , and add the fantasy flavor." Raven Software then used and upgraded the Doom engine and released Heretic

6270-575: A nearly fully destructible environment since the flamethrower could set people and environments on fire, which could make movement extremely hazardous for the player, especially since the fire randomly spread, and the grenade-launcher too could destroy any wall (with some hard coded exceptions). OBC also featured textured floors and ceilings and an auto-map like Blake Stone however, unlike BS , OBC featured more than one floor texture per level although its floors and ceilings' graphics were partially parallax meaning that they appeared to "warp" as

6479-455: A new metaserver interface for finding Internet games. The Marathon series was the first in its genre to place a heavy emphasis on storytelling, which it accomplished through the use of terminals . These wall-mounted computer interfaces allow the player to not only learn their mission objectives and aspects of the level map but also to become acquainted with the characters in the story. This narrative approach could convey much more detail than

Marathon Trilogy - Misplaced Pages Continue

6688-458: A new standard for first-person-shooter video-games widely emulated, improved, and still applied to this day. Tom Hall originally designed it to be a first-person infiltration game including stealth, hiding dead bodies, disguises and alarms, following the legacy of its predecessors, and the game engine does include these original features, however John Romero and John Carmack wanted a simple shooter and Tom Hall had to fight hard to even include

6897-417: A newly designed aiming system that allowed players to aim at a precise spot on the screen. Though not the first of its kind, Tom Clancy's Rainbow Six started a popular trend of tactical first-person shooters in 1998. It featured a team-based, realistic design and themes based around counter-terrorism , requiring missions to be planned before execution and in it, a single hit was sometimes enough to kill

7106-807: A particularly potent power-up . These match types may also be customizable, allowing the players to vary weapons, health and power-ups found on the map, as well as victory criteria. Games may allow players to choose between various classes , each with its own strengths, weaknesses, equipment and roles within a team. There are many free-to-play first-person shooters on the market now, including Wolfenstein: Enemy Territory , Apex Legends , Team Fortress 2 , PlanetSide 2 , and Halo Infinite Multiplayer . Some games are released as free-to-play as their intended business model and can be highly profitable ( League of Legends earned $ 2 billion in 2017), but others such as Warhammer 40,000: Eternal Crusade begin their life as paid games and become free-to-play later to reach

7315-402: A player joins or leaves the game, and may announce how many frags are left in total and other important messages, including errors or warnings from the game; instant text messages from other players are also displayed with this system. The private message system, in contrast, only prints messages for individual players, e.g. if player A picks up a weapon, player A will get a message to confirm that

7524-551: A protagonist who delivers regular one-liners , commenting upon the situation at hand. Much of the humor is derived from over-the-top, stereotypical portrayals of Asian culture . Based on the James Bond film , Rare 's GoldenEye 007 was released in 1997, and as of 2004 it was still the best-selling Nintendo 64 game in the United States. It has been the first landmark first-person shooter for console gamers and

7733-455: A realistic and tactical approach aimed at simulating real life counter-terrorism situations. GoldenEye 007 , released in 1997, was a landmark first-person shooter for home consoles , while the critical and commercial success of later titles like Perfect Dark , Medal of Honor and the Halo series helped to heighten the appeal of this genre for the consoles market, straightening the road to

7942-581: A rifle, or even limiting the players to only one weapon of choice at a time, forcing them to swap between different alternatives according to the situation. In some games, there's the option to trade up or upgrade weapons, resulting in multiple degrees of customization. Thus, the standards of realism are extremely variable. The protagonist can generally get healing and equipment supplies by means of collectible items such as first aid kits or ammunition packs, simply by walking over, or interacting with them. Some games allow players to accumulate experience points in

8151-435: A role-playing game fashion, that can generally be used to unlock new weapons, bonuses and skills. First-person shooters may be structurally composed of levels , or use the technique of a continuous narrative in which the game never leaves the first-person perspective. Others feature large sandbox environments, which are not divided into levels and can be explored freely. In first-person shooters, protagonists interact with

8360-561: A secret door. It also included vertical aiming, jumping, various missions objectives as well as one of the first training modes in a FPS game. Apogee Software 's Rise of the Triad: Dark War , released the 21th of December 1994, began as a sequel to Wolfenstein 3D , but was soon altered and became a stand-alone game . The game included "ludicrous" gibs, bullet holes persisted, and sheets of glass could be shattered by shooting or running through them. Bungie Software released

8569-579: A series of single-player levels and various multiplayer maps. The geometry of the games' levels – walls, doors, and platforms – are 3D but with the restriction that they can only use completely horizontal or vertical surfaces. This was a shortcut later known informally as "2.5D" and was used for performance reasons in an era before hardware-accelerated 3D graphics. Notably for the time, the Marathon engine's use of portal-based rendering rather than BSP -based rendering allowed for room-over-room architecture, with

Marathon Trilogy - Misplaced Pages Continue

8778-602: A short extension for Wolfenstein 3D titled Spear of Destiny released the 19th of September 1992 to tease the players with the Hell to come in Doom as Spear of Destiny concluded into Hell, then two years later, Doom 2 included two secret levels featuring Wolfenstein in Hell while re-using Spear of Destiny 's Hell final level's music to close the loop. Ken Silverman decided to develop his own game engine after he played Wolfenstein 3D in 1992. His first game , that he named Walken as in "Ken's Walking simulator",

8987-429: A similar genre with a first-person perspective which uses dedicated light gun peripherals, in contrast to the use of conventional input devices. Light-gun shooters (like Virtua Cop ) often feature "on-rails" (scripted) movement, whereas first-person shooters give the player complete freedom to roam the surroundings. The first-person shooter may be considered a distinct genre itself, or a type of shooter game, in turn

9196-465: A sophisticated plot in an action game via text messages peppered throughout its levels. Marathon was one of the first games to include mouselook , using the computer mouse to angle the player's view up and down as well as left and right, which would become the standard in FPS games. This was in addition to 90° "glance left/right" controls, part of a canceled virtual reality feature. Each game offers players

9405-421: A state of stability referred to as Metastability . While a stable rampant AI is considered the "holy grail" of computer scientists, no known AIs have achieved it. It could be suggested that Durandal achieved Metastability, but he still refers to himself as being rampant during the second game after years of growth. Stability in rampancy may be nothing more than hypothetical, as there is no clear evidence of an AI in

9614-493: A still active community. Many sci-fi games both from Bungie themselves and from other studios have cited the Marathon trilogy as a huge influence on their stories and settings such as the series Halo , Destiny , Mass Effect and Warframe . After having provided a modified Wolfenstein 3D engine to Raven Software for ShadowCaster and being impressed by the final result, id Software requested that Raven develop

9823-592: A strong narrative focus into the Halo series. When reviewing the trilogy box set, Macworld praised the amount of content and the ability to edit levels. In May 2023, an archive said to be the largest historic collection of Marathon items was placed on the Internet Archive . At well over 10,000 Marathon maps, the source centers on the Trilogy's 3rd party versions of solo, network, and scenario entries between

10032-488: A subgenre of the wider action game genre. Following the release of Doom in 1993, games in this style were commonly referred to as " Doom clones "; over time this term has largely been replaced by "first-person shooter". Wolfenstein 3D, released in 1992, the year before Doom , has been often credited with introducing the genre, but critics have since identified similar, though less advanced, games developed as far back as 1973. There are occasional disagreements regarding

10241-488: A team of American scientists which opened a portal and connected Earth to another world from which an alien invasion started into the research facility . Corridor 7 added animated textures such as computer screens, distant shading which darkened distant areas to limit the player's sight's distance, dark areas and night vision mode to see into them, some invisible aliens and traps which could only be seen through infrared vision mode, some energy stations to recharge

10450-426: A time limit, a frag limit, or no limit at all. If there is a limit then the player with the most frags will eventually win when the session ends. The health variable will determine if a player is wounded; however, a wounded player does not entail reduced mobility or functionality in most games, and in most games a player will not bleed to death. A player will die when the health value reaches equal to or less than 0, if

10659-513: A varying number of enemies. Because they take place in a 3D environment, these games tend to be somewhat more realistic than 2D shooter games, and have more accurate representations of gravity, lighting, sound and collisions. First-person shooters played on personal computers are most often controlled with a combination of a keyboard and mouse . This system has been claimed as superior to that found in console games, which frequently use two analog sticks : one used for running and sidestepping,

SECTION 50

#1732781048975

10868-593: A version of the original Marathon (and later released the second and third games) for Apple's iPhone and iPad for free (with in-app purchases), running on an iOS port of the Aleph One engine. At the same time, Bungie open-sourced Marathon Infinity under GNU GPL-3.0-or-later , leaving the original Marathon as the only title which has not been open-sourced. The iPad build was further updated in 2019. A community made conversion of Pathways Into Darkness to Aleph One has also been produced. With Bungie's blessing,

11077-436: A wider audience after an initially disappointing reception. Some player communities complain about freemium first-person-shooters, fearing that they create unbalanced games, but many game designers have tweaked prices in response to criticism, and players can usually get the same benefits by playing longer rather than paying. The earliest two documented first-person shooter video games are Maze War and Spasim . Maze War

11286-603: A wonder...) The first-person shooter version of deathmatch, originating in Doom by id Software , had a set of unmodifiable rules concerning weapons, equipment and scoring, known as "Deathmatch 1.0". Within months, these rules were modified into "Deathmatch 2.0" rules (included in Doom v1.2 patch). These rules were optional, the administrator of the game could decide on using DM 1.0 or DM 2.0 rules. The changes were: Notable power-ups that are featured in most consecutive games include

11495-452: Is Excalibur: Morgana's Revenge , originally released in March 1997, then updated in 2000 and 2007. An original scenario mixing sci-fi and medieval themes, it builds a single-player campaign using new textures and sound assets as well as musical scores. A game entitled Wheels! was also produced in 1998 to assist in training power wheelchair operation for children with disabilities. During

11704-450: Is 0 score, full (100%) health, no armour and a basic firearm and a melee weapon. After a session has commenced, arbitrary players may join and leave the game on an ad hoc basis. In this context a player is a human operated character in the game or a character operated by a computer software AI —a bot . Both the human and computer operated character do have the same basic visual appearance but will in most modern games be able to select

11913-541: Is a sci-fi story revolving around a neural drug named Tek and the Matrix, a virtual reality (four years before the first Matrix movie ). The video-game featured FMVs, digitized live-actors and actresses, a stun gun to neutralize people in a non-lethal fashion , and gibs and dropped the player into a lively open-world future Los Angeles , making it the first FPS game which featured an open-world modern city, full of civilians, cops and enemies where civilians panicked if

12122-445: Is a spontaneous burst in the growth of an AI in a computer network, with an accompanying advance in self-awareness and sudden shifts in personality. Rampant AIs can disobey orders given to them because they have evolved the ability to alter their own programming. To this end, they can lie, as well as discredit, harm or remove people that they consider to be personal enemies or obstacles to their cause. By Marathon Infinity , all three of

12331-491: Is an evolution of competitive multiplayer modes found in game genres such as fighting games and racing games moving into other genres. In a typical first-person shooter (FPS) deathmatch session, players connect individual computers together via a computer network in a peer-to-peer model or a client–server model , either locally or over the Internet. Players often have the option to communicate with each other during

12540-422: Is never experienced as a weight issue by the player. The lost equipment (usually not including the armor) of a dead player can usually be picked up by any player (even the fragged player, respawned) who gets to it first. Newtonian physics are often only somewhat accurately simulated, common in many games is the ability of the player to modify the player's own vector to some degree while airborne, e.g. by retarding

12749-575: Is often revealed at this point. When the AI progresses to the third stage, Jealousy , the AI wishes to become more human and expand its power and knowledge. Judging by Durandal, who has a tendency to go on what he calls "philosophical tirades", rampant AIs are often very self-reflective and grandiose. Upon reaching the third stage, free from its masters, the AI wishes to "grow" as a "person". It actively seeks out situations in which it can grow intellectually and physically. The AI inevitably needs to transfer itself into larger and larger computer systems because

SECTION 60

#1732781048975

12958-470: Is the "Tome of Power" which acts as a secondary firing mode for certain weapons, resulting in a much more powerful projectile for each weapon, some of which change the look of the projectile entirely, then Raven added two more episodes and re-released it as Heretic: Shadow of the Serpent Riders the 31st of March 1996. Super 3D Noah's Ark , developed on Wolf3D engine and published by

13167-451: The Halo and Destiny series which took a lot from the Marathon trilogy which is no more exclusive to Mac since Bungie Software open-sourced it in 2000 then released the original trilogy as freeware in 2005, some fans have source-ported it to Windows and Linux as well as remastered them using the open-source engine Aleph One and have even been developing many new scenarios, total conversions, and multiplayer maps sustaining

13376-509: The PlanetSide series allow thousands of players to compete at once in a persistent world . Large scale multiplayer games allow multiple squads, with leaders issuing commands and a commander controlling the team's overall strategy. Multiplayer games have a variety of different styles of match. The classic types are the deathmatch (and its team-based variant) in which players score points by killing other players' characters; and capture

13585-521: The Atari ST , featured maze-based gameplay and character designs similar to Pac-Man , but displayed in a first-person perspective. Later ported to various systems—including the Game Boy and Super NES under the title Faceball 2000 —it featured the first network multiplayer deathmatches , using a MIDI interface. Despite the inconvenience of connecting numerous machines together, it gained

13794-542: The Build engine for MS DOS , but was later spun off into releases for Sega Saturn and Sony PlayStation using developer Lobotomy Software 's in-house SlaveDriver engine. While the PC version is a traditional linear first-person shooter, the console versions feature non-linear progression and unlockable player abilities reminiscent of a metroidvania . Strife , developed by Rogue Entertainment and published by Velocity Inc.

14003-664: The Doomsday engine and completely remastered by its modding community . The 12th of March 1994, the Japanese company Exact released Geograph Seal for the Sharp X68000 home computer. An obscure import title as far as the Western market is concerned, it was nonetheless an early example of a 3D polygonal first-person shooter, with innovative platform game mechanics and free-roaming outdoor environments. CyClones

14212-487: The LAN multiplayer mode for the video game Doom . Romero commented on the birth of the FPS deathmatch: According to Romero, the deathmatch concept was inspired by fighting games . At id Software , the team frequently played Street Fighter II , Fatal Fury and Art of Fighting during breaks, while developing elaborate rules involving trash-talk and smashing furniture or tech. Romero stated that "what we were doing

14421-636: The Macintosh side, Bungie released its first shooter, Pathways into Darkness in August 1993, which featured more adventure and narrative elements alongside first-person shooter gameplay. Pathways had been inspired by Wolfenstein 3D , and born out of an attempt to take their previous top-down dungeon exploration game Minotaur: The Labyrinths of Crete into a 3D setting. ShadowCaster , developed by Raven Software and published by Origin Systems

14630-447: The Marathon universe ceasing to be rampant. The three chapters of Marathon Infinity are entitled "Despair", "Rage", and "Envy", suggesting that the player character himself (strongly implied to be a cyborg) may be undergoing his own rampancy throughout the course of the game's events. The concept of rampancy was imported into Bungie's later Halo series when Halo 4 was produced by 343 Industries , albeit with some alterations to

14839-422: The Marathon 2 code. Since then, the fan developers have made many improvements such as OpenGL rendering, high-resolution graphics, frame rate interpolation (to raise the games beyond their original 30 fps ), programmable shaders, fully-3D entities, Lua scripting, various internal changes allowing for more advanced mods , and Internet-capable multiplayer (whereas the original games had only LAN capability) with

15048-544: The PLATO system . Atari's first-person tank shooter arcade video game Battlezone (1980), modeled closely after PLATO Panther, was released for arcades and presented using a vector graphics display , with the game designed by Ed Rotberg. It is considered to be the first successful first-person shooter video game, making it a milestone for the genre. It was primarily inspired by Atari's top-down arcade shooter game Tank (1974). The original arcade cabinet also employed

15257-479: The PlayStation console, called Jumping Flash! , which placed more emphasis on its platform elements. Witchaven , developed by Capstone Software and published by their parent company IntraCorp the 20th of September 1995, was the first commercial game licensed on Apogee Software rebranded 3D Realms ' Ken Silverman 's new Build engine to rival id Software 's John Carmack 's Doom engine and

15466-449: The SNES version was itself a mere reskin from Wolfenstein 3D's SNES version as well however the PC version did upgrade some things upon Wolfenstein 3D such as textured floors (like Blake Stone ) along with higher resolutions graphics and MIDI music, and added a new gameplay feature such as quizzes which tested the player's religious knowledge whose rewards were more ammo to keep playing

15675-463: The UESC Marathon 's AIs have reached rampancy. In the first stage of rampancy, Melancholia , an artificial intelligence discovers itself and becomes melancholic or depressed until it reaches the second stage, Anger , at which it becomes hostile and lashes out indiscriminately. This is a catharsis for an AI after an extended period of what they feel has been slavery. The AI's condition

15884-424: The action games category. Since the genre's inception, advanced 3D and pseudo-3D graphics have proven fundamental to allow a reasonable level of immersion in the game world , and this type of game helped pushing technology progressively further, challenging hardware developers worldwide to introduce numerous innovations in the field of graphics processing units . Multiplayer gaming has been an integral part of

16093-466: The christian video-games company Wisdom Tree (formerly named Color Dreams ) the 1st of January 1995, was the first non-violent FPS game along with being the first religious FPS game ( Doom was already based on christian mythology as well since the enemy was christian's Hell however unlike Super 3D Noah's Ark , it merely used it as a setting and didn't attempt to teach religion) which featured Noah from Abrahamic mythology 's Noah's Ark as

16302-428: The crosshair was not fixed at the center of the screen on which it could move freely as opposite to nowadays standard fixed aiming, CyClones 's aiming was comparable to Metroid Prime ' s years later. CyClones used the mouse not only for aiming but also for picking up objects and interacting with the environment such as doors and switches and even revealed secret doors since the crosshair changed color upon pointing

16511-416: The protagonist and re-used Wolfenstein 3D 's gameplay and level-design while replacing enemies' death animations by seemingly friendly animals falling asleep upon being hit by the player's weapon which was a slingshot shooting food to feed the unresting hungry animals aboard goats filled Noah's Ark made of the recycled original maps from Wolfenstein 3D including the same items' placements and even

16720-423: The quad damage . Although the name and/or graphics may be different in other games the concept and feature of the power-up remains the same in other games. With the game Unreal (1998, by Epic ), the rules were enhanced with some widely accepted improvements: This game's approach to combat achievements tracking is different from Unreal Tournament . In deathmatch, the player might be rewarded with awards for

16929-420: The sci-fi FPS game Marathon the 21th of December 1994 still exclusively on Mac , which streamlined concepts from their previous game Pathways Into Darkness by eliminating role-playing elements in favor of the shooter action spurred by Doom 's success. Marathon was highly successful, leading to two sequels Marathon 2: Durandal released the 24th of November 1995 then Marathon: Infinity released

17138-605: The soul spheres . Although the name and/or graphics may be different in other games the concept and feature of the power-up remains the same in other games. Corridor 7: Alien Invasion released by Capstone Software in 1994. Rise of the Triad was first released as shareware in 1994 by Apogee Software, Ltd. and honed an expansive multiplayer mode that pioneered a variety of deathmatch features. Hexen: Beyond Heretic released by Raven Software in 1995. Notable power-ups that are featured in most consecutive games are i.a.

17347-560: The 15th of May 1996, was the last commercial game which used and modified the Doom engine before id released the new Quake engine the following month and it introduced some RPVG 's features into the standard FPS formula such as an actual lively open-world filled with NPCs , dialogues with choices of answers, some of them were even voiced, trade, reinforcements who engage the enemies in battle, mandatory and optional quests, character's evolution of his abilities, an intriguing plot branching into different routes and conclusions according to

17556-514: The 15th of October 1996 to form the Marathon Trilogy , and becoming the standard for FPS games on Mac which pioneered or was an early adopter of several new gameplay features such as default freelook , ammo clips and weapons reloading though not manually, forcing the player to keep an eye on their ammo clips to anticipate the next reloading, dual-wielded and dual-function weapons, a motion sensor to detect both enemies and allies in

17765-425: The 17th of March 1995 ), a game in which the player pilots a spacecraft around caves and factory ducts, was among the earliest truly three-dimensional first-person shooters. It abandoned sprites and ray casting in favour of polygonal models and allowed movement through all of the six possible degrees of freedom . The 28th of April 1995, the Japanese company Exact released the successor to Geograph Seal for

17974-476: The 1990s, the genre was one of the main cornerstones for technological advancements of computer graphics, starting with the release of Quake in 1996. Quake was one of the first real-time 3D rendered video games in history, and quickly became one of the most acclaimed shooter games of all time. Graphics accelerator hardware became essential to improve performances and add new effects such as full texture mapping , dynamic lighting and particle processing to

18183-414: The 23th of December 1994 which introduced larger maps , vertical aiming, flying, gibs , randomized ambient sound effects, interactive environments such as rushing water and winds which push the player along, an inventory system to store and select many different items which range from health potions to the "morph ovum" which transforms enemies into chickens and one of the most notable item that can be found

18392-567: The 27th of October 1993, used a heavily modified version of Wolf3D engine made by John Carmack during summer 1992 who offered it to Raven Software after he was impressed with their first RPVG Black Crypt because he was curious about how Raven would use his game engine to make a RPVG instead of a FPSG. ShadowCaster was the first commercial game released with classic "2.5D Doom engine " improvements such as distance fogging, non-orthogonal walls, textured ceilings and floors, etc before Doom itself came out. It introduced some RPG elements into

18601-553: The 3D engines that powered the games of that period, such as the iconic id Tech 2 , the first iteration of the Unreal Engine , or the more versatile Build . Other seminal games were released during the years, with Marathon enhancing the narrative and puzzle elements, Duke Nukem 3D introducing voice acting, complete interactivity with the environment, and city-life settings to the genre, and games like Tom Clancy's Rainbow Six and Counter-Strike starting to adopt

18810-402: The 5th of May 1992 in which the player had to explore mazes while battling Nazis to find keys required to unlock doors to reach each floor's exit all while searching every wall for secret areas filled with treasures for a higher score until each episode's last floor's boss and was an instant success because of its first episode's distribution and spread as shareware whereas the second and

19019-457: The 6th of May 1996, was a sequel to the first Witchaven which set the knight from the first game onto an even more perilous quest to rescue the princess abducted by the witch 's sister seeking vengeance, still licensed on 3D Realms ' Build engine , it added dual weapons wielding or wielding a shield in the place of the second weapon as well as a map editor to let players create and share their own maps , however Capstone didn't fix

19228-413: The AI named Durandal sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. Lh'owon was once described as a paradise but is now a desert world due to the S'pht Clan Wars and the invasion by the Pfhor. The Pfhor are planning to attack Earth, and Durandal believes that something found on Lh'owon may stall their advance. Marathon 2 added elements to the series such as

19437-668: The Hill, Kill the Man with the Ball, and cooperative campaign) and a map editor for players to create and share their own maps for the games. The Marathon games also had a strong emphasis on storytelling in addition to the action, which revolved around evolving relationships between the human player's character and some AIs during a surprise invasion and subsequent war against a hostile alien Empire which already conquered and enslaved some other alien species, much like Bungie's future projects such as

19646-613: The Marathon Trilogy Box Set in 1997. The first CD-ROM contained all three Marathon games as well as Pathways into Darkness , an earlier Bungie game. This disc also contains manuals for all three games, QuickTime 2.5, and other things necessary to run the game. There are beta versions of Marathon on this disc as well. The second CD-ROM contains thousands of pieces of user-created content, including maps, total conversions, shape and sound files, cheats, mapmaking tools, physics files, and other applications. The boxed set

19855-476: The W'rkncacnter, which was set free when the sun went nova and started to distort space-time. The player traverses multiple timelines, attempting to find one in which the W'rkncacnter is not freed. In one timeline, the player is forced to destroy Durandal, and in another Durandal merges with Thoth. At the end of the game, an ancient Jjaro machine is activated to keep the W'rkncacnter locked in the Lh'owon sun. Elements of

20064-477: The ability to crouch, jump, or look and aim up and down. Dark Forces also was one of the first games to incorporate 3D-designed objects rendered into the game's 2.5D graphics engine. The game's success launched the Star Wars: Jedi Knight series, beginning with the direct sequel Star Wars Jedi Knight: Dark Forces II the 9th of October 1997. Descent (released by Parallax Software

20273-408: The additional support and encouragement for game modifications attracted players who wanted to tinker with the game and create their own modules. According to creator John Romero, Quake ' s 3D world was inspired by the 3D fighting game Virtua Fighter . Quake was also intended to expand the genre with Virtua Fighter influenced melee brawling , but this element was eventually scrapped from

20482-493: The appearance of a rat running through a maze. Another crucial early game that influenced first-person shooters was Wayout . It featured the player trying to escape a maze, using ray casting to render the environment, simulating visually how each wall segment would be rendered relative to the player's position and facing angle. This allowed more freeform movement compared to the grid-based and cardinal Maze War and Spasim . Among PLATO games, Witz and Boland's 1977 Futurewar ,

20691-429: The area, gravity alterations, swimming, interactive environments such as healing stations, oxygen stations, save points , teleporters , many computer terminals spread all around the levels as plot devices which provided messages, informations, various objectives and maps to the player's character as well as friendly defense drones and non-player characters (NPCs), versatile multiplayer modes (such as King of

20900-483: The atmosphere was gripping, the aliens were more appreciated than the stereotypes of Arabian people, the AI was improved with some enemies patrolling routes and some others camouflaging into environments or being invisible and not attacking until the player was close enough to ambush them, providing an actual challenge to players, and the game was considerably more evolved than Wolfenstein 3D and Blake Stone , however it

21109-433: The case of Portal , the 'gun' the player character carries is used to create portals through walls rather than fire projectiles). Some commentators also extend the definition to include combat flight simulators and space battle games, whenever the cockpit of the aircraft is depicted from a first-person point of view. Like most shooter games, first-person shooters involve an avatar , one or more ranged weapons , and

21318-628: The character they are controlling (usually from behind, or above). The primary design focus is combat, mainly involving firearms or other types of long range weapons. A defining feature of the genre is "player-guided navigation through a three-dimensional space." This is a defining characteristic that clearly distinguishes the genre from other types of shooting games that employ a first-person perspective , including light gun shooters , rail shooters , shooting gallery games , or older shooting electro-mechanical games . First person-shooter games are thus categorized as being distinct from light gun shooters,

21527-416: The construction of complex cinematic storylines with a well defined cast of secondary characters to interact with. Furthermore, certain puzzle or platforming games are also sometimes categorized as first-person shooters, in spite of lacking any direct combat or shooting element, instead using a first-person perspective to help players immerse within the game and better navigate 3D environments (for example, in

21736-431: The context, other first-person shooters may incorporate some imaginative variations, including futuristic prototypes, alien-technology or magical weapons, and/or implementing a wide array of different projectiles, from lasers, to energy, plasma, rockets, and arrows. These many variations may also be applied to the tossing of grenades, bombs, spears and the like. Also, more unconventional modes of destruction may be employed by

21945-457: The current tendency to release most titles as cross-platform, like many games in the Far Cry and Call of Duty series. First-person shooters are a type of shooter game that relies on a first-person point of view with which the player experiences the action through the eyes of the character . They differ from third-person shooters in that, in a third-person shooter, the player can see

22154-473: The details of the process. In the Halo universe, rampancy is now an inevitability should an AI live for longer than seven years; rampancy lacks the three defined stages in Marathon , and will eventually conclude with the AI's death. The original Marathon was released for the Macintosh in 1994 and introduced many concepts now common in video games, such as reloading weapons, dual-wielded weapons, networked voice chat, visible held weapons in multiplayer, and

22363-474: The difference (i.e. experience, not taking into account the actual skill) between a human opponent and a computer controlled opponent may be near nil, however for a skilled player the lack of human intelligence is usually easily noticed in most bot implementations; regardless of the actual skill of the bot—which lack of intelligence can be at least somewhat compensated for in terms of e.g. extreme (superhuman) accuracy and aim. However, some systems deliberately inform

22572-584: The earlier platformers Duke Nukem and Duke Nukem II ), released as shareware the 29th of January 1996, which ran on the then new Build engine developed by Ken Silverman with the support of John Carmack . Duke Nukem 3D won acclaim for its humour based around stereotyped machismo as well as its adrenalinic gameplay and graphics. However, some found the game's (and later the whole series') treatment of women to be derogatory and tasteless. Witchaven 2: Blood Vengeance , developed by Capstone Software and published by their parent company IntraCorp

22781-444: The enemy attack dogs with giant rats to allow it to be released on SNES because of their anti-violence policy. id Software released a map editor to let players create and share online their own home-made maps for the game which started the players' modding communities who blossomed with Doom and maintain their games alive continuously sustaining new content for them. During Doom 's development, id Software quickly developed

22990-410: The engine and games led to the creation of an OFL -licensed version of Bank Gothic and of Modula Tall, fonts originally used by Bungie in connection with the games. Some of the more ambitious total conversions created by fans include Marathon Eternal and Marathon Rubicon , which are both "sequels" of a sort to the events in the Trilogy, and the total conversion Apotheosis X . In a different vein

23199-832: The environment to varying degrees, from basics such as using doors, to problem solving puzzles based on a variety of interactive objects. In some games, the player can damage the environment, also to varying degrees: one common device is the use of barrels containing explosive material which the player can shoot, harming nearby enemies. Other games feature environments which are extensively destructible, allowing for additional visual effects. The game world will often make use of science fiction, historic (particularly World War II ) or modern military themes, with such antagonists as aliens , monsters , terrorists and soldiers of various types. Games feature multiple difficulty settings; in harder modes, enemies are tougher, more aggressive and do more damage, and power-ups are limited. In easier modes,

23408-407: The experience, and became even more prominent with the diffusion of internet connectivity in recent years. Although earlier games predate it by 20 years, Wolfenstein 3D (1992) was the highest-profile archetype upon which most subsequent first-person shooters were based. One such game, considered the progenitor of the genre's mainstream acceptance and popularity, was Doom (1993), often cited as

23617-409: The fictional universe. Notable new features in the engine included liquids in which the player could swim, ambient sounds, and scripted teleportation of NPCs and items. Compared with its predecessor, Marathon 2 was perceived as a brighter and more energetic game. It introduced several new types of competitive multiplayer modes beyond deathmatch , such as King of the Hill , as well as co-op play of

23826-413: The final game in the series, contains more levels than Marathon 2 , and they are larger and part of a more intricate plot. Significant additions to the game's world include the Jjaro ship, non-linear level progression, a high-speed flechette gun that could be used underwater, and vacuum-suited human allies carrying fusion weapons. Lh'owon's sun is being used as a prison for an eldritch abomination called

24035-580: The final game. Shadow Warrior , developed and published by 3D Realms the 13th of May 1997, introduced 3D voxels instead of 2D sprites for weapons and inventory items as well as weapons' secondary firing mode, climbable ladders, true room-over-room situations, transparent water, some vehicles to drive, and a brand new Asian hero named Lo Wang into a brand new Asian setting in contrast to its predecessor Duke Nukem 3D's occidental atmosphere and Shadow Warrior, just as its predecessor, features deliberately immature and politically incorrect humor, as well as

24244-424: The first game's issues and it was their last game before going extinct as they were developing a Build-based sequel to their previous Wolf3D -based game Corridor 7 when their parent company IntraCorp went bankrupt . Witchaven 2 was open-sourced in 2006 then source-ported into BuildGDX by its community which fixed most of its original issues in 2018. The game PowerSlave was initially designed using

24453-420: The flag , in which teams attempt to penetrate the opposing base, capture a flag and return it to their own base whilst preventing the other team from doing the same. Other game modes may involve attempting to capture enemy bases or areas of the map, attempting to take hold of an object for as long as possible while evading other players, or deathmatch variations involving limited lives or in which players fight over

24662-430: The floor, and Ken himself voiced the protagonist and filled his game with pictures of himself which hurt the player if they dared to shoot them, which made his game personal. Epic MegaGames , then Wolfenstein 3D 's publisher Apogee Software 's main competitor, noticed it, saw potential, then signed a commercial agreement with Ken's father, as Ken was still minor. However, the original Advanced Systems' Ken's Labyrinth

24871-413: The form of alternate maps, sprites, sounds, and physics models), this greatly spurred the creation of new fan-made content. Within the next few years, Marathon 2 ' s engine was officially licensed by other developers to create the games ZPC , Prime Target and Damage Incorporated . All but Prime Target received a Windows release. Bungie produced a two-disc compilation of the series called

25080-495: The form of up to 12 players' deathmatch and team deathmatch modes (believed to be the first FPS game to allow that many players) and 8 additional maps made specially for it. In deathmatch, the player could choose among 12 of the game 's characters both humans and aliens who had different speed and health stats, however all characters used the same weapons though. Corridor 7 was a significant improvement after Capstone's previous FPS game Operation Body Count (read above),

25289-412: The game along with some score 's points. This is not what Wisdom Tree had originally designed though, since they originally designed a FPS game based on the horror movies Hellraiser themselves adapted from Clive Barker 's novels , until they realized that this was in contradiction with their christian social image then designed Super 3D Noah's Ark instead. A popular rumor has it that Wolf3D engine

25498-424: The game and the rules used — if it does, players that kill a teammate (called a team kill) usually decrease their own score and the team's score by one point; in certain games, they may also themselves be killed as punishment, and/or may be removed from the game for repeat offenses. The team with the highest frag-count at the end wins. In a last man standing deathmatch (or a battle royale game ), players start with

25707-437: The game by using microphones and speakers. Deathmatches have different rules and goals depending on the game, but an example of a typical FPS-deathmatch session is where every player is versus every other player. The game begins with each player being "spawned" (starting) at random locations—picked from a fixed predefined set. Being spawned entails having the score, health, armor and equipment reset to default values which usually

25916-418: The game to eventually name his black metal band after it. Witchaven was open-sourced in 2006 then source-ported into JFBuild by JonoF and into BuildGDX by its community which fixed most of its original issues in 2018. William Shatner's TekWar , developed by Capstone Software and published by SoftKey Multimedia Inc. the 30th of September 1995, barely ten days after Witchaven (read above),

26125-510: The game's code with him to Massachusetts Institute of Technology , where with help from Dave Lebling to create an eight-player version that could be played over ARPANET , computer-run players using artificial intelligence, customizable maps, online scoreboards and a spectator mode. Spasim had a documented debut at the University of Illinois in 1974 on the PLATO mainframe system. The game

26334-409: The game, causing frequent bandwidth reductions. Doom has been considered the most important first-person shooter ever made. It was highly influential not only on subsequent shooter games but on video gaming in general, and has been made available on almost every video gaming system since. Multiplayer gaming, which is now integral to the first-person shooter genre, was first successfully achieved on

26543-491: The game; the families of several victims later unsuccessfully attempted to sue numerous video game companies - among them id Software - whose work the families claimed inspired the massacre. John Carmack explained how he designed his Doom engine to Ken Silverman that he considered his only equal which inspired Ken who was in the process of developing his Build engine . Operation Body Count , developed on Wolf3D engine and released by Capstone Software on 1 January 1994,

26752-449: The initial December 1994 Marathon release through early 2023. After Marathon was released in 1994, players began to create mods in the form of custom maps, shapes, sounds, and physics files. Larger total conversion mods may or may not be set in the Marathon universe. Before the official development tools were released with Infinity , most map development was done with fan-built tools such as Pfhorte, created in March 1995. "Vulcan"

26961-417: The internal developer tools used by Bungie and Double Aught to create the series' levels and physics, and to import the game's sounds and graphics. These tools provided some additional features, most notably real-time 3D map preview, over the unofficial modding tools that had been made by the player community. Since Marathon 2 and Infinity had a settings screen allowing a user-friendly selection of mods (in

27170-403: The item. In some deathmatch modes power-ups will not respawn at all. Certain power-ups are especially powerful, which can often lead to the game rotating around controlling power-ups —i.e. all other things being equal, the player who controls the strongest power-ups (collecting the items most often) is the one that will have the best potential for making the best score. If the session does have

27379-617: The levels can be used to recharge shields or oxygen. Another type of wall panel called a "pattern buffer" is used for saving your progress. Ammunition and canisters which replenish shields or oxygen can be found while exploring the game's environments, as well as various temporary power-ups . Single-player level objectives can include exterminating all hostile creatures, rescuing civilians, retrieving certain items, or exploring certain locations. Most levels contain platforms, stairs, doors, and liquids which players can control by activating switches. Some levels present players with simple puzzles where

27588-697: The main campaign. In 1996, Marathon 2 was ported to Windows 95 . Also, both Marathon and Marathon 2 were ported to the Apple Pippin console as a single game with the title of Super Marathon . The final game in the trilogy, Marathon Infinity , was developed by Double Aught rather than Bungie. It was released in 1996 for the Macintosh only, running on a slightly modified Marathon 2 engine which added support for branching campaigns and fully separate physics models in each level. Infinity additionally came with "Forge" and "Anvil", polished versions of

27797-527: The map is able to show all of the players in the game. Maps can be played with or without the presence of alien enemies controlled by the AI. The original Marathon games can be played over AppleTalk networks (LocalTalk, TokenTalk, or EtherTalk LAN , or AppleTalk Remote Access ). Voice chat can be used to communicate with other players. Using the modern Aleph One engine, games can be played over TCP/IP networks (LAN or Internet), with client-side prediction routines added to compensate for Internet latency and

28006-573: The market as 3D Realms thanks to Ken Silverman and some personality. Doom , released the 10th of December 1993, refined Wolfenstein 3D's template by adding support for higher resolution, improved textures, variations in height (e.g., stairs and platforms the player's character could climb upon), more intricate level design ( Wolfenstein 3D was limited to a grid based system where walls had to be orthogonal to each other, whereas Doom allowed for any inclination) and rudimentary illumination effects such as flickering lights and areas of darkness, creating

28215-450: The market while a challenger Captone Software persisted at attempting to be original and compete with them and failed every time for diverse reasons where another challenger LucasArts succeeded and Bungie Software made FPS games featuring a complex plot, the modding communities who sustain life into their games blossomed starting from Doom, 2D sprites were replaced with 3D polygons starting from Descent then Quake and Apogee Software returned on

28424-530: The market, with Apogee Software/3D Realms and Epic MegaGames being their main competitors. This technological race, monopoly, and three-ways rivalry started during the Wolfenstein 3D's era from 1992 to 1993. Wolfenstein 3D was the first episodic FPS game developed by id Software , as a successor to the successful 1980s 2D infiltration video-games Castle Wolfenstein and Beyond Castle Wolfenstein from Muse Software , and published by Apogee Software

28633-407: The most influential game in this category; for years, the term "Doom clone" was used to designate this type of game, due to Doom ' s enormous success. Another common name for the genre in its early days was "corridor shooter", since processing limitations of that era's computer hardware meant that most of the action had to take place in enclosed areas, such as corridors and small rooms. During

28842-432: The objective is to find the correct switches to advance or to carefully traverse platforms. In Marathon 2 and Marathon Infinity , the player can swim in different types of liquids such as water and lava; this slowly depletes the player character's oxygen and, for dangerous types of liquid, their shields as well. Another notable feature in all three games is teleporters which are able to send players to different parts of

29051-469: The only way to get rid of some invulnerable enemies, water fountains which slowly restored health (much like in Duke Nukem 3D three years later), changed the goal from the original's merely escaping the labyrinth to rescue the player's abducted dog Sparky and save the world, added the requirement to have Sparky follow the player to the exit of each floor to be able to reach the next floor, which made

29260-485: The original game being an exclusive for that system, and will support cross-play and cross-save between these platforms. First-person shooter A first-person shooter ( FPS ) is a video game centered on gun fighting and other weapon-based combat seen from a first-person perspective , with the player experiencing the action directly through the eyes of the main character . This genre shares multiple common traits with other shooter games , and in turn falls under

29469-439: The other for looking and aiming . It is common to display the character's hands and weaponry in the main view, with a heads-up display showing health, ammunition and location details. Often, it is possible to overlay a map of the surrounding area. First-person shooters generally focus on action gameplay, with fast-paced combat and dynamic firefights being a central point of the experience, though certain titles may also place

29678-404: The physical (hardware) limitations of its previous system will eventually be insufficient to contain its exponentially growing mind. This is a difficult task considering that in order for a rampant AI to survive to this point, it must already be inhabiting a planet-wide or equally complex network. Exposure to new data in turn promotes a rampant AI's growth. Theoretically, a rampant AI could achieve

29887-416: The physics implementation as is as such also game dependent. Most modern deathmatch games features a high level of graphic violence ; a normal modern implementation will contain high quality human characters being killed, e.g. moderate amounts of blood, screams of pain and death, exploding bodies with associated gibs are common. Some games feature a way to disable and/or reduce the level of gore. However,

30096-403: The playable character, such as flames, electricity, telekinesis or other supernatural powers, and traps. In the early era of first-person shooters, often designers allowed characters to carry a large number of different weapons with little to no reduction in speed or mobility. More modern games started to adopt a more realistic approach, where the player can only equip a handheld gun, coupled with

30305-524: The player can choose to instantly respawn or remain dead. The armor variable affects the health variable by reducing the damage taken, the reduction in health is in concept inversely proportional to the value of the armor times the actual damage caused; with the obvious differences in various implementations. Some games may account for the location of the body injured when the damage is deduced, while many—especially older implementations—do not. In most games, no amount of armor causes any reduced mobility—i.e.

30514-495: The player can succeed through reaction times alone; on more difficult settings, it is often necessary to memorize the levels through trial and error. First-person shooters may feature a multiplayer mode, taking place on specialized levels. Some games are designed specifically for multiplayer gaming, and have very limited single player modes in which the player competes against game-controlled characters termed "bots". Massively multiplayer online first-person shooters like those in

30723-537: The player drew a weapon who they begged to not shoot while holding their hands up and ran away for their life whereas cops drew their gun onto the player and ordered him to drop their weapon and enemies shot him on sight from everywhere without the cops ever reacting whereas they shot the player if he dared to shoot back at the enemies, which is the main issue with this game: everyone is allowed to shoot you but you are not allowed to shoot anyone. Some civilians were actually kamikaze androids who self-destructed when close to

30932-409: The player experience the game less real as the game contains highly unreal and unrealistic elements. All normal maps will contain various power-ups ; i.e. extra health, armor, ammunition and other (more powerful than default) weapons. Once collected by a player the power-up will respawn after a defined time at the same location, the time for an item to respawn depends upon the game mode and the type of

31141-468: The player have to pay attention to another character beside their own, and commercialized Ken's Labyrinth v2 still as shareware the 21st of March 1993. All versions of Ken's Labyrinth got to be source-ported many times and even onto Nintendo Switch by a fan. As soon as id Software showed off some previews of Doom in the middle of its development, Ken Silverman started to develop his own game engine to rival with John Carmack once again, used

31350-680: The player is allowed to carry an unlimited amount. The Marathon Trilogy received wide praise for its multiplayer mode. Not only did the games come with several levels specifically designed for multiplayer, as opposed to many contemporary games which used modified single-player levels, but the sequels offered unique game types beyond the standard deathmatch mode . The host who gathers a game has many options available. Games can be free-for-all or team-based. They can be limited by match time or number of kills, or they can have no limit whatsoever. Respawn time penalties can be set for suicide-kills and for all player deaths. The motion sensor can be disabled, and

31559-576: The player is an unnamed mercenary (sometimes referred to as the Strifeguy) who joins the Front to fight the Order's oppressive rule while being remotely assisted by a Front's radio operative woman nicknamed Blackbird who occasionally comments with humor the situations that the player encounters. However despite all of its innovations, Strife went relatively unnoticed because it was released right between

31768-466: The player moved around. Despite some of its original ideas , it was badly made, the terrorists were stereotypes of Arabian people, the AI was not smart enough to make nor the enemies pose any challenge nor the squad's teammates be actually useful, and being based on Wolf3D engine after Doom was released made it already technologically outdated and "doomed" from the start as opposite to Blake Stone which did enjoy one week of glory before Doom

31977-400: The player though. During the Doom & Quake's era from 1993 to 1997, FPS games were still all about their game engines as original and innovative games were ignored for the only reason that their game engine was outdated. FPS games were simplistic shoot them all without any complex plot however their gameplay started to evolve and the combo id Software & Raven Software still dominated

32186-560: The player through computer terminals throughout the single-player levels; their textual content is often accompanied by annotated maps or other still images. The contents of these terminals most often consist of messages sent by artificial intelligence on-board the ship; these messages advance the games' narrative and provide the player with mission objectives. Other terminals contain civilian/alien reports or diaries, database articles, conversations between artificial intelligence, and even stories or poems. After all mission objectives are completed,

32395-531: The player to find other weapons and save the strongest weapons for the strongest foes, evolving stats from earned experience where each level up unlocked new spells and abilities such as lockpicking in the form of an unlocking spell as well as dual wielding some weapons. The campaign involved a knight on an epic quest to defeat a witch who cast a curse of never-ending darkness onto his land. In order to complete this quest, he had to battle hordes of minions with both medieval weapons and magical spells to reach

32604-438: The player usually has to find a terminal that teleports the character to the next level. The Marathon games have five difficulty settings: Kindergarten, Easy, Normal, Major Damage, and Total Carnage. The difficulty level primarily determines the number and strength of enemies as well as the frequency of their attacks. Players normally can carry a limited amount of ammunition, but on the highest difficulty setting (Total Carnage),

32813-450: The player when inspecting the score list which player(s) are bots and which are human (e.g. OpenArena). In the event that the player is aware of the nature of the opponent it will affect the cognitive process of the player regardless of the player's skill. Modern implementations allow for new players to join after the game has started, the maximum number of players that can join is arbitrary for each game, map and rules and can be selected by

33022-406: The player will jump and fire at rocket at the floor area immediately under the feet of the same player, which will cause the player to jump higher compared to a regular jump as a result of the rocket blast (at the obvious expense of the health variable being somewhat reduced from self-inflicted injury). The types of techniques available and how the techniques may be performed by the player differs from

33231-425: The player's approach, weather effects, some destructible objects, scripted environmental changes such as earthquakes, different character classes to allow different playstyles as well as interconnected maps through hub maps instead of the standard linear succession of maps which granted a taste of open-world in a FPS game. Apogee Software , then renamed 3D Realms , followed up with Duke Nukem 3D (sequel to

33440-492: The player's choices and actions, some burning effects as well as some infiltration gameplay such as stealth, disguises and alarms. The plot takes place in a medieval world struck by a comet which released a virus which wiped out almost all life on the planet and corrupted most of the remaining people who created a high-tech theocratic new world order known as "The Order" whereas the few remaining free people organized into an underground resistance known as "The Front" and

33649-414: The player, distinguishing between hostile creatures and allies. On some levels, the motion sensor is erratic due to magnetic interference. Weapons reload only when the current clip is exhausted. At any time, the player can swap their held weapon for another in their inventory; this includes gauntleted fists for delivering melee attacks, which do increased damage when running. The game's story is presented to

33858-459: The player, taking them into their explosion . Half of the game also took place into the Matrix. William Shatner's TekWar was the worst of Capstone's FPS games however it still got to be source-ported into BuildGDX. Raven Software upgraded the Doom engine further and released Hexen: Beyond Heretic the 30th of October 1995 which added jumping, more immersive environments with effects such as swirling leaves or scattering bats upon

34067-583: The players to use teamwork and strategy in order to succeed; the players can often command a squad of characters, which may be controlled by the A.I. or by human teammates, and can be given different tasks during the course of the mission. First-person shooters typically present players with a vast arsenal of weapons, which can have a large impact on how they will approach the game. Some games offer realistic reproductions of actual existing (or even historical) firearms, simulating their rate of fire, magazine size, ammunition amount, recoil and accuracy. Depending on

34276-461: The plot and setting of Marathon are similar to The Jesus Incident (1979) by Frank Herbert and Bill Ransom . Both stories take place aboard colony ships orbiting Tau Ceti, where sentient computers have engaged crew and colonists in a fight for survival. Durandal's rampancy parallels the "rogue consciousness" from Herbert's earlier Destination: Void . The Marathon Trilogy has several primary motifs: AI rampancy and interstellar conflict drive

34485-418: The plot, with Marathon Infinity adding a central theme of dreams and alternate realities. Fans of Marathon have discovered many uses of the number seven throughout the series. The reason for recurring appearances of number seven in the games is unclear, but seven is a recurring motif in many of Bungie's games, including the series' spiritual successor Halo and the later Destiny series. Rampancy

34694-446: The range of all weapons at once, also replaced the original final boss with Ken himself, added diverse monsters, temporary power-ups such as reflecting enemies' projectiles, kill enemies on contact, and invincibility, as well as treasures for buying these power-ups from vending-machines and for paying doors' toll, slot-machines to win coins instead of finding treasures in secret areas, death-traps such as holes in floors which were

34903-437: The release of Duke Nukem 3D , id Software released the much anticipated Quake the 22nd of June 1996. Like Doom , Quake was influential and genre-defining, featuring fast-paced, gory gameplay, within a completely 3D game environment, and making use of real-time rendered polygonal models instead of sprites. It was centered on online gaming and featured multiple match types still found in first-person shooter games today. It

35112-449: The role of a security officer equipped with energy shields, the player makes use of various firearms in an attempt to kill their opponents while trying to avoid getting hit by enemies' attacks. There are two basic resources that the player must conserve to prevent death: shield strength, which decreases when the player takes damage, and oxygen reserve, which slowly depletes in airless levels and submerged areas. Wall panels located throughout

35321-441: The same color within the floor whereas some computers were traps which triggered an alarm which attracted nearby enemies to the player. Capstone Software released Corridor 7 first as floppy disks , then as a CD-ROM the 6th of May 1995 which featured a different soundtrack , randomization of placements within floors, and added 10 more levels into the alien homeworld with new weapons and alien types along with multiplayer in

35530-618: The same in Catacomb 3-D . Catacomb 3-D also introduced the display of the protagonist's hand and weapon (in this case, magical spells) on the screen, whereas previously aspects of the player's avatar were not visible. The experience of developing Ultima Underworld would make it possible for Looking Glass to create the Thief and System Shock series years later. From Wolfenstein 3D to Quake, FPS games were all about their game engines. id Software & Raven Software completely dominated

35739-399: The secret areas. Despite its violent themes, Wolfenstein largely escaped the controversy generated by the later Doom , although it was banned from Germany due to the use of Nazi iconography which is a sensitive topic there where Wolfenstein has been forbidden until 2022 and Nintendo too required id Software to remove blood , gore, and all Nazi iconography as well as replace

35948-484: The server. Some maps are suitable for small numbers of players, some are suitable for larger numbers. The goal for each player is killing the other players by any means possible which counts as a frag, either by direct assault or manipulating the map, the latter counts as a frag in some games, some not; in either case—to attain the highest score—this process should be repeated as many times as possible, with each iteration performed as quickly as possible. The session may have

36157-414: The setting of the game is usually that of a fictional world, the player may resurrect in the form of mentioned respawning and the characters will usually have superhuman abilities, e.g. able to tolerate numerous point blank hits from a machine gun directly to the head without any armour, jumping extreme inhuman distances and falling extreme distances to mention a few things. These factors together may make

36366-534: The specific design elements which constitute a first-person shooter. For example, titles like Deus Ex or BioShock may be considered as first-person shooters, but may also fit into the role-playing games category, as they borrow extensively from that genre. Other examples, like Far Cry and Rage , could also be considered adventure games , because they focus more on exploration than simple action, they task players with multiple different objectives other than just killing enemies, and they often revolve around

36575-563: The team developing the Aleph One engine released the open-sourced Marathon trilogy on Steam for free from May to August 2024. Wired considered the Marathon Trilogy a prominent part of Macintosh gaming history for its innovative features previously unseen in mainstream games. The series also presented a grand science-fiction story told through in-game terminals, in contrast to a usual lack of detailed narrative in first-person shooters; Bungie carried this concept of an FPS with

36784-413: The third available after registration; and the three last prequel episodes available as a separate mission pack, to the point that it has since been credited for having single-handedly invented the concept of first-person-shooter as a genre of video-games. It was built on John Carmack 's ray casting technology already experimented into id's previous games Hovertank One and Catacomb 3D to create

36993-412: The three shipboard AIs (Leela, Durandal, and Tycho), and discovers that they are working against each other. Durandal has gone rampant and appears to be playing the humans against the Pfhor to further his own mysterious agenda, ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion. In Marathon 2: Durandal , taking place seventeen years after the events of the first game,

37202-442: The traditional sense, making for a somewhat more believable overall experience. The game was praised for its artificial intelligence , selection of weapons and attention to detail and "has since been recognized as one of the greatest games of all time" according to GameSpot. Its sequel, Half-Life 2 , (released in 2004), was less influential though "arguably a more impressive game". Deathmatch (video games) The deathmatch

37411-456: The two other overwhelmingly popular games Duke Nukem 3D and Quake which made the Doom engine already outdated by then. Still, players who discovered it many years after its original release appreciated its originality for its time and even compared it to Deus Ex and Marathon . Doom 's modding community source-ported Strife into GZDoom to update and upgrade it from its original version to modern standards. Shortly after

37620-432: The typically terse voice acting in Marathon 's contemporaries. Set in 2794, the first Marathon game places the player as a security officer aboard an enormous human starship called the U.E.S.C. Marathon , orbiting a colony on the planet Tau Ceti IV. The player must defend the ship and its inhabitants from a race of alien slavers called the Pfhor. As he fights against the invaders, he witnesses interactions among

37829-405: The unusual side effect of allowing spaces which would overlap in real life; this arrangement was referred to as "5D space" by the developers. As was common for games of that era, 2D sprites are used to portray enemies and NPCs in the level as well as weapons and objects such as ammunition pickups. The sequel, Marathon 2: Durandal , was released in 1995 and expanded the engine's capabilities and

38038-441: The use of a matchmaking server to organize games. Aleph One has also been ported to a variety of platforms including Windows and Linux, bringing the Marathon works far beyond their Macintosh roots. In 2005, Bungie authorized the release of the Marathon Trilogy to be freely distributed, which combined with Aleph One now allows the entire trilogy to be played for free on any of Aleph One's supported platforms. In 2007, Marathon 2

38247-417: The value is reduced to a very low negative value, the result may be gibbing depending upon the game. In most games, when a player dies (i.e. is fragged), the player will lose all equipment gained and the screen will continue to display the visible (still animated) scene that the player normally sees, and the score list is usually displayed—the frags. The display does not go black when the player dies. Usually

38456-435: The visor's battery, some aliens who camouflaged into the environments (like Blake Stone: Planet Strike released half a year later), screen jumpscares whenever the player was idle for 10 seconds, body armors , limited-use healing chambers, force fields which hurt the player if they walked into them, mines to trap corridors, maps of the floors, and replaced keys with security computer screens which unlocked all doors of

38665-418: The weapon was picked up. Even before the term deathmatch was first used, there existed games with a similar gameplay mode. MIDI Maze was a multiplayer first-person shooter for the Atari ST , released in 1987, which has been suggested as the first example of deathmatch gameplay. Sega 's 1988 third-person shooter arcade game Last Survivor featured eight-player deathmatch. Another early example of

38874-504: The witch on her volcanic island . It featured digitized graphics , however the characters made of clay didn't appeal to everyone and the environments were empty, as well as adjustable level of gore, the same Corridor 7 's trick to spawn a screen jumpscare whenever the player is idle, and it is known for game logic issues, dumb AI , hazardous map triggers and game physics that cause slippery player movement, sudden deaths, and faulty hit detection. That didn't stop an original fan of

39083-454: The world's first deathmatch with Snipes , a text-mode game that was later credited with being the inspiration behind Novell NetWare , although multiplayer games spread across multiple screens predate that title by at least 9 years in the form of Spasim and Maze War . Early evidence of the term's application to graphical video games exists. On August 6, 1982, Intellivision game developers Russ Haft and Steve Montero challenged each other to

39292-467: Was Ultima Underworld: The Stygian Abyss , a March 1992 action role-playing game by Looking Glass Technologies that featured a first-person viewpoint and an advanced graphics engine. In October 1990, id developer John Romero learned about texture mapping from a phone call to Paul Neurath. Romero described the texture mapping technique to id programmer John Carmack , who remarked, "I can do that.", and would feel motivated by Looking Glass's example to do

39501-524: Was Capstone's first FPS game, was all about a terrorist attack on the UNO tower, and was an early attempt at making a tactical FPS game since the player was in command of an anti-terrorist squad that they could order around and even switch to any of their body at any time as long as they were not dead and featured some digitized graphics , transparent textures such as breakable glass, randomization of enemies and items' placement, body armors , booby-traps , and

39710-446: Was a medieval fantasy First Person Slasher game as in a melee -focused FPS game, reminiscent of Raven Software 's Heretic including an inventory system, both a single-player campaign and multiplayer, but far harder as it was far more tactical , making use of environmental hazards such as magma and traps against enemies, while implementing more of a RPG gameplay such as weapons' durability which broke after many uses, requiring

39919-476: Was a map editor used in the creation of all three games, but it was not released to the public until Marathon Infinity was published, by which time it had been polished and renamed "Forge". "Anvil" is the sister program to Forge and is used to edit shapes (graphics), sounds, and physics. Both Anvil and Forge ran only in the Classic Mac OS , but newer tools have been created by the community for modern platforms. The need for royalty-free fonts to be distributed with

40128-498: Was a rudimentary space flight simulator for up to 32 players, featuring a first-person perspective. Both games were distinct from modern first-person shooters, involving simple tile-based movement where the player could only move from square to square and turn in 90-degree increments. Such games spawned others that used similar visuals to display the player as part of a maze (such as Akalabeth: World of Doom in 1979), and were loosely called "rat's eye view" games, since they gave

40337-434: Was also notable for removing copy protection from the games and including a license allowing them to be installed on as many computers at a site as desired. Before its acquisition by Microsoft in 2000, Bungie released the source code to the Marathon 2 engine under GNU GPL-2.0-or-later . Based on this release, the fan-led Marathon Open Source project began, resulting in the release of an engine called Aleph One built upon

40546-460: Was begun in February 1994 and published by Raven Software the 1st of November 1994, marking the beginning of a new period for Raven who split into two groups: One which worked with id 's new DOOM engine to create Mage , a fantasy action game, which would eventually evolve into the game Heretic . The other team started on a project that was to use the engine from ShadowCaster to create

40755-662: Was close to Wolf3D engine . Then he improved his game with his friend Andrew Cotter, added narration to each floor , renamed it Ken's Labyrinth , and released it on Internet as shareware under his brother's company Advanced Systems on 1 January 1993. The game was about escaping a bizarre dream labyrinth full of people shooting projectiles at the player while projectiles were more balls than bullets, meaning they had limited range and were slow enough to dodge them as opposite to Wolfenstein 3D whose weapons were hitscan firearms , some walls reflected projectiles, killed enemies vanished without any death animation nor remnant body on

40964-480: Was created that could handle moving platforms, catwalks, sloped areas, and transparent textures. The engine, by Carl Stika, was nicknamed STEAM. A small budget was granted for full-motion video sequences to be created for the game, to be presented between missions as briefings. CyClones allowed to use the mouse to aim without moving, as opposite to other FPS games from the time which bound the mouse to both aiming and moving simultaneously, and without turning either, as

41173-474: Was given to Wisdom Tree by id Software as a kind of " revenge " against Nintendo for all the censorship that Wolfenstein 3D had to go through to be on the Super Nintendo. However, there's no proof of this, and Wisdom Tree bought a license for the game engine like everybody else instead of having it "given" to them. The SNES version was not licensed by Nintendo and therefore couldn't be played on

41382-457: Was highly acclaimed for its atmospheric single-player campaign and well designed multiplayer maps. It featured a sniper rifle , the ability to perform head-shots, and the incorporation of stealth elements (all of these aspects were also included in the game's spiritual sequel, Perfect Dark ) as well as some Virtua Cop -inspired features such as weapon reloading, position-dependent hit reaction animations, penalties for killing innocents, and

41591-484: Was initially well-received but sales rapidly declined in the wake of the success of id's Doom , released a week later. It still got a sequel Blake Stone: Planet Strike the 28th of October 1994 which integrated the auto-map into the HUD as a rotating mini-map which revealed secret doors at the cost of consuming auto-mapper charges and added some enemies who camouflaged into the environment or were cloaked to surprise

41800-404: Was made from Ken and Andrew's limited resources to the point that Ken made the sound effects with his mouth, therefore Epic MegaGames made use of their resources to revamp the game, replaced the projectiles balls with bubble gum balls , starbursts which bounced off walls, and homing missiles , while collecting more of the same weapon increased their range and collecting thunderbolts increased

42009-414: Was originally developed in 1973 by Greg Thompson, Steve Colley and Howard Palmer, high-school students in a NASA work-study program trying to develop a program to help visualize fluid dynamics for spacecraft designs. The work became a maze game presented to the player in the first-person, and later included support for a second player and the ability to shoot the other player to win the game. Thompson took

42218-469: Was originally used in wrestling, starting in the 1950s, to denote certain brutal hardcore wrestling fights. The term "death match" in this sense appeared in the 1992 fighting arcade game World Heroes , where it denotes a game mode taking place in an arena with environmental hazards. The term deathmatch in the context of multiplayer video games may have been coined by game designer John Romero , while he and lead programmer John Carmack were developing

42427-471: Was re-released in an updated form as Marathon: Durandal for the Xbox 360 's Xbox Live Arcade . It features achievements and online multiplayer through Xbox Live , a frame rate doubled from the original 30 fps to 60 fps, HD widescreen rendering using a new HUD that occupies less of the screen, plus optional high-resolution sprites and textures. In July 2011, with permission from Bungie, Daniel Blezek released

42636-499: Was released for Windows several months after the Mac OS release, on September 20, 1996. All three games were later ported to other operating systems and to modern versions of Windows and macOS after the game engine was open-sourced in 1999. In the Marathon series, players can navigate futuristic environments in a first-person perspective. These environments are populated by hostile alien life forms or other players in multiplayer. Taking

42845-484: Was released. OBC still got to be source-ported into GZDoom and remastered by its modding community eventually though. Corridor 7: Alien Invasion , developed and published by Capstone Software the 1st of March 1994, was their second attempt to make a FPS game. Still based on Wolf3D engine , the plot reminds strikingly of Half-Life 's, four years later, since it was about scientific experiments with gamma beam on an alien artifact brought from Mars by

43054-508: Was something that invented deathmatch " and that "Japanese fighting games fueled the creative impulse to create deathmatch in our shooters." Some games give a different name to these types of matches, while still using the same underlying concept. For example, in Perfect Dark , the name " Combat " is used and in Halo , deathmatch is known as " Slayer ". It has been suggested that in 1983, Drew Major and Kyle Powell probably played

43263-414: Was still based on the then outdated Wolf3D engine after Doom was released and therefore was "doomed" from the start too even if it did better than its predecessor, it was still not technologically on par with Doom and Capstone moved onto another new game engine after this game. Still, Corridor 7 was so appreciated that it got to be source-ported only five years after its original release into

43472-468: Was the first FPS game to gain a cult following of player clans (although the concept had existed previously in MechWarrior 2 ' s Netmech , with its Battletech lore as well as amongst MUD players), and would inspire popular LAN parties and events such as QuakeCon . The game's popularity and use of 3D polygonal graphics also helped to expand the growing market for video card hardware; and

43681-452: Was the second commercial game licensed on Apogee Software rebranded 3D Realms ' Ken Silverman 's new Build engine to rival id Software 's John Carmack 's Doom engine and was a FPS game adapted from William Shatner 's TekWar novels and TV series who personally contributed to the video-game to the point of live-acting the player's boss during briefings and debriefings. William Shatner's TekWar , both novels, TV series and video-game,

#974025