History Main / TakeCover

13th May '17 4:25:18 PM nombretomado
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%%* ''StarCraft'' also made it so that [[GeoEffects certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.

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%%* ''StarCraft'' ''VideoGame/StarCraft'' also made it so that [[GeoEffects certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.
10th Apr '17 3:05:42 PM nombretomado
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* ''VideoGame/{{Vanquish}}'', developed by Creator/ShinjiMikami and published by {{Sega}}, is a unique variation. While cover exists, you're quite a bit more robust than most cover-using protagonists, and have a number of high-speed moves that allow you to easily dodge enemy fire while retaliating. When you're dangerously low on health, BulletTime kicks in, allowing you find the necessary chest-high walls easily. The score system also penalizes you based on how long you've spent your time in cover.

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* ''VideoGame/{{Vanquish}}'', developed by Creator/ShinjiMikami and published by {{Sega}}, Creator/{{Sega}}, is a unique variation. While cover exists, you're quite a bit more robust than most cover-using protagonists, and have a number of high-speed moves that allow you to easily dodge enemy fire while retaliating. When you're dangerously low on health, BulletTime kicks in, allowing you find the necessary chest-high walls easily. The score system also penalizes you based on how long you've spent your time in cover.
30th Jan '17 9:42:02 PM Ominae
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* ''[[http://en.wikipedia.org/wiki/Kill_Switch_%28video_game%29 Kill.Switch]]'' (2003) by {{Namco}} can be credited for being TropeCodifier and TropeNamer of the whole "Third-Person Shooter Cover System"™ gameplay mechanic. However, despite being a good game and a multi-platform release, it wasn't a massive blockbuster hit and only a modest number of people remember it as the pioneer of the third-person shooter cover system. Of course, one of those people was [[GearsOfWar Cliffy B]]. And despite him giving the game credit at every opportunity, it's still obscure.

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* ''[[http://en.wikipedia.org/wiki/Kill_Switch_%28video_game%29 Kill.Switch]]'' (2003) by {{Namco}} [[Creator/BandaiNamcoEntertainment Namco]] can be credited for being TropeCodifier and TropeNamer of the whole "Third-Person Shooter Cover System"™ gameplay mechanic. However, despite being a good game and a multi-platform release, it wasn't a massive blockbuster hit and only a modest number of people remember it as the pioneer of the third-person shooter cover system. Of course, one of those people was [[GearsOfWar Cliffy B]]. And despite him giving the game credit at every opportunity, it's still obscure.



* The ''VideoGame/TimeCrisis'' {{Light Gun Game}}s use a cover mechanic, operated by a foot pedal on the arcade machines. Ducking into cover is also the reload method. The game's cover mechanic predates all of the shooters mentioned above, though its creator {{Namco}} was later responsible for ''Kill.Switch''.

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* The ''VideoGame/TimeCrisis'' {{Light Gun Game}}s use a cover mechanic, operated by a foot pedal on the arcade machines. Ducking into cover is also the reload method. The game's cover mechanic predates all of the shooters mentioned above, though its creator {{Namco}} [[Creator/BandaiNamcoEntertainment Namco]] was later responsible for ''Kill.Switch''.
15th Nov '16 12:54:55 PM ashlay
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* ''VideoGame/{{Persona 5}}'': The protagonist can hide in the shadows behind walls and furniture while sneaking around, which hides them completely from enemies.

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* ''VideoGame/{{Persona 5}}'': The protagonist can hide in the shadows behind walls and furniture while sneaking around, which hides them completely stopping enemies from enemies.
attacking or even noticing them.
15th Nov '16 12:53:26 PM ashlay
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* ''VideoGame/{{Persona 5}}'': The protagonist can hide in the shadows behind walls and furniture while sneaking around, which hides them completely from enemies.
15th Nov '16 11:23:08 AM ChaoticNovelist
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In recent years, cover and systems for using it effectively have become automated to an extent. The first examples of formalization like this in [[FirstPersonShooter First]] and [[ThirdPersonShooter Third Person Shooters]] were "duck," "lean left" and "lean right" keys present for quick peeks and potshots, often inherited from [[StealthBasedGame Stealth Games]]. In the newest titles, pressing a button causes your character to press up against nearby objects, sidle left and right along them, and peek around corners. With another button, one can either fire blindly, or expose oneself to rapidly aim and shoot. A third person shooter with a cover system is a member of the relatively new "cover-based shooter" sub-genre.

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In recent years, cover Then the system changed. Cover and systems for using it effectively have become automated to an extent. The first examples of formalization like this in [[FirstPersonShooter First]] and [[ThirdPersonShooter Third Person Shooters]] were "duck," "lean left" and "lean right" keys present for quick peeks and potshots, often inherited from [[StealthBasedGame Stealth Games]]. In the newest titles, pressing Pressing a button causes your character to press up against nearby objects, sidle left and right along them, and peek around corners. With another button, one can either fire blindly, or expose oneself to rapidly aim and shoot. A third person shooter with a cover system is a member of the relatively new the "cover-based shooter" sub-genre.



Games based on this trope are pretty much guaranteed to be full of [[BenevolentArchitecture waist-high obstacles]] to duck behind, no matter what environment you're in. And they're all [[ConcealmentEqualsCover inexplicably bulletproof]].

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Games based on this trope are pretty much guaranteed to be full of [[BenevolentArchitecture waist-high obstacles]] to duck behind, no matter what environment you're in. And in, and they're all [[ConcealmentEqualsCover inexplicably bulletproof]].



While not a new concept (as certain games are made so tough you want to find a barrier between you and your enemy even if you don't have a formalized cover system), the wild success of ''VideoGame/GearsOfWar'' has lead to its recent replication in a long series of what are effectively FollowTheLeader games. It's basically RPGElements for a new era of gaming, and a reflection of changing tastes.

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While not a new concept (as certain games are made so tough you want to find a barrier between you and your enemy even if you don't have a formalized cover system), the wild success of ''VideoGame/GearsOfWar'' has lead led to its recent replication in a long series of what are effectively FollowTheLeader games. It's basically RPGElements for a new era of gaming, and a reflection of changing tastes.
25th Oct '16 6:19:23 AM Jake18
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** While ''VideoGame/MetalGearSolidV'' lacks a "snap-to-cover'' button, pressing the aim button while crouched behind something will cause Snake to stand up to aim.
16th Oct '16 2:02:26 PM Jake18
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** ''VideoGame/ResidentEvil5'' features an improved cover mechanic in its gameplay, but like its predecessor, you only get to use it during a couple of scripted instances. Incidentally, it becomes available after you start encountering enemies that pack heavy firepower.

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** ''VideoGame/ResidentEvil5'' features an improved cover mechanic in its gameplay, but like its predecessor, you only get to use it during a couple of scripted instances. Incidentally, it becomes available after you start encountering enemies that pack heavy firepower. ''VideoGame/ResidentEvil6'' finally allows you to take cover whenever you like.
1st Sep '16 12:51:11 PM Morgenthaler
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* Infantry units in ''WorldInConflict'' could take cover within buildings and forests. The former rendered them immune to all damage--until the building was leveled by enemy fire and everyone still inside died. The latter gave them a small defense bonus, protected them from being run over, and rendered them invisible to all non-infantry unit as long as they didn't shoot. That last ability gave rise to the strategy where Anti-Air players drop paratroopers into forest near enemy positions and have them passively provide targeting data for the less mobile and shorter-sighted but hard hitting units.

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* Infantry units in ''WorldInConflict'' ''VideoGame/WorldInConflict'' could take cover within buildings and forests. The former rendered them immune to all damage--until the building was leveled by enemy fire and everyone still inside died. The latter gave them a small defense bonus, protected them from being run over, and rendered them invisible to all non-infantry unit as long as they didn't shoot. That last ability gave rise to the strategy where Anti-Air players drop paratroopers into forest near enemy positions and have them passively provide targeting data for the less mobile and shorter-sighted but hard hitting units.
1st Sep '16 12:32:44 PM Morgenthaler
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In recent years, cover and systems for using it effectively have become automated to an extent. The first examples of formalization like this in [[FirstPersonShooter First]] and [[ThirdPersonShooter Third Person Shooters]] were “duck,” “lean left” and “lean right” keys present for quick peeks and potshots, often inherited from [[StealthBasedGame Stealth Games]]. In the newest titles, pressing a button causes your character to press up against nearby objects, sidle left and right along them, and peek around corners. With another button, one can either fire blindly, or expose oneself to rapidly aim and shoot. A third person shooter with a cover system is a member of the relatively new “cover-based shooter” sub-genre.

to:

In recent years, cover and systems for using it effectively have become automated to an extent. The first examples of formalization like this in [[FirstPersonShooter First]] and [[ThirdPersonShooter Third Person Shooters]] were “duck,” “lean left” "duck," "lean left" and “lean right” "lean right" keys present for quick peeks and potshots, often inherited from [[StealthBasedGame Stealth Games]]. In the newest titles, pressing a button causes your character to press up against nearby objects, sidle left and right along them, and peek around corners. With another button, one can either fire blindly, or expose oneself to rapidly aim and shoot. A third person shooter with a cover system is a member of the relatively new “cover-based shooter” "cover-based shooter" sub-genre.



[[AC: FirstPersonShooter]]

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[[AC: FirstPersonShooter]][[foldercontrol]]

[[folder: First Person Shooter ]]



[[AC: ThirdPersonShooter]]

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[[AC: ThirdPersonShooter]][[/folder]]

[[folder: Third Person Shooter ]]



[[AC: Strategy]]

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[[AC: Strategy]][[/folder]]

[[folder: Strategy ]]



[[AC: Other]]

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[[AC: Other]][[/folder]]

[[folder: Other ]]


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