Drizzlehell
Banned
I recently made a thread about the bygone era of (mostly) linear first person shooters and how in recent years they were almost entirely replaced by GaaS, open world, or some other hybrid genres that generally moved away from the kind of shooters that we'd used to get in abundance. One of the things that became pretty apparent throughout the discussion is that it was difficult to convey exactly what kind of a game I was talking about because many people seemed to have a different idea by bringing up indie boomer shooters, or straight up questioning what the hell was I talking about. The only definitive thing that can be used to identify the style that I had in mind is that it was in its absolute prime during the seventh generation of consoles.
But after thinking about it for a while, I think I came up with a pretty solid definition for the kind of shooters that I have in mind here. Take note of the fact that this definition may apply to both first AND third person shooters alike.
A "cinematic shooter" is the kind of game that emphasizes a linear story campaign with cinematic elements as its main selling point. These games feature mostly linear, and occasionally more open-ended level design that prioritizes objective-based progression, action-packed set-pieces with a mix of meticulously directed and scripted sequences, and a blend of shooting mechanics, turret or vehicle sections, light puzzles, and (optionally) some light upgrade mechanics or gadgets/gimmicks (eg. bullet time, cover shooting, physics guns, special attacks, etc.)
This definition would imply a focus on delivering a visually impressive and immersive experience with a mix of intense combat encounters and scripted sequences, packed together into a 6-12 hour story campaign with additional gameplay modes included separately, such as co-op, multiplayer, challenge scenarios, etc. By nature, it should be a visually impressive, "cinematic" spectacle which typically involves triple-A production values and budget, although there have been some third party studios that have been able to deliver such an experience on slightly lower budgets.
Typical examples of a "cinematic shooter" would include:
Gears of War
Killzone
Halo
Uncharted
Resistance
Crysis
Titanfall 2
Bulletstorm
Call of Duty
But after thinking about it for a while, I think I came up with a pretty solid definition for the kind of shooters that I have in mind here. Take note of the fact that this definition may apply to both first AND third person shooters alike.
A "cinematic shooter" is the kind of game that emphasizes a linear story campaign with cinematic elements as its main selling point. These games feature mostly linear, and occasionally more open-ended level design that prioritizes objective-based progression, action-packed set-pieces with a mix of meticulously directed and scripted sequences, and a blend of shooting mechanics, turret or vehicle sections, light puzzles, and (optionally) some light upgrade mechanics or gadgets/gimmicks (eg. bullet time, cover shooting, physics guns, special attacks, etc.)
This definition would imply a focus on delivering a visually impressive and immersive experience with a mix of intense combat encounters and scripted sequences, packed together into a 6-12 hour story campaign with additional gameplay modes included separately, such as co-op, multiplayer, challenge scenarios, etc. By nature, it should be a visually impressive, "cinematic" spectacle which typically involves triple-A production values and budget, although there have been some third party studios that have been able to deliver such an experience on slightly lower budgets.
Typical examples of a "cinematic shooter" would include:
Gears of War
Killzone
Halo
Uncharted
Resistance
Crysis
Titanfall 2
Bulletstorm
Call of Duty