History Main / TakeCover

21st Apr '16 7:30:07 PM Jake18
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* ''VideoGame/{{Borderlands}}'' has waist-high obstacles all over the place. They are much less common in the [=DLC=] mission ''The Zombie Island of Doctor Ned'' - zombies don't have guns.

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* ''VideoGame/{{Borderlands}}'' has waist-high obstacles all over the place. They are much less common in the [=DLC=] mission ''The Zombie Island of Doctor Ned'' - zombies don't have guns.
19th Apr '16 12:35:12 AM DarthWalrus
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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'' also made it so that [[GeoEffects certain decorative sprites (trees, outcroppings, etc)]] would grant a defensive bonus to infantry hiding behind/under them.them.
%% Source?
31st Mar '16 6:43:55 AM Jake18
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* The WorldWarTwo squad-based [[FirstPersonShooter shooter]] ''VideoGame/BrothersInArms: Hell's Highway'' introduced a cover system to the series, apparently based on ''VideoGame/RainbowSix Vegas''. Proper use of cover, suppressing fire, and flanking is a key focus of the series. For some reason, just crouching doesn't get low enough and leaves your head exposed, meaning you ''have'' to use the third-person cover system unless you want to get shot. This becomes FakeDifficulty on [[Authentic HarderThanHard]] where you have no crosshair, which wouldn't be so bad except that taking cover takes away your ability to use iron sights, turning every firefight into [[ATeamFiring spray and pray]].

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* The WorldWarTwo squad-based [[FirstPersonShooter shooter]] ''VideoGame/BrothersInArms: Hell's Highway'' introduced a cover system to the series, apparently based on ''VideoGame/RainbowSix Vegas''. Proper use of cover, suppressing fire, and flanking is a key focus of the series. For some reason, just crouching doesn't get low enough and leaves your head exposed, meaning you ''have'' to use the third-person cover system unless you want to get shot. This becomes FakeDifficulty when playing on [[Authentic HarderThanHard]] [[HarderThanHard Authentic]] where you have no crosshair, which wouldn't be so bad except that taking cover takes away your ability to use iron sights, turning every firefight into [[ATeamFiring spray and pray]].
31st Mar '16 6:43:01 AM Jake18
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* The WorldWarTwo squad-based [[FirstPersonShooter shooter]] ''VideoGame/BrothersInArms: Hell's Highway'' introduced a cover system to the series, apparently based on ''VideoGame/RainbowSix Vegas''. Proper use of cover, suppressing fire, and flanking is a key focus of the series. For some reason, just crouching doesn't get low enough and leaves your head exposed, meaning you ''have'' to use the third-person cover system unless you want to get shot.

to:

* The WorldWarTwo squad-based [[FirstPersonShooter shooter]] ''VideoGame/BrothersInArms: Hell's Highway'' introduced a cover system to the series, apparently based on ''VideoGame/RainbowSix Vegas''. Proper use of cover, suppressing fire, and flanking is a key focus of the series. For some reason, just crouching doesn't get low enough and leaves your head exposed, meaning you ''have'' to use the third-person cover system unless you want to get shot. This becomes FakeDifficulty on [[Authentic HarderThanHard]] where you have no crosshair, which wouldn't be so bad except that taking cover takes away your ability to use iron sights, turning every firefight into [[ATeamFiring spray and pray]].



* While cover has always been present in the ''VideoGame/BrothersInArms'' games, in ''Hell's Highway'', when you're in cover, you switch to a third-person view and can sneak around the cover and jump over it if it's low enough. It also averts ConcealmentEqualsCover, as weaker cover such as a fence can be easily destroyed by either enemies (which can be an hindrance to you) or by allies (which is an hindrance to ''them'').

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* While cover has always been present in the ''VideoGame/BrothersInArms'' games, in ''Hell's Highway'', when you're in cover, you switch to a third-person view and can sneak around the cover and jump over it if it's low enough. It also averts ConcealmentEqualsCover, as weaker cover such as a fence can be easily destroyed by either enemies (which can be an hindrance to you) or by allies (which is an hindrance to ''them'').
16th Dec '15 1:47:27 AM Dravencour
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* The JohnWoo game ''VideoGame/{{Stranglehold}}'' is a ThirdPersonShooter that has Tequila taking cover from time to time, planting his back to a wall, column or other piece of cover and leaning to the side to blast away. This, along with BulletTime and LeapAndFire tactics, is one of the keys to making it through the game, and is absolutely essential for survival on later stages, which have bad guys subjecting you to very, very, ''very'' heavy fire. And considering one of Stranglehold's main conceits is "Massive Destructibility," cover never lasts very long.

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* The JohnWoo Creator/JohnWoo game ''VideoGame/{{Stranglehold}}'' is a ThirdPersonShooter that has Tequila taking cover from time to time, planting his back to a wall, column or other piece of cover and leaning to the side to blast away. This, along with BulletTime and LeapAndFire tactics, is one of the keys to making it through the game, and is absolutely essential for survival on later stages, which have bad guys subjecting you to very, very, ''very'' [[MoreDakka heavy fire.fire]]. And considering one of Stranglehold's main conceits is "Massive Destructibility," cover never lasts very long.



* ''John Woo Presents VideoGame/{{Stranglehold}}'' uses a combination of Max Payne style shoot-dodging and cover mechanics for its Hong Kong Blood Opera style gameplay, in addition to making pretty much everything in the environment destructible.

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* ''John Woo Presents VideoGame/{{Stranglehold}}'' uses a combination of Max Payne style shoot-dodging and cover mechanics for its Hong Kong Blood Opera style gameplay, in addition to making pretty much everything in the environment destructible.
16th Dec '15 1:46:16 AM Dravencour
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* ''VideoGame/BatmanArkhamAsylum'' and its [[VideoGame/BatmanArkhamCity sequel]] use a limited cover system, but Batman doesn't shoot. Rather, he can throw batarangs (and a few other gadgets) and ambush patrolling goons from cover positions.

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* ''VideoGame/BatmanArkhamAsylum'' and its [[VideoGame/BatmanArkhamCity sequel]] use a limited cover system, but Batman Batman, who DoesntLikeGuns and adheres to a [[ThouShaltNotKill no killing code]], doesn't shoot.shoot his enemies. Rather, he can throw batarangs (and a few other gadgets) and ambush patrolling goons from cover positions.




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* ''John Woo Presents VideoGame/{{Stranglehold}}'' uses a combination of Max Payne style shoot-dodging and cover mechanics for its Hong Kong Blood Opera style gameplay, in addition to making pretty much everything in the environment destructible.
5th Dec '15 11:47:57 AM nombretomado
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* The trailers in ''SeriousSam 3: BFE'' make fun of taking cover mechanic. The game's slogan is also "No cover, all man!"

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* The trailers in ''SeriousSam ''VideoGame/SeriousSam 3: BFE'' make fun of taking cover mechanic. The game's slogan is also "No cover, all man!"
24th Nov '15 1:08:21 AM jormis29
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** ''VideoGame/MetalGearSolid2'' (2001) expanded on its predecessor's cover mechanic, introducing a shoot-around-the-corner cover system, where Snake or Raiden can press against walls and aim from behind them, to shoot from around the corner of a wall. This shoot-around-the-corner cover system has also been employed in later games featuring [[StealthBasedGame Stealth]], like the ''SplinterCell'' series, ''VideoGame/EverythingOrNothing'' (2004), and {{Tactical Shooter}}s like ''VideoGame/RainbowSix Vegas'' (2006).

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** ''VideoGame/MetalGearSolid2'' (2001) expanded on its predecessor's cover mechanic, introducing a shoot-around-the-corner cover system, where Snake or Raiden can press against walls and aim from behind them, to shoot from around the corner of a wall. This shoot-around-the-corner cover system has also been employed in later games featuring [[StealthBasedGame Stealth]], like the ''SplinterCell'' ''VideoGame/SplinterCell'' series, ''VideoGame/EverythingOrNothing'' (2004), and {{Tactical Shooter}}s like ''VideoGame/RainbowSix Vegas'' (2006).
15th Nov '15 10:10:08 AM nombretomado
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** Despite not being as well known, ''Kill.Switch'' inspired the cover mechanic in not only ''VideoGame/GearsOfWar'', but also other third-person shooters, like the 2006 shooters ''[[GhostRecon Ghost Recon Advanced Warfighter]]'', ''RogueTrooper'', and ''VideoGame/RainbowSix Vegas'', as well as the later ''VideoGame/MetalGearSolid4'' and ''VideoGame/UnchartedDrakesFortune'' which were demonstrated months before the release of ''Gears Of War''.

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** Despite not being as well known, ''Kill.Switch'' inspired the cover mechanic in not only ''VideoGame/GearsOfWar'', but also other third-person shooters, like the 2006 shooters ''[[GhostRecon Ghost Recon Advanced Warfighter]]'', ''RogueTrooper'', ''ComicBook/RogueTrooper'', and ''VideoGame/RainbowSix Vegas'', as well as the later ''VideoGame/MetalGearSolid4'' and ''VideoGame/UnchartedDrakesFortune'' which were demonstrated months before the release of ''Gears Of War''.
11th Oct '15 5:18:16 PM SolidSonicTH
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** The video game adaptation of ''Film/QuantumOfSolace'' does have a genuine cover system. When you take cover it snaps the perspective to a third-person camera.

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** The video game adaptation of ''Film/QuantumOfSolace'' ''VideoGame/QuantumOfSolace'' does have a genuine cover system. When you take cover it snaps the perspective to a third-person camera.
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