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Shuter ot tretego lica angl third person shooter TPS zhanr kompyuternyh igr raznovidnost trehmernyh shuterov v kotoroj upravlyaemyj igrokom personazh viden na ekrane a gejmplej v znachitelnoj chasti sostoit iz strelby Pri etom virtualnaya kamera kak pravilo nahoditsya pozadi personazha za spinoj ili plechom Igra Star Fox Assault shuter ot tretego licaGejmdizajnVid ot tretego lica protagonist upravlyaemyj igrokom i sledyashaya za nim virtualnaya kamera raspolozhennaya neposredstvenno za spinoj personazha nemnogo vyshe ego i s nebolshim naklonom vniz Sravnenie s shuterami ot pervogo lica Zhanr shuterov ot tretego lica tesno svyazan s zhanrom shuterov ot pervogo lica kotoryj takzhe osnovan na otozhdestvlenii igroka s ego avatarom odnako eto raznye zhanry Esli v shuterah ot pervogo lica igrok mozhet pricelivatsya i ego avatar ne zakryvaet obzor to v shuterah ot tretego lica dlya dostizheniya togo zhe predstavleno pricelivanie iz za plecha ili iz za spiny igrovogo personazha Blagodarya etoj osobennosti vida ot tretego lica razrabotchiki mogut dobavlyat v avatar bolshe individualnosti i napravlyat vnimanie igroka priemami podobnymi ispolzuyushimsya v kinofilmah Naprotiv vid ot pervogo lica pozvolyaet dostich bolshego pogruzheniya igroka vo vselennuyu igry Raznica v tochke obzora vliyaet na gejmplej V shuterah ot tretego lica igrok mozhet bolee yavno videt oblast vokrug avatara Takaya tochka obzora oblegchaet vzaimodejstvie personazha s okruzhayushej sredoj naprimer ispolzovanie takticheskih ukrytij v igre Gears of War ili peremeshenie v nebolshih pomesheniyah Pomimo etogo vid ot tretego lica luchshe podhodit dlya vzaimodejstviya s obektami igrovogo mira naprimer pryzhkov po platformam vedeniya rukopashnyh boev vozhdeniya transportnyh sredstv Odnako vid ot tretego lica mozhet byt pomehoj v zadachah trebuyushih tochnogo pricelivaniya Zachastuyu razrabotka shutera ot tretego lica svyazana s sozdaniem bolee prostrannyh i obemnyh okruzhenij chem trebuetsya dlya shutera ot pervogo lica iz za otlichij v tochke obzora igrovogo okruzheniya Granica mezhdu dvumya zhanrami inogda vesma uslovna Naprimer vo mnogih shuterah ot tretego lica predusmotren vid ot pervogo lica oblegchayushij vypolnenie zadanij trebuyushih tochnogo pricelivaniya Shuter ot pervogo lica Halo Combat Evolved iznachalno sozdavalsya kak shuter ot tretego lica odnako v itoge vid byl izmenyon dlya uluchsheniya interfejsa pricelivaniya i strelby Igra pereklyuchaetsya na vid ot tretego lica kogda avatar upravlyaet transportnym sredstvom bolee togo eta kombinaciya vida ot pervogo lica dlya strelby i vida ot tretego lica dlya vozhdeniya stala primenyatsya i v drugih igrah Metroid Prime drugoj primer shutera ot pervogo lica kotoryj pereklyuchaetsya na vid ot tretego lica kogda avatar peremeshaetsya po igre v rezhime Morph Ball Aleksandr R Gellouej pishet sceny strelby iz za plecha v realnom vremeni iz filma Slon rezhissyora Gas Van Sent vyzvali poyavlenie shuterov ot tretego lica napodobie Max Payne blizkih rodstvennikov FPS Istoricheskaya spravkaVid ot tretego lica v Tomb Raider Dvumernye shutery ot tretego lica sushestvovali s samyh pervyh kompyuternyh igr nachinaya so Spacewar 1962 Tot zhe vid ot tretego lica predstavlen v takih klonah igry kak Galaxy Game 1971 i Computer Space 1971 Primerami arkadnyh shuterov s trehmernym vidom ot tretego lica mogut byt Tempest 1981 ot Atari Radar Scope 1979 ot Nintendo Tube Panic 1983 ot Nihon Bussan Space Harrier 1985 ot Sega Xybots 1987 ot Atari The 3 D Battles of WorldRunner 1987 ot Square ego sikvel JJ 1987 i dr V kachestve primerov shuterov ot tretego lica dlya domashnih kompyuterov mozhno ukazat Airheart 1986 ot Dena Gorlina Dan Gorlin i Forbidden Forest 1986 ot Pola Normana Paul Norman V run n gun shutere Contra 1987 ot Konami predstavleno neskolko urovnej s vidom ot tretego lica kogda igrok pytaetsya probivatsya cherez vrazheskie bazy V drugom shutere ot tretego lica ot Konami Devastators 1988 personazh ne idet vpered avtomaticheski vmesto etogo igrok dolzhen nazhimat knopku vverh dlya peremesheniya personazha pri etom obekty na zadnem plane masshtabiruyutsya dlya sozdaniya effekta priblizheniya Takzhe v Devastators predusmotreny razlichnye prepyatstviya kotorye igrok mozhet ispolzovat v kachestve ukrytiya ot vrazheskogo ognya prichem eta osobennost rabotaet i v kooperativnoj igre s dvumya igrokami V tom zhe godu byl vypushen pohozhij shuter Cabal 1988 za kotorym posledovalo bolshoe kolichestvo klonov naprimer NAM 1975 1990 i Wild Guns 1994 Kurt Kalata iz Hardcore Gaming 101 upominaet igru Last Survivor 1988 ot Sega vypushennuyu na arkadnyh avtomatah i vposledstvii portirovannuyu na FM Towns i FM Towns Marty v kotoroj predstavlen deathmatch na 8 igrokov On otmechaet chto vid i razdelennyj ekran v igre vesma pohozhi na igru Xybots no eyo gejmplej i upravlenie znachitelno otlichayutsya V 1993 godu Namco vypustila Cyber Sled trehmernye gonki na vyzhivanie v zhanre shuterov ot tretego lica Fade to Black 1995 takzhe yavlyaetsya primerom polnostyu trehmernogo shutera ot tretego lica Mnogie schitayut igru Tomb Raider 1996 ot Eidos Interactive v nastoyashee vremya chast Square Enix Europe vypolnennoj v zhanre shuterov ot tretego lica pri etom Dzhonatan S Harbour Jonathan S Harbour iz angl utverzhdaet chto ona v znachitelnoj stepeni otvetstvenna za populyarnost etogo zhanra Drugie avtory nahodili vliyanie igry v takih vposledstvii vyshedshih igrah kak BloodRayne 2002 The Contra Adventure 1998 MDK 1997 Duke Nukem Time to Kill 1998 Burning Rangers 1998 a takzhe Heavy Metal F A K K 2000 V etih igrah razrabotchiki izbegali ispolzovaniya vida ot pervogo lica iz igr tipa Doom predpochitaya ispolzovat vid ot tretego lica prostornye tryohmernye okruzheniya i sposob upravleniya po tipu ispolzovannogo v Prince of Persia Igra Mega Man Legends 1997 ot Capcom drugoj rannij trehmernyj shuter ot tretego lica predstavivshij inoj podhod k zhanru V etoj igre tipichnye cherty zhanra podverglis vliyaniyu rolevyh igr Priblizitelno v to zhe vremya vyshla Deathtrap Dungeon 1998 ot Eidos Interactive i MediEvil ot Guerrilla Cambridge togda podrazdelenie Sony Interactive Entertainment v kotoryh dejstvie rannih trehmernyh shuterov ot tretego lica pomeshaetsya v setting fentezi v kotorom vymyshlennye i alternativnye vooruzheniya imeyut tot zhe effekt chto i ognestrelnoe oruzhie na igroka Igra Die Hard Trilogy 1998 ot Fox Interactive vo vremya vyhoda poluchila blagosklonnye recenzii ot kritikov Razdel etoj igry sozdannyj po motivam filma Krepkij oreshek predstavlyal soboj rannyuyu igru v zhanre shuterov ot tretego lica V Syphon Filter 1999 ot Eidetic v nastoyashee vremya SIE Bend Studio vid ot tretego lica sovmeshaetsya s elementami ekshn gejmpleya iz igr tipa GoldenEye 007 1997 ili Metal Gear Solid 1998 Richard Rouz tretij Richard Rouse III pishet v Gamasutra chto eta igra stala samym populyarnym shuterom ot tretego lica dlya PlayStation Versiya dlya Nintendo 64 igry Army Men Sarge s Heroes ot The 3DO Company vypushena v tom zhe godu chto i Syphon Filter i yavlyaetsya primerom populyarnogo rannego shutera ot tretego lica v kotorom igrok mog upravlyat pricelom oruzhiya samostoyatelno ispolzuya dva analogovyh stika S drugoj storony v Tomb Raider i Syphon Filter protagonist avtomaticheski pricelivaetsya v antagonistov Prinuzhdenie igroka k samostoyatelnomu pricelivaniyu ili tolko sozdanie takoj vozmozhnosti a takzhe ispolzovanie dlya pricelivaniya stikov ili myshi stalo obsheprinyatym yavleniem v bolee pozdnih shuterah ot tretego lica naprimer Oni 2001 Max Payne 2001 i SOCOM U S Navy SEALs 2002 Max Payne zasluzhil krajne lestnye otzyvy kak otlichnyj shuter ot tretego lica propitannyj duhom gonkongskih filmov boevikov Resident Evil 4 2005 okazal zametnoe vliyanie blagodarya pereosmysleniyu zhanra shuterov ot tretego lica V igre ispolzuetsya vid iz za plecha personazha prichem virtualnaya kamera raspolozhena neposredstvenno nad ego pravym plechom blagodarya chemu nichto ne zaslonyaet dejstvie Ispolzovanie ukrytiya na primere Metal Gear Solid 2 2001 V techenie poslednego desyatiletiya v shuterah ot tretego lica poyavilsya novyj tip igrovoj mehaniki preobrazivshij zhanr eto sistema ukrytij Ona prisutstvuet uzhe v igre WinBack 1999 ot Koei V Kill Switch 2003 eta mehanika predstavlena kak klyuchevoj element gejmpleya naryadu s sistemoj slepogo ognya V Gears of War 2006 uzhe shiroko ispolzuyutsya razlichnye takticheskie elementy tipa ukrytij poyavivshiesya pod vliyaniem Kill Switch naryadu so smeshennym iz centra virtualnoj kamery protagonistom napodobie Resident Evil 4 Igra oformlena vo mrachnyh tonah sushestvenno v bolshej stepeni chem predydushie igry krome togo v nej realizovana unikalnaya mehanika voznagrazhdayushaya igroka v sluchae pravilnogo primeneniya perezaryadki oruzhiya Igry Gears of War Army of Two 2008 i Resident Evil 5 2009 v znachitelnoj stepeni delayut akcent v storonu rezhima kooperativnoj igry dlya dvuh igrokov Po sostoyaniyu na 2009 god igry v zhanre shuterov ot tretego lica imeyut bolshuyu auditoriyu vne Yaponii preimushestvenno v Severnoj Amerike Vyshedshaya v 2010 godu igra Vanquish ot Platinum Games predstavlyaet gejmplej napominayushij tak nazyvaemye maniakalnye shutery v kotorom puli i rakety letyat so vseh storon Sm takzheEkshn igry Shuter Shuter ot pervogo lica Trehmernaya grafikaPrimechaniyaNate Garrelts critical essays McFarland 2006 159 ot 3 aprelya 2017 na Wayback Machine Anne Marie Schleiner Does Lara Croft Wear Fake Polygons Gender and Gender Role Subversion in Computer Adventure Games ot 4 marta 2016 na Wayback Machine Vol 34 No 3 2001 222 Smith Forrest angl Gamasutra 17 maya 2011 Data obrasheniya 10 iyulya 2013 Arhivirovano iz originala 26 fevralya 2013 goda Jonathan S Harbour Microsoft Visual Basic game programming with DirectX 2002 Rollings Andrew Ernest Adams Fundamentals of Game Design Prentice Hall 2006 17 fevralya 2009 goda Geddes Ryan Beyond Gears of War 2 ot 17 maya 2012 na Wayback Machine IGN Sept 30 2008 Accessed Apr 2 2009 Blache Fabian amp Fielder Lauren History of Tomb Raider ot 11 oktyabrya 2012 na Wayback Machine GameSpot Accessed Apr 1 2009 Hutcheon Linda A Theory of Adaptation CRC Press 2006 pp 55 56 Levi Buchanan Gears of War is next gen at its best neopr MSNBC 10 noyabrya 2006 Data obrasheniya 2 marta 2009 25 yanvarya 2009 goda Ryan Donald SOCOM US Navy Seals PlayStation 2 neopr CNET 27 avgusta 2002 Data obrasheniya 2 aprelya 2009 5 sentyabrya 2008 goda Francois Dominic Laramee Game Design Perspectives Charles River Media 2002 ISBN 9781584500902 Maatta Aki GDC 2002 Realistic Level Design in Max Payne ot 1 dekabrya 2017 na Wayback Machine GamaSutra May 8 2002 Accessed Apr 6 2009 Halo Move to First Person Shooter Confirmed neopr Inside Mac Games 15 marta 2001 Data obrasheniya 2 aprelya 2009 2 fevralya 2010 goda Sal Accardo Star Wars Battlefront PC neopr GameSpy 24 sentyabrya 2004 Data obrasheniya 2 aprelya 2009 29 oktyabrya 2008 goda Louis Bedigian neopr GameZone 23 noyabrya 2002 Data obrasheniya 2 aprelya 2009 Arhivirovano iz originala 4 iyunya 2009 goda Gaming essays on algorithmic culture U of Minnesota Press 2006 60 ot 7 iyulya 2014 na Wayback Machine Jones Steven E The Meaning of Video Games Gaming and Textual Strategies angl Routledge 2008 P 83 84 ISBN 9781135902186 Clearly this early third person shooter Spacewar paved the way for the FPS proper The rockets are drawn on the screen against a 2 D backdrop of stars Voorhees Gerald A Call Joshua Whitlock Katie Guns Grenades and Grunts First Person Shooter Games angl Bloomsbury 2015 ISBN 9781441191441 Some of the earliest video games such as the mainframe game Spacewar 1962 and commercial games based on it like Galaxy Game 1971 and Computer Space 1971 also involved shooting T hese games featured shooting from a third person perspective Therrien Carl Inspecting Video Game Historiography Through Critical Lens Etymology of the First Person Shooter Genre angl Game Studies journal 2015 December vol 15 no 2 15 marta 2016 goda Stanton Rich A Brief History Of Video Games From Atari to Xbox One angl angl angl 2015 P 114 ISBN 9781472118813 Radar Scope owed much to the popularity of Space Invaders and Galaxian but nevertheless felt original thanks to its 3D third person perspective Tube Panic angl nedostupnaya ssylka istoriya Allgame GameZone Xybots angl nedostupnaya ssylka istoriya Allgame 3 D WorldRunner angl nedostupnaya ssylka istoriya Allgame JJ Tobidase Daisakusen Part II angl nedostupnaya ssylka istoriya Allgame Airheart angl nedostupnaya ssylka istoriya Allgame Beyond Forbidden Forest angl nedostupnaya ssylka istoriya Allgame GameSpy Devastators angl nedostupnaya ssylka istoriya Allgame Kurt Kalata Konami Run n Guns ot 17 oktyabrya 2017 na Wayback Machine Hardcore Gaming 101 Devastators angl na sajte Killer List of Videogames Hardcore Gaming 101 Cabal Blood Bros neopr Data obrasheniya 28 noyabrya 2017 22 noyabrya 2017 goda Wild Guns neopr Hardcore Gaming 101 Data obrasheniya 24 aprelya 2012 24 marta 2012 goda Hardcore Gaming 101 Last Survivor neopr Data obrasheniya 28 noyabrya 2017 17 noyabrya 2017 goda Cyber Sled angl nedostupnaya ssylka istoriya Allgame Dominguez James Deadlight an unsatisfying flashback neopr Sydney Morning Herald Even Flashback s own sequel Fade to Black was a fully 3D third person shooter Data obrasheniya 22 avgusta 2012 17 oktyabrya 2017 goda Peter Cohen Bring out the big guns The Game Room MacWorld Sept 1 2003 Dickey Christopher Scanlan Marc Lee B J Let the Games Begin World Cyber Games 2001 Newsweek International Dec 24 2001 REVIEWS PC neopr 13 avgusta 2001 Data obrasheniya 4 avgusta 2009 Arhivirovano 24 iyunya 2007 goda Bobba Fatt GamePro Jan 09 2004 Accessed Aug 4 2009 MDK Review GameSpot neopr Data obrasheniya 28 noyabrya 2017 1 dekabrya 2017 goda Duke Nukem Time to Kill 1998 PlayStation review MobyGames neopr Data obrasheniya 28 noyabrya 2017 1 dekabrya 2017 goda Burning Rangers Review The SEGA Source neopr Data obrasheniya 28 noyabrya 2017 1 dekabrya 2017 goda angl Trigger Happy New York angl 2000 S 30 ISBN 1 55970 539 6 Die Hard Trilogy Review GameSpot neopr Data obrasheniya 28 noyabrya 2017 1 dekabrya 2017 goda Die Hard Trilogy IGN Gerstmann Jeff Syphon Filter Review Arhivirovano 16 iyulya 2012 goda GameSpot Feb 12 1999 Accessed Apr 1 2009 Rouse Richard Postmortem The Game Design of Surreal s The Suffering ot 1 dekabrya 2017 na Wayback Machine GamaSutra June 9 2004 Accessed Apr 1 2009 Kasavin Greg Max Payne Review Arhivirovano 16 iyulya 2012 goda GameSpot Dec 11 2001 Accessed Apr 2 2009 Daniel Kaszor Decade in Review The most influential video games since Y2K neopr The National Post 30 dekabrya 2009 Data obrasheniya 24 yanvarya 2010 Arhivirovano iz originala 9 iyunya 2010 goda Dobson Jason Post GDC Cliff Bleszinski Says Iteration Won Gears of War ot 17 maya 2012 na Wayback Machine Gamasutra Mar 12 2007 Accessed Apr 2 2009 Brian Ashcraft How Cover Shaped Gaming s Last Decade ot 30 iyunya 2017 na Wayback Machine Kotaku Why Vanquish will make Gears Of War obsolete ot 22 iyulya 2010 na Wayback Machine Kill Switch amp Gladius Go Gold ot 5 iyulya 2011 na Wayback Machine Voodoo Extreme IGN Marc Saltzman Microsoft turns out gorgeous gory shooter with Gears of War ot 4 iyunya 2011 na Wayback Machine USA Today 11 30 2006 GameSpot GDC 07 Cliffy B disassembles Gears mentions sequel neopr Data obrasheniya 5 iyulya 2007 29 sentyabrya 2007 goda Adams Ernest The Designer s Notebook Ten Years Of Great Games ot 28 sentyabrya 2018 na Wayback Machine GamaSutra Nov 26 2007 Accessed Apr 6 2009 Ocampo Jason Lock and Load Upcoming Military Shooters of 2007 Arhivirovano 19 iyulya 2012 goda GameSpot Aug 4 2007 Accessed Apr 1 2009 Faylor Chris amp Breckon Nick Resident Evil 5 to Sport 2P Co op Cover System ot 26 maya 2008 na Wayback Machine May 22 2008 Shacknews Retrieved on May 22 2008 IGN TGS 2008 Resident Evil 5 Goes Split Screen neopr Data obrasheniya 29 noyabrya 2017 17 maya 2012 goda Nutt Christian That Tecmo Flavor Kikuchi And Shibata On Surprising The Audience ot 1 marta 2021 na Wayback Machine GamaSutra Jan 8 2009 Accessed Apr 1 2009 Vanquish an intense sci fi shooter ot 6 sentyabrya 2017 na Wayback Machine
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