The shooter genre has been
around almost since the birth of video games as a medium. The
earliest examples were very basic but obviously appealed to a huge
audience as they became one of the most prominent game genres and it remains as such today. Because the shooter genre has existed for such
a long time, developers have changed the standard
formula in many different ways, thus creating many, many different sub-genres of shooter games.
The shooter genre covers
an extremely diverse range of games but to sum it up simply, a
shooter is an action orientated game featuring guns or long ranged
weapons which tests your accuracy and reactions. The objective of a
shooter changes depending on the exact sub-genre but most consist of
the player character needing to reach the end of a stage while
defeating enemies before they defeat you.
This list goes in depth
into some shooter sub-genres, explaining what separates them from
other shooter games, what some similarities are and giving some
examples of games that fall into these sub-genres. This is a sort of follow up to a list I wrote about platformer sub-genres and just like in that list, I'll be starting
with the most common sub-genres and as you get lower down,
things will start to become more obscure and niche. Some would say
that the the shooter market is over-saturated and I would definitely
agree, with triple A developers, indie creators and everyone in
between creating shooter games it means there's a lot to talk about,
so let's stop stalling and get straight into the list.
1
First Person Shooter
Examples:
Doom, Quake,
Halo, Serious Sam
The first person shooter
has got to be the most popular sub-genre of shooter games in the
modern era. First person shooters account for nine of the fifty best
selling games of all time which is a substantial amount when you
consider how diverse game genres are. A first person shooter can be
defined very easily by simply looking at the camera perspective of a
game, if the game looks like it's being played through the eyes of
the protagonist (you can't see the protagonist's full body) it's a
first person game.
The primary reason for
creating games using this perspective is normally to make it feel
like you, the player, are the main character of the game in some
form. It becomes more immersive to use this angle because you aren't
controlling a character on the screen, you're controlling yourself
within the game's world. Of course, game developers know that
audiences don't actually believe they are inside a video game, which
is why you'll still often still be controlling a character like in
any other game (such as the Master Chief) but these characters are
normally mute, or as quiet as they can be without causing dissonance
between the gameplay and story development.
2
Third Person Shooter
Examples:
Gears of War,
Resident Evil 4, Max Payne, Uncharted
This is very similar to
the last sub-genre in terms of it being defined entirely by the
camera positioning in the game world. Rather than the camera being
positioned so it mimics the view of a person's eyes, a third person
shooter positions the camera behind the character so we can see their
whole body move on screen.
The reason a game may
choose to be third person rather than first person is if the story
taking place is about the journey of a very specific character and
isn't supposed to be a representation of the player. If the game
features platforming or cover based combat it will most likely be a third person game, the reason for which being that this camera position is more suited to these mechanics due to being able to see the world around the character more clearly as well as being able to see around and over
cover even when the character is behind it. Certain shooters that are
predominantly first person will swap camera positions to become third
person when taking cover for this very reason (examples of which
being Tom Clancy's Rainbow Six: Vegas and 007: Quantum of
Solace).
3
Top Down Shooter
Examples:
Asteroids, Space
Invaders, Commando, Ikari Warriors
This sub-genre is one that's more
associated with retro games because of the fact that it was much
easier to replicate 3D space from this angle when working with
graphics that are pixelated and hardware that isn't very powerful and
can't render things as quickly as today's consoles.
Similarly to the last
couple of sub-genres, this one is defined by the positioning of
the camera rather than the mechanics and design of the gameplay. A
top down shooter, quite simply, is a shooter where the camera is
positioned above the action taking place. Your character is normally
quite small and can be moved up, down, left, right and diagonally
which gives the illusion that your character is moving forwards and backwards in a 3D space. Because of being able to see around your
character in every direction it's also common for enemies to be
attacking you from every angle which has resulted in this sub-genre
being associated with being very difficult.
While most games in this
sub-genre allow movement which gives off the sense of the game taking
place in a 3D world, some games were more basic and limited character
movement to suit a certain design choice. An example of this is Space
Invaders in which the game takes place from a top down angle but
the way the sprites are displayed and the controls are locked to
moving left and right make it obvious that the game takes place on a
2D plane which gives the illusion that the tank you control is
shooting up into the sky at the alien enemies. Games which follow
similar design choices to Space Invaders are often referred to
as 'fixed shooters' because of the way that movement is fixed to being horizontal and the action taking place is on a single
(non-scrolling) screen (another example of a fixed shooter is Radar
Scope).
Speaking of sub-genres of
sub-genres, a more modern take on the top-down shooter is isometric
shooters which normally consist of actual 3D graphics rather than
using an angle to replicate 3D. Isometric shooters are a lot more
uncommon than fixed shooters and this isometric angle seems to be
used to be reminiscent of retro top-down games while incorporating
modern graphics and gameplay mechanics. An isometric camera angle is difficult to describe, but if you picture the game world as taking place in a cube,
then picture the camera through which we see the world as being positioned in one of the
top corners of the cube, you might understand what I mean. So it isn't looking straight down
on the world but it's looking down from an angle. Examples of isometric
shooters are Hatred and Medal Wars: Keiser's Revenge.
4
Shoot 'Em Up
Examples:
Gradius, R-Type,
Defender
Finally we've gotten to a
shooter sub-genre that isn't based on where the camera is positioned.
A shoot 'em up game (sometimes referred to as a 'schmup') is an
extremely vague sub-genre which (like the top-down shooter) splits off
into multiple other sub-genres.
The basic formula of a
shoot 'em up is that there are lots of enemies on screen, lots of
things to avoid, the pace is very fast and you will normally be
killed in very few hits (sometimes even one hit). You can play as a
human (or humanoid) character or as a vehicle but you will very often
be working alone (or with a co-op partner) against hordes of opposing
forces. The camera perspective and the control scheme that a shoot
'em up uses will very often determine what sub-genre of shoot 'em up
the game is.
A twin stick shooter
(sometimes referred to as multi-directional shooter or dual-stick
shooter) is a type of shoot 'em up which is defined by the way in
which the player character is controlled. Where a twin stick shooter
differs from any other form of shoot 'em up is in the way that you
can move and shoot in any direction at the same time. Often, this
will be accomplished by the game utilising two joysticks, one which
moves the character and one which controls where the character
shoots. An example of a twin stick shooter is Smash TV.
A scrolling shooter
differs to other shoot 'em ups because of the way in which the screen
constantly moves in one direction (horizontally or vertically,
although there are examples which do both) regardless of player
movement. This creates situations in which the player can easily be
killed by getting stuck into a corner and the screen then pushing
them into the enemies. Because of the constant movement, scrolling
shooters are normally particularly fast paced and feature lots of
enemies, projectiles and obstacles. A classic example of a scrolling
shooter is Gradius.
A tube shooter is a very
obscure sub-genre of a shoot 'em up and I can find very few examples
of this kind of game. Tube shooters are very similar to fixed
shooters in terms of only being able to move left and right, but
instead of only moving in a straight line at the bottom of the
screen, you can move around in a circle. Inside this circle, enemies
and obstacles can appear and will get bigger as they get closer to
the screen (giving the illusion of 3D). The effect this camera
perspective has is that you are traveling through a tube shape, hence
the name 'tube shooter'. It's quite a primitive method of creating 3D
space and the dated nature of these games isn't helped by the way
that games of this type used vector graphics (presumably because of
the complexity of what was happening on screen, nothing could be a solid object and as such everything looks like a wire frame). The
reason why more games of this type aren't plentiful is probably
because 3D graphics became much more feasible shortly after these
games were created, in some ways, these games were ahead of their
time. Games which fall into this category are Tempest and
Gyruss.
5
Run and Gun
Examples:
Contra, Metal
Slug, Gunstar Heroes
A Run and Gun game is
simply a mixture of a shooter and a platformer. Most run and gun
games are 2D and feature a co-op mode, but this isn't an essential to
make it fall into this category. In a game of this type, you will be
able to jump, move left and right across multiple levels (with
changing themes), fight bosses, collect power-ups and shoot in
multiple directions. The thing that makes this different to an action
platformer is the emphasis on shooting as opposed to maneuvering
obstacles and platforms, whereas an action platformer is less about
shooting and more about standard platforming.
6
Tactical Shooter/Squad
Shooter
Examples:
Tom Clancy's Rainbow
Six, Battlefield, SWAT 3: Close Quarters Battle
A tactical shooter is a
much more slower paced experience than other sub-genres on this list,
the reason for this is that they replicate real world military
combat. In these games health is normally very low which will result
in dying after only a couple of shots which means that the use of
tactics and stealth are required. A lot of tactical shooters often
feature a planning stage or a similar concept (like the commander
mode in Battlefield 2) which is reminiscent of the real time
strategy genre. Another defining feature of a tactical shooter is
that there is an emphasis on working in a squad with other
non-playable characters which can be controlled through the use of in
game commands (meaning your teammates can move independently of your
character but you still maintain a degree of control over them); this
opens up the possibility of flanking your opponents and completing
multiple objectives at the same time. Games like SWAT 4 allow
you to switch perspectives to your teammates giving you an even
greater degree of control.
A squad shooter (or squad
based shooter) is sometimes regarded as a different genre however the
only thing that separates these two sub-genres is that a squad
shooter has a focus on online or multiplayer gameplay (meaning that
the enemies or teammates are real people as opposed to NPCs) whereas a
tactical shooter is predominantly a single player experience in which the teammates and enemies are all NPCs.
7
Military Shooter
Examples:
Call of Duty, Medal
of Honour, Killzone
At a glance a military
shooter may seem to be the same sub-genre as a tactical shooter or
squad shooter but there are a few key differences to warrant
splitting this into it's own category. Similarities between this
sub-genre and the previous one on the list are the low amount of
health and the emphasis on military combat.
Where this genre splits
off from the tactical shooter genre though is in the way that a
military shooter isn't designed to reflect real life combat and
because of this it has a much faster pace and often features
regenerating health. A military shooter will often focus almost entirely on the player character, with other NPCs being of little help
and not being directly controllable, which is also reflected in the
online/multiplayer gameplay by these games having much less emphasis on
working as a team when compared to tactical shooters.
8
Role Playing Shooter (RPS)
Examples:
System Shock, Deus
Ex, Bioshock,
Fallout 3, Borderlands
A role playing shooter is
a blend of the shooter genre and the role playing game (RPG) genre.
While there is still an emphasis on shooting, there are also many
elements from RPG games such as experience gathering and leveling up,
armor and weapon pick ups which affect your stats in different ways,
status effects such as poison and some even feature turn based
aspects (like the V.A.T.S. system in Fallout 3). There is always
an emphasis on the single player experience with any multiplayer
aspects being co-operative or not at the forefront of the game.
9
Multiplayer Shooter
Examples:
Lost Planet 2,
Titanfall, Counter-Strike: Global Offensive
This one is very vague and
I'm not sure it's considered an actual genre although it is sometimes
referred to as such. For the sake of this list I'm including it as it
helps to narrow down what type of game you're playing. There are many
different sub-genres of the multiplayer shooter, but it basically
breaks down into whether or not the game is co-operative or
competitive.
A co-op multiplayer
shooter is something like the campaign sections of Lost Planet 2,
Gears of War or Halo in which you and several other people
work together through the entire experience to achieve a common goal.
A competitive multiplayer shooter is what makes up the bulk of
multiplayer modes in video games; this is where the player will be
pitted against other players and given an objective they must
complete before the other opposing players do. Typical game modes
that exist in competitive shooters are Deathmatch, Team Deathmatch,
Capture the Flag and King of the Hill, almost every modern shooter
game will feature modes of these types.
10
Hero Shooter
Examples:
Overwatch, Monday
Night Combat, Plants vs. Zombies: Garden Warfare 2
This sub-genre is a more
recent addition to the roster of shooter sub-genres and is inspired
by MOBA (multiplayer online battle arena) games. Hero shooters work
very similarly to MOBAs in the way that you pick from pre-set
characters who all have unique abilities and the objective is to work
as a team to achieve objectives or defeat your opponents. Hero
shooters are always multiplayer focused and have a tendency to be
very bright and colourful which is in stark contrast to a lot of
other modern shooter games. Similarly to a tactical shooter there is
a clear emphasis on working with teammates and creating strategies to
overcome your enemies, however, hero shooters are not grounded in
reality at all. The characters you choose to play as all have over
the top abilities which can be activated in battle (and often feature
cool-down timers before you can use the ability again) and
coordinating these different abilities to work in tandem with other
players is essential (for example, a healer character working with a
tank character creates a blend of offensive and defensive
strategies).
11
Light Gun Games
Examples:
Point Blank, Time
Crisis, House of the Dead
A light gun game can be
very easily identified by what the controller looks like, if the game
features a gun peripheral which is aimed at the screen to replicate
shooting a gun in real life, the game you're looking at is a light
gun game. These are one of my personal favourite types of shooters
because of the shooting gimmick which can be used in very interesting
ways, Namco's GunCon (or G-Con) controller was the first gaming
peripheral I ever used which probably adds to the reason I like
these types of games so much.
Light gun games can be
quite varied in terms of gameplay, for example, Point Blank is
a minigame compilation which uses the gun peripheral to test your
accuracy and speed across many different games. House of the Dead
is a horror game in which you use the gun to dispatch waves of
enemies and after doing so your character moves forward on their own
(similarly to an on-rails shooter which I'll talk about later in this
list) and the next wave appears. Time Crisis follows a more
traditional shooter premise where the objective is to shoot enemy
soldiers while taking cover from their shots by using a foot pedal
which replicates crouching behind boxes, walls or anything else you
can hide behind.
Because of the limited
amount of buttons on the controllers, these games are normally quite
simple in terms of interaction but this makes them accessible to
anyone, regardless of their skill level. A common trope in light gun
games is that they are always played from a first person perspective
and you must shoot enemies or projectiles before they get too close
to the screen and hit you (which will either kill you or take your
health down depending on the game).
12
Rogue-like Shooter
Examples:
Nuclear Throne, The
Binding of Issac, Enter the Gungeon
This is another more
modern entry into the mass of shooter sub-genres, and yet again it's
a mix of two different genres, this time being the shooter genre and
the rogue-like genre. Rogue-like games have very specific tropes
which make them quite easily identifiable such as starting at the
first floor of a dungeon-like area and working your way up (or down)
through multiple levels, gaining new items while travelling through
the levels, fighting various monsters which get progressively harder
as the game goes on (and featuring boss levels at the end of each
floor) and a form of permadeath which means if your character dies
you will lose progress and start from the first floor of the dungeon
again (sometimes losing all the equipment you've gaining in the
process).
Knowing these defining
features of a rogue-like it's easy to identify a rogue-like shooter
because it will follow most (if not all) of the previously mentioned
gameplay mechanics, while also having an emphasis on shooting or long
ranged combat.
13
Action/Adventure Shooter
Examples:
Grand Theft Auto V,
Metroid Prime, Tomb Raider (2013)
This sub-genre is a blend
of the action/adventure genre and the shooter genre. Action/adventure
games are difficult to describe because the term covers such a broad
range of games, some of which may not bare many similarities to other
games in the same category. I tend to avoid using the term
'action/adventure' unless the game I'm talking about doesn't fit
easily into one particular genre. It's just a very vague and general
way of describing a game.
But to give a brief
summary of what an action/adventure game is, it's a game which
features a sense of exploration, story-development and elements of
puzzle solving (whether that be environmental puzzles (working out
how to get to a certain place through movement) or more literal
puzzle sections, for example the puzzle elements in Resident
Evil). But it also features more physical game mechanics such as
combat, where the player character will be able to attack a variety
of enemies in different ways.
The shooter aspect of this
sub-genre comes into play when we look at the primary way that the
character can attack in an action/adventure game. Assassin's Creed
for example, is an action/adventure game with a focus on melee combat
which means it isn't a shooter, whereas Grand Theft Auto V
focuses on taking cover and using a variety of firearms to dispatch
enemies but also has all of the aforementioned elements of an
action/adventure game, meaning it isn't a straight up shooter but an
action/adventure shooter. That isn't to say that you can't use melee
combat in Grand Theft Auto V, but it clearly isn't the main
focus of the gameplay.
14
Puzzle Shooter
Examples:
Portal, SuperHot,
Antichamber
I actually wasn't sure
whether to put this sub-genre on the list because it's not really widely recognised in the gaming community. However because of the number of
games that fall into this category, I feel that it makes sense to
include it anyway. The games I have used as examples would probably
fit the genre of first person puzzle games rather than being puzzle
shooters, but because of the emphasis on guns and the elements of
shooter games featured in them, I feel that they fit the puzzle
shooter sub-genre quite well.
Rather than the objective
of a puzzle shooter being to simply kill all the enemies, the
shooting aspect is somewhat subverted to create situations where the
player needs to solve puzzles by using a gun (or gun-like object).
Even if the objective is to kill everything (like in the case of
SuperHot) the way in which you achieve this isn't straight
forward and you'll need to work out a strategy, explore and find
solutions to problems in order to progress.
The puzzle shooter could
be seen as the pacifist of the shooter sub-genres because it's the
only one on this list where the primary objective isn't to shoot and
kill things but rather to progress through exploration and
puzzle-solving.
15
On Rails Shooter
Examples:
Space Harrier,
Starfox 64, Panzer Dragoon
This sub-genre is similar
to the tube shooter which I mentioned in the shoot 'em up section of
this list but there's a few differences between them, most notably is
that the game world no longer looks like a tube and features more
impressive 3D graphics. The on rails shooter genre is, in a way, the successor to the tube shooter.
An on rails shooter is a
game in which you can control your character and move all around the
screen in 2D space, but the game will be controlling your movement
through 3D space for you (in other words, you're constantly moving
forwards regardless of what buttons you're pressing), you could think
of on rails shooters as being the 3D equivalent to scrolling
shooters. You may be able to slow your character down to regain some
control over your forward movement but regardless of this you're
still moving in a pre-determined path which the game chooses for you. The effect this has is that you're on a train or roller coaster,
hence the name on rails shooter. Another example of this kind of game
is the Gummi Ship sections in Kingdom Hearts and Kingdom
Hearts II.
Most light gun games are
actually a sub-genre of on rails shooters but the obvious thing
separating these two are the controllers, one being a gun
peripheral and the other being a standard controller. But the on
rails movement is the same in both.
16
Bullet Hell
Examples:
Robotron: 2084,
Ikaruga, Geometry Wars: Retro Evolved
The sub-genre of bullet
hell has many different names, manic shooters, danmaku and curtain
fire just to name a few, but they are all fundamentally the same.
Traditionally a bullet hell game consists of controlling a small
character who needs to avoid many on screen threats while shooting
against them and after clearing a stage, you'll move onto a harder
level with more variety in enemies. The amount of on screen enemies
and projectiles in a bullet hell game is much, much higher than other
sub-genres on this list and it's this that separates this sub-genre
from others. Bullet hell games are regarded as being extremely
difficult and are aimed at fans of the shooter genre who need more of
a challenge, but because of this niche appeal, there aren't many games
that fall into this genre (which is a shame, because I'm a huge fan
of this style).
Recently there has been a
tendency for indie games to feature aspects of bullet hell games
while not being shooters at all. The classic example of this is
Undertale, where the turn based combat is made more engaging
through the use of bullet hell sections where you can avoid enemy
attacks by dodging projectiles in a small grid on the battle screen.
17
Shooting Gallery
Examples:
Wild Guns, Blood
Bros., Dynamite Duke, Cabal
It's such a shame that
this particular sub-genre is practically non-existent because it's
one of my personal favourites and doesn't get the attention it
deserves. It's actually very similar to light gun games and on rails
shooters only rather than using a light gun you control a character
who appears on screen and unlike on rails shooters you don't move in
3D space.
The main thing that
separates shooting gallery games from any other shooter is that you
can move your character and a targeting reticle independently of
each other. Stages tend to be quite static with enemies walking into
the stage from off screen or popping up from windows or behind cover
which gives these games a sense of movement despite actually having a
lack of it. Because of the static screens, this meant a lot of detail
could be put into the backgrounds and in games like Cabal
you could actually destroy buildings and other environmental objects
which is something that wasn't common back then and made these games
stand apart from others. Another feature of shooting gallery games is that they tend to include co-operative multiplayer.
18
Hybrid Shooter
Examples:
Star Wars: Battlefront
II, Splatoon
As you've probably
noticed, a lot of the games I've used as examples and talked about on
this list fit into many different sub-genres and not just the one
I've listed it as. This is common and it's actually pretty much
impossible for a shooter to only fit into one sub-genre, for example
Splatoon is a third person shooter but it also has elements of
a squad based shooters, hero shooters and even puzzle shooters. So
while every shooter is a hybrid shooter in some form, there are some
which fall into this category more so than others. Sure, Rainbow
Six is a first person shooter, tactical shooter and a multiplayer
shooter but it obviously falls predominantly into the tactical
shooter category because of the mechanics it uses all reflecting the
criteria for this sub-genre.
But for some games it
isn't that simple and they have equal amounts of mechanics matching multiple different
sub-genres making it more difficult to catagorise, and these games
are simply hybrids of sub-genres. For example, Star Wars:
Battlefront II is a third person shooter, first person shooter,
multiplayer shooter, hero shooter and has elements of both tactical
shooters and military shooters, meaning that it's much more difficult
to catagorise than most other games, so this would fall into the
hybrid shooter sub-genre, more specifically I would say it's a
tactical/military shooter because it's game mechanics align with the
tactical shooter and military shooter genres more closely than any
others.
It's really a matter of
interpretation as to which games are hybrids and which can be classed
as one specific genre so there is some debate to be had regarding
this, but most of the time it's fairly easy to recognise which
sub-genre a game falls into because it will match one a lot more than
any others.
Which that I would like to
wrap up this list by saying thanks for reading! I hope it's come in
handy and maybe you've discovered a new sub-genre or found some new
games to try out. If you liked the list or think I've missed anything
out please leave a comment below or contact me on my social media
pages. If you want to read more content of this style you could check out my list of platformer sub-genres too!
These are fantastic, do you have any plans to cover other genres?
ReplyDeleteSorry for the extremely late reply, I very rarely check my blog anymore because I now exclusively make content on YouTube. Other than shooters I've also covered platformers but besides that I've not done any others. I have actually been thinking about remaking these lists as videos though because I'm particularly happy with how these articles turned out! To answer your question though, I would consider doing a version of this for horror games, but it probably wouldn't happen for a while and even if it did, it would be as a video.
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