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* ''CallOfDuty''/''ModernWarfare'' -- Cover emphasized. Shooting is inaccurate unless you use iron-sights -- though when you do use them, accuracy is practically what you'd expect of ''lasers'', allowing you to kill snipers that are less skilled. [[ShortRangeShotgun Shotguns are very short-ranged]]. However, uses a health system that, depending on your difficulty, takes anywhere from a full magazine to one or two bullets to deplete your health, but regeneration makes you fine and dandy shortly afterward.
** ''CallOfDuty'' is all over the scale due to its multiple game modes. While Hardcore multiplayer matches and singleplayer on harder difficulties can be pretty realistic (you can die by taking just 2-3 hits), standard multiplayer can get VERY ridiculous for RuleOfFun. The Perks system is what really makes things unrealistic, as it can let players reload faster than should be humanly possible, sprint indefinitely, and take no [[NotTheFallThatKillsYou damage from falling]]. Also interesting to note is that, in all game modes, ConcealmentEqualsCover is [[OhCrap averted]], thanks to wide-open maps (or, in small maps, very little cover even in rooms - and what cover there is can easily be rushed).


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* ''Call of Cthulhu: Dark Corners of the Earth'' is ''surprisingly'' realistic for a game about fishmen breeding with humans and sea gods. Humans are fairly fragile, and the ones that aren't are handwaved as being half human hybrids. A few bullets will take out any enemy, and the player character and the enemies weren't that far away in health. If anything, they had ''more'' health than the player usually. It's also got one of the most realistic body damage systems in video games. When hit, different things happen depending on what body part was hit. Getting shot in the leg causes you to move slower and drag your leg (complete with sound effects), and getting shot in the chests causes your gun to wobble around and your vision to blur, making it impossible to aim. The only way to heal your wounds is to apply bandages, sultures, and splints, (different medical supplies are needed for different wounds) which you must apply in real time, making doing this in the middle of a firefight next to impossible. However, you must do it really fast, because if you leave major wounds untreated, you'll actually ''bleed to death'', where as minor wounds will heal by themselves. Also, there ''was no HUD. At all''. Meaning there was no health bar, no ammo indicator, and no crosshair. The only way to tell if you are dying is how much blood was on your screen, how grey your screen was, and how hard you were breathing in game. To keep count of your ammo, you have to mentally keep track of how many bullets you fired, and to aim, you have to aim down the actual iron sights on the guns. The only real unrealistic parts were OneBulletClips, the fact that applying a bandage will make any wound good as new, and that [[BreadEggsMilkSquick there are 7 foot tall alien fish men who would claw you to death unless you shoot them and giant sea gods you have to fight]].
* ''CallOfDuty''/''ModernWarfare'' -- Cover emphasized. Shooting is inaccurate unless you use iron-sights -- though when you do use them, accuracy is practically what you'd expect of ''lasers'', allowing you to kill snipers that are less skilled. [[ShortRangeShotgun Shotguns are very short-ranged]]. However, uses a health system that, depending on your difficulty, takes anywhere from a full magazine to one or two bullets to deplete your health, but regeneration makes you fine and dandy shortly afterward.
** ''CallOfDuty'' is all over the scale due to its multiple game modes. While Hardcore multiplayer matches and singleplayer on harder difficulties can be pretty realistic (you can die by taking just 2-3 hits), standard multiplayer can get VERY ridiculous for RuleOfFun. The Perks system is what really makes things unrealistic, as it can let players reload faster than should be humanly possible, sprint indefinitely, and take no [[NotTheFallThatKillsYou damage from falling]]. Also interesting to note is that, in all game modes, ConcealmentEqualsCover is [[OhCrap averted]], thanks to wide-open maps (or, in small maps, very little cover even in rooms - and what cover there is can easily be rushed).

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Natter.


* ''[=~America's Army~=]'' -- Being injured, walking, or holding your gun at the shoulder (rather than aiming by the scope) drastically decreases accuracy. The gun cannot be fired if the player sprints. Being shot twice in the foot puts a player near death, to say nothing of being shot in the torso or head. Health cannot be recovered, and blood loss can only be slowed by lying down, applying a one-time-only bandage, or being treated by a combat medic. Spare ammunition doesn't transfer from magazine to magazine, but each one instead holds exactly how many it holds. Shots do not ricochet. Grenades and sniper rifles are king.
** The bullet do ricochet, just it's really not noticeable during the heat of firefight, also not every single wall material will make the bullet ricochet.

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* ''[=~America's Army~=]'' -- Being injured, walking, or holding your gun at the shoulder (rather than aiming by the scope) drastically decreases accuracy. The gun cannot be fired if the player sprints. Being shot twice in the foot puts a player near death, to say nothing of being shot in the torso or head. Health cannot be recovered, and blood loss can only be slowed by lying down, applying a one-time-only bandage, or being treated by a combat medic. Spare ammunition doesn't transfer from magazine to magazine, but each one instead holds exactly how many it holds. Shots do not ricochet. can ricochet, but only rarely. Grenades and sniper rifles are king.
** The bullet do ricochet, just it's really not noticeable during the heat of firefight, also not every single wall material will make the bullet ricochet.
king.
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correcting the fact about America\'s Army

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**The bullet do ricochet, just it's really not noticeable during the heat of firefight, also not every single wall material will make the bullet ricochet.
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* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed, even if you were wearing heavy armor. You had to spend quite a bit of time planning which floors to breach and who to kill in the pre-planning stage. Later entries higher up featured a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', and their sequels emphasized pre-planning, i.e. the team routes, which is noticeably absent in the subsequent games.
** Also in the original you were limited to one main weapon and one sidearm plus a couple of magazines of ammo and a few grenades. That's for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function swaps your magazine for a spare one, averting OneBulletClips.

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* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed, even if you were wearing heavy armor. armor, which was useless against the common AK-47. You had to spend quite a bit of time planning which floors to breach and who to kill in the pre-planning stage. stage, ''and'' you had to make it quick, since most missions had hostages in them. Later entries higher up featured were less realistic, culminating in ''Vegas'', which has a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', system and their sequels emphasized pre-planning, i.e. the team routes, which is noticeably absent in the subsequent games.
arcade-y single player, with no pre-planning [except for weapon loadout].
** Also in the original original, you were limited to one main weapon and one sidearm sidearm, plus a couple of magazines of ammo and a few grenades. That's for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function swaps your magazine for a spare one, averting OneBulletClips.



*** To take this {{BeyondThe Impossible}}, there is a Project Reality mod for [=ArmA=] 2. Considering how realistic Project Reality for Battlefield 2 is, even with the severe engine limitations....

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*** To take this {{BeyondThe {{Beyond The Impossible}}, there is a Project Reality mod for [=ArmA=] 2. Considering how realistic Project Reality for Battlefield 2 is, even with the severe engine limitations....
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** The sequel Fallout: New Vegas is more of the same, but it includes an optional "Hardcore" mode that shifts the game further towards realism: ammo has weight, healing takes time, and fatigue, hunger and hydration are tracked.
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* An honorable mention: the additional sniper rifle weapon added to the "A Week in Paradise" mod to ''{{Postal}} 2'', which featured noticeable bullet drop and a need for the player to lead a moving target. Ballistic features seen in few, if any, other shooters... and for an game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the f*ck down!"'' Quite a feat.

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* An honorable mention: the additional sniper rifle weapon added to the "A Week in Paradise" mod to ''{{Postal}} 2'', which featured noticeable bullet drop and a need for the player to lead a moving target. Ballistic features for the SNIPER RIFLE ALONE seen in few, if any, other shooters... and for an game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the f*ck down!"'' Quite a feat.
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Cut \"this troper\"


* An honorable mention: the additional sniper rifle weapon added to the "A Week in Paradise" mod to ''{{Postal}} 2'', which featured noticeable bullet drop and a need for the player to lead a moving target. Ballistic features [[{{Ranchoth}} this troper]] has seen in few, if any, other shooters... and for an game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the f*ck down!"'' Quite a feat.

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* An honorable mention: the additional sniper rifle weapon added to the "A Week in Paradise" mod to ''{{Postal}} 2'', which featured noticeable bullet drop and a need for the player to lead a moving target. Ballistic features [[{{Ranchoth}} this troper]] has seen in few, if any, other shooters... and for an game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the f*ck down!"'' Quite a feat.
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!!Realistic

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!!Simulation




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!!Realistic
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* ''{{STALKER}}: Shadow of Chernobyl'' -- Realistic "tactical shooter"-style combat, with lots of firing while crouched and leaning around corners. Notably, bullets are affected by gravity and can also richochet off surfaces. Healing items are in limited supply. You can only carry a very limited amount of stuff (50 kgs), and can only equip 2 firearms at a time (a pistol and a rifle). Unless you're wearing military-grade combat armor, expect to die after only a few shots from an assault rifle. Each individual enemy is also just as tough as the player character, so a Mook wearing combat armor can soak more than half a mag of assault rifle fire before going down.

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* ''{{STALKER}}: Shadow of Chernobyl'' -- Realistic "tactical shooter"-style combat, with lots of firing while crouched and leaning around corners. Notably, bullets are affected by gravity and can also richochet off surfaces. Healing items are in limited supply. supply, but are insta-heal. You can only carry a very limited amount of stuff (50 kgs), and can only equip 2 firearms at a time (a pistol pistol/small submachine gun and a rifle).larger weapon). Unless you're wearing military-grade combat armor, expect to die after only a few shots from an assault rifle. Each individual enemy is also just as tough as the player character, so a Mook wearing combat armor can soak more than half a mag of assault rifle fire before going down.
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* ''Urban Terror'', a online freeware shooter, is sort of in the middle. It is self described as a hollywood style shooter, and jumps around the place. One bullet clips are averted, with one reload removing the clip forever, and you can choose between accessories and backup guns and grenades, while picking up only the max amount of weapons. You can bleed after being shot, and hitboxes are divided around your body, while you have a stamina bar, that decreases as you take damage. On the other hand, bunny hopping works and is encouraged, though jumping depletes you stamina bar, you can power slide, and wall jump. A popular mode is even jump maps, which are trick jumping courses. Its motto is "fun over realism", and is basically follows reality when it feels like it.
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Yes, it does. People need to stop fucking with the list.



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'''''Please note''': This list of examples is ranked. That means classic stuff goes on top, and realistic stuff goes on the bottom. More classic items are closer to the top, while more realistic items are further away towards the bottom. So, if you know about a really, really realistic shooter, don't place it under "Realistic"; instead, place it at the very bottom of the list, right above "Realistic".''
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This no longer applies.


'''''Please note''': This list of examples is ranked. That means classic stuff goes on top, and realistic stuff goes on the bottom. More classic items are closer to the top, while more realistic items are further away towards the bottom. So, if you know about a really, really realistic shooter, don't place it under "Realistic"; instead, place it at the very bottom of the list, right above "Realistic".''

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'''''Please note''': This list of examples is ranked. That means classic stuff goes on top, and realistic stuff goes on the bottom. More classic items are closer to the top, while more realistic items are further away towards the bottom. So, if you know about a really, really realistic shooter, don't place it under "Realistic"; instead, place it at the very bottom of the list, right above "Realistic".''
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None



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*** To take this {{BeyondThe Impossible}}, there is a Project Reality mod for [=ArmA=] 2. Considering how realistic Project Reality for Battlefield 2 is, even with the severe engine limitations....

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* ''FarCry'' -- Player can only carry a limited amount of weapons, but this somehow includes ''full-sized machine guns''. Heavier weapons do, however, slow movement. Movement is relatively slow, and moving significantly reduces the accuracy of firearms, encouraging you to fire while crouching or leaning behind cover. Additionally, health and armor pickups are relatively uncommon, and on most difficulty settings you die after only a second or two of gunfire.

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* ''FarCry'' -- Player can only carry a limited amount of weapons, but this somehow includes ''full-sized machine guns''.guns and rocket launchers. Heavier weapons do, however, slow movement. Movement is relatively slow, and moving movement significantly reduces the accuracy of firearms, firing accuracy, encouraging you to fire while crouching or leaning behind cover. Additionally, health and armor pickups are relatively uncommon, and on most higher difficulty settings you die after can only survive a second or two of gunfire.few shots. Combat against human enemies is fairly realistic, with stealth often coming into play, but when you face off against mutants the gameplay becomes much more like a classic shooter.



* ''CombatArms'' -- Really up and down about this. Health does not regenerate, and a small amount of bullets are generally necessary to kill someone, causing people who stand still to in a lot of trouble. However, running around and out-shooting your enemies usually works. OneBulletClips are in full effect, though HyperspaceArsenal is effectively averted by only allowing a main weapon, a sidearm, a melee weapon and extra two extra things for your backpack at most -- you aren't even allowed to get more ammo for any gun, all weapons picked up has the exact same ammo as it did when its holder was killed. Armour in the game also is mostly nullified by melee attacks and explosions, aside from one exception -- usually like in RealLife. [[BoomHeadshot Headshots kill]] in [[OneHitKill one hit]] unless you are wearing a helmet, which only gives you a chance of not being killed in one hit. Moving hurts your accuracy, there is recoil which is exceptionally noticeable with automatic fire, and using a scope is necessary for farther shots -- but you are unable to utilize your gun's iron sights if you lack a scope. In execution, the game is generally more run-and-gun on smaller maps with respawning available, and more tactical without said respawning or larger maps.



* ''CombatArms'' -- Really up and down about this. Health does not regenerate, and a small amount of bullets are generally necessary to kill someone, causing people who stand still to in a lot of trouble. However, running around and out-shooting your enemies usually works. OneBulletClips are in full effect, though HyperspaceArsenal is effectively averted by only allowing a main weapon, a sidearm, a melee weapon and extra two extra things for your backpack at most -- you aren't even allowed to get more ammo for any gun, all weapons picked up has the exact same ammo as it did when its holder was killed. Armour in the game also is mostly nullified by melee attacks and explosions, aside from one exception -- usually like in RealLife. [[BoomHeadshot Headshots kill]] in [[OneHitKill one hit]] unless you are wearing a helmet, which only gives you a chance of not being killed in one hit. Moving hurts your accuracy, there is recoil which is exceptionally noticeable with automatic fire, and using a scope is necessary for farther shots -- but you are unable to utilize your gun's iron sights if you lack a scope. In execution, the game is generally more run-and-gun on smaller maps with respawning available, and more tactical without said respawning or larger maps.
* ''TotalOverdose'' uses realistic features only in as far as it supports more dramatic gunfights, then throws in BulletTime GunFu and completely unrealistic special attacks that exploit RuleOfFunny and RuleOfCool.
* ''ActionQuake'', ''TheSpecialists'', ''Action Half-Life'', ''Action Unreal Tournament'' mods for those respective games, and now ''The Opera'', use realism much the same way as various action film genres, just enough for dramatic battle.

!!Realistic



* ''SoldierOfFortune'': Realistic enemy body damage (especially the second game, although damage doesn't slow you down), inaccurate aim when moving or firing automatic weapons, no regenerating health(except ''Payback''), explosions are instantly fatal, some enemies have armor-piercing bullets and can OneHitKill you.
* ''BattlefieldSeries'' -- Fragile humans, war vehicles, squad combat, and the like. However, rockets don't kill humans as easily as bullets, among other things in the name of balancing out multiplayer. The ongoing mod ''Project: Reality'' is much more realistic on the scale, and ''Battlefield: Bad Company'' and ''Battlefield: Heroes'' is farther up.
* ''{{Counter-Strike}}'' -- Mostly-realistic damage system (though you can move fine after being blasted in the leg), inaccuracy increases if you don't stop and aim. Also, no healing.
* ''[=~Mirror's Edge~=]'' (has FPS elements in it) -- You'll jump and gain momentum pretty realistically and can carry only one weapon at a time (with limited ammunition), which usually [[ThrowawayGuns have to be discarded]] to proceed through various obstacles.



* ''TotalOverdose'' uses realistic features only in as far as it supports more dramatic gunfights, then throws in BulletTime GunFu and completely unrealistic special attacks that exploit RuleOfFunny and RuleOfCool.
* ''ActionQuake'', ''TheSpecialists'', ''Action Half-Life'', ''Action Unreal Tournament'' mods for those respective games, and now ''The Opera'', use realism much the same way as various action film genres, just enough for dramatic battle.
* ''BattlefieldSeries'' -- Fragile humans, war vehicles, squad combat, and the like. However, rockets don't kill humans as easily as bullets, among other things in the name of balancing out multiplayer. The ongoing mod ''Project: Reality'' is much more realistic on the scale, and ''Battlefield: Bad Company'' and ''Battlefield: Heroes'' is farther up.
* ''SoldierOfFortune'': Realistic enemy body damage (especially the second game, although damage doesn't slow you down), inaccurate aim when moving or firing automatic weapons, no regenerating health(except ''Payback''), explosions are instantly fatal, some enemies have armor-piercing bullets and can OneHitKill you.
* ''{{Counter-Strike}}'' -- Mostly-realistic damage system (though you can move fine after being blasted in the leg), inaccuracy increases if you don't stop and aim. Also, no healing.




!!Simulation



* ''[=~Mirror's Edge~=]'' (has FPS elements in it) -- You'll jump and gain momentum pretty realistically and can carry only one weapon at a time (with limited ammunition), which usually [[ThrowawayGuns have to be discarded]] to proceed through various obstacles.
* ''{{SWAT 4}}'' -- Being a slower-paced and atmospheric tactical shooter, there is no jumping (at all), you can either creep, walk at a standard pace or run very slowly. All weapons have a fully realistic portrayal of recoil and their respective drawbacks. [[AcceptableBreaksFromReality In fact, the only thing not portrayed is bullet richochet.]] Crouching and taking precise aim while shooting rewards better ballistic performance. You can even customize your bullet loadout (ordinary casing or full metal jacket, etc.). Crosshairs and the basic personal HUD are minimal, additional command menus are present on-screen only after accesing them. All of these are context sensitive. There is no instant healing for anyone (whether it's you and your squad, the hostages or the suspects). If you get shot in one leg (or even both), you'll move slower, at a more sluggish pace. If you get shot in the arms, your ability to take precise aim will slightly diminish. Getting shot in the head from a short distance is an instant recipe for death. You can even daze yourself with your own flashbangs and stun grenades, if you aren't careful enough ([[AcceptableBreaksFromReality only tear gas seems to be an exception]]). Furthermore, in the tradition of the series, this shooter focuses more on non-lethally neutralizing and apprehanding the opponents, rather than gung-ho action. Oh, and there is a lot of DynamicDifficulty and there are ''no saves at all, during any mission''. And did we mention that the enemy AI is usualy ArtificialBrilliance, especially on higher difficulty settings? And that you get a penalty each time you cross the line of acceptable SWAT procedure protocol? Needless to say, all of this really helps create a fully immersive feel of realism...
* ''RedOrchestra'' -- Renowned at the time for its lack of crosshair and a realistic handle on how vehicles worked. The damage system shows a human body that has parts grow red if hit in that area. If damaged, hit limbs will make you walk slower, and so on.
* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed, even if you were wearing heavy armor. You had to spend quite a bit of time planning which floors to breach and who to kill in the pre-planning stage. Later entries higher up featured a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', and their sequels emphasized pre-planning, i.e. the team routes, which is noticably absent in the subsequent games.
** Also in the original you were limited to one main weapon and one sidearm plus a couple of magazines of ammo and a few grenades. That's for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function merely swapped your magazine for a spare one rather than using one bullet clip.
* There should be a gap here, as we're about to jump right off the 'realistic' end of the scale and into the Abyss with the final example(s).
* The Source Mod ''Insurgency: Modern Combat''. It features fully realistic firearms, as in all the firearms have a range of several hundred meters (and most maps are shorter than that, so the range is effectively unlimited). The standard rifle (and M16 for the Americans, and an AK-47 for an Iraqi insurgent), has next to no muzzle flash (just a little black smoke every time you fire), can hit any target at any range (the only real problem with the accuracy is whether or not the player can actually see the enemy, which is hard a lot of the time due to all the smoke and sand everywhere), and only have iron sights. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing most of the time), and free aim, where your guy can freely aim the gun around rather than holding it in one position (believe me, its much more realistic and hard than I'm making it sound). Special weapons such as shotguns (which have a massive range), grenade launchers, smoke grenades, laser sights, and M4 assault rifles are only given to certain classes. Cover is very important, stepping out will almost instantly get you shot by someone you never see. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing. Damage varies depending on range. The fully armored US soldiers can take only a few shots (about 3-4) from an assault rifle at 100-300 yards before dying, where as 1 or 2 pistol shots at point blank range is instant death. Also, when shot, you'll flinch and the screen will temporarily turn red, and you'll hear and see of someone fires a shot right next to you.

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* ''[=~Mirror's Edge~=]'' (has FPS elements in it) -- You'll jump and gain momentum pretty realistically and can carry only one weapon at a time (with limited ammunition), which usually [[ThrowawayGuns have to be discarded]] to proceed through various obstacles.
* ''{{SWAT 4}}'' -- Being a slower-paced and atmospheric tactical shooter, there is no jumping (at all), you can either creep, walk at a standard pace or run very slowly. All weapons have a fully realistic portrayal of recoil and their respective drawbacks. [[AcceptableBreaksFromReality In fact, the only thing not portrayed is bullet richochet.]] Crouching and taking precise aim while shooting rewards better ballistic performance. You can even customize your bullet loadout (ordinary casing or full (full metal jacket, jacket or jacketed hollow-point, etc.).) for the situation at hand. Crosshairs and the basic personal HUD are minimal, additional command menus are present on-screen only after accesing them. All of these are context sensitive. There is no instant healing for anyone (whether it's you and your squad, the hostages or the suspects). If you get shot in one leg (or even both), you'll move slower, at a more sluggish pace. If you get shot in the arms, your ability to take precise aim will slightly diminish. Getting shot in the head from a short distance is an instant recipe for death. You can even daze yourself with your own flashbangs and stun grenades, if you aren't careful enough ([[AcceptableBreaksFromReality only tear gas seems to be an exception]]). Furthermore, exception]]).
**Furthermore,
in the tradition of the series, this shooter ''SWAT 4'' focuses more on non-lethally neutralizing and apprehanding the opponents, apprehending criminals, rather than gung-ho action. Oh, and there that killing them outright. You're also punished for not following SWAT procedures, so if you shoot a perp without first ordering him to comply, points are docked for use of unauthorized deadly force. There is a lot of DynamicDifficulty and DynamicDifficulty, there are ''no saves at all, during any mission''. And mission'', and did we mention that the enemy AI is usualy ArtificialBrilliance, especially on higher difficulty settings? And that you get a penalty each time you cross the line of acceptable SWAT procedure protocol? Needless to say, all of this really helps create a fully immersive feel of realism...
settings?
* ''RedOrchestra'' -- Renowned at A very harsh portrayal of WWII combat. There are no crosshairs and, when fired from the hip, weapons are not centered to the screen, but wander back and forth as you move. There are no crosshairs, no ammo counter, few HUD elements in general, and no healing at all. All weapons have significant recoil that must be carefully controlled when firing rapidly. Weapons can be rested against surfaces to steady them, and weapons with bipods (such as machine guns and anti-tank rifles) can be set up on any suitable surface. Ballistics are fairly realistically simulated with travel time for and bullet drop, though no penetration or ricochets. Machineguns overheat if fired in long bursts, even to the point of warping and ruining the barrel. Damage modeling is severe and universal and [[OneHitKill one hit kills]] are common, especially if a person is shot in the head or torso. Wounds bleed, shrapnel takes arms and legs off, and direct hits from artillery shells can turn men into a red cloud. Combat is highly tactical, and which weapon you're given depends on your class. Since all classes except "Rifleman" are limited in number, most soldiers end up with a bolt-action rifle or, if they're lucky, a semi-automatic rifle or submachine gun. CoolGuns like sniper rifles and machineguns are limited in number and must be used wisely.
**The game also approaches simulation level in
its lack portrayal of crosshair tanks: CrewOfOne is averted, a tank must have at least a driver and a realistic handle commander/gunner to be used efficiently. It's almost impossible for the gunner to aim the cannon while the tank is moving, so voice communication between gunner and driver is a must. There is no third person view, so the tank crew can only see through small view ports. To get a better view, they have to open the hatch and risk being shot in the process. Tank armor varies in thickness depending on how vehicles worked. The damage system shows a human body the model and part of the vehicle, with rear armor being the weakest. Tanks can be disabled by penetrating the engine compartment or disabling the treads, or [[OneHitKill completely destroyed]] by aiming for the ammunition storage compartment. Shells that has parts grow red if hit in that area. If damaged, hit limbs impact tank armor at a sharp angle will make you walk slower, and so on.
deflect off harmlessly.
* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed, even if you were wearing heavy armor. You had to spend quite a bit of time planning which floors to breach and who to kill in the pre-planning stage. Later entries higher up featured a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', and their sequels emphasized pre-planning, i.e. the team routes, which is noticably noticeably absent in the subsequent games.
** Also in the original you were limited to one main weapon and one sidearm plus a couple of magazines of ammo and a few grenades. That's for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function merely swapped swaps your magazine for a spare one rather than using one bullet clip.
* There should be a gap here, as we're about to jump right off the 'realistic' end of the scale and into the Abyss with the final example(s).
one, averting OneBulletClips.
* The Source Mod ''Insurgency: Modern Combat''. It features fully realistic firearms, as in all the firearms have a maximum range of several hundred meters (and most maps are shorter than that, so the range is effectively unlimited). meters. The standard rifle (and M16 for the Americans, and an AK-47 for an Iraqi insurgent), has next to no muzzle flash (just a little black smoke every time you fire), can hit any target at any range (the only real problem with the accuracy main limiting factor is whether or not the player can actually even see the enemy, which is hard a lot of the time due to the long ranges (outdoors) and extremes of light (indoors), as well as all the smoke and sand everywhere), and only have iron sights. everywhere. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing most of the time), and free aim, firing from the hip, where your guy can freely aim waves the gun around rather than holding it in one position (believe me, its much more realistic and hard than I'm making it sound). position. Special weapons such as shotguns (which have a massive range), are effective at much longer distances than in most games), grenade launchers, smoke grenades, laser sights, and M4 assault rifles are only given to certain classes. Cover is very important, stepping out staying in the open will almost instantly invariably get you shot by someone you never see. shot. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing.flushing out enemies. Damage varies depending on range. The fully armored US soldiers can take only a few shots (about 3-4) from an assault rifle at 100-300 yards before dying, where as 1 or 2 pistol shots at point blank range is instant death. Also, when dying. When shot, you'll flinch and the screen will temporarily turn red, and you'll hear and see of someone fires a shot right next even near misses blur the screen to you. simulate suppression.



** ''OperationFlashpoint'' is crushingly realistic to the point where, even comparing it to other shooters on the realistic end of the scale, such as ''RainbowSix'', would be like comparing ''GranTurismo'' to ''NeedForSpeed''.
*** In ''OFP'', nowhere is safe. This troper was once hovering high over the battlefield in a helicopter gunship only to get shot in the face ''through the windshield'' by a random bullet fired from a machine gun below.
** Not only is ''OFP'' one of the few games where bullets use real ballistics, it even simulates the effect of wind on a bullet's trajectory. Of course, you have no way to gauge the wind without firing a test shot.
** On the other hand, ''[=ArmA=]'' has a crosshair. That's... about... it. [[InstantDeathBullet You will die in]] [[OneHitPointWonder one shot]].
*** Even that is turned off on the higher difficulty settings.
** ''[=ArmA=] 2'' is more gritty what with all the frickin' walking and driving between locations in what is technically ''not'' a warzone, all of which take roughly 10-15 minutes each.
*** Reading a map and using a compass become important in many missions and user created coop missions. Some particularly sadistic mission creators will drop forty players into a dark forest without flashlights, compasses, gps, NVGs, or maps. Only a few officers will have any navigational equipment at all, and everyone else has to make due by following the reflective cat's eyes on the back of the helmet in front of them. YMMV on whether this is crippingly realistic or freaking awesome.
*** ''[=ArmA=] 2'' now has the fanmade ''ACE 2'' advanced realism mod to go with it. Besides just outright adding more weapons, ammo, and gear to the game, a few examples of the features it provides would be ''an in-game simulation of a specialized wind metering device'' for snipers to fine tune their firing trajectories over large distances, and ''rocket launcher backblasts'' which emulate the potentially fatal injuries you would receive if you stood behind someone firing a Javelin missile in real life. Fortunately, for either coding or gameplay reasons, the danger areas of said backblasts are mostly uniform.
**** According to the ''ACE'' wiki as of late January 2010, the game has implemented nuclear weapons use in ''gameplay'', complete with subsequent fallout whose location is affected by in-game wind. Fortunately this can be toggled, as can "markers" indicating the location and time (and hence how long you have until fallout appears) of any detonations. During mission creation'' vehicles may be granted NBC protection, which is effective in-game so long as the vehicle seals are not breached, i.e. by someone turning out or leaving the vehicle.
** Wounds are severe. Being shot in the leg forces character to crawl, being shot in the arm drastically decreases accuracy.
*** In large scale multiplayer gameplay with ACE mod, wounding also triggers frantic attempts to get the wounded person to safety. Cue dragging the wounded, hefting the wounded over your shoulder and running, dropping equipment so you can carry the wounded without being slowed down, medics applying battlefield medicine with plasma, morphine, epinephrine, and bandages, and, of course, people running out of cover to try to help a wounded comrade and getting gunned down in the process.

!!Realistic



to:

** ''OperationFlashpoint'' is crushingly realistic to the point where, even comparing it to other shooters on the realistic end of the scale, such as ''RainbowSix'', would be like comparing ''GranTurismo'' to ''NeedForSpeed''.
*** In ''OFP'', nowhere is safe. This troper was once hovering high over the battlefield in a helicopter gunship
''NeedForSpeed''. You can carry only to get one primary weapon. Wounds are severe, and you're just as mortal as your enemies. Being shot in the face ''through head or upper torso almost always means instant death, and being shot in the windshield'' by a random bullet fired from a machine gun below.
** Not only
limbs can render you unable to walk or fire accurately. Combat usually takes place outdoors in wide open areas, and exchanges of fire often take place at ranges of 300 meters or more. Bullets take time to travel and drop over long distances, and even ''sound'' takes time to travel. Such is ''OFP'' one the detail of the few games where bullets use real ballistics, it even simulates game world that you can navigate by the effect of wind on a bullet's trajectory. Of course, you have no way to gauge stars at night, and the wind without firing a test shot.
** On
tides and sunrise/sunset times change depending on the other hand, ''[=ArmA=]'' has a crosshair. That's... about... it. [[InstantDeathBullet You will die in]] [[OneHitPointWonder one shot]].
time of year.
*** Even that is turned off on the higher difficulty settings.
** ''[=ArmA=] 2'' is more gritty what with all the frickin' walking and driving between locations
navigation can be a challenge in what is technically ''not'' a warzone, all of which take roughly 10-15 minutes each.
*** Reading a map and using a compass become important in many missions and user created coop
some missions. Some particularly sadistic mission creators will drop forty players into a dark forest without flashlights, compasses, gps, NVGs, GPS, [=NVGs=], or maps. Only a few officers will have any navigational equipment at all, and everyone else has to make due by following the reflective cat's eyes on the back of the helmet in front of them. YMMV on whether this is crippingly realistic or freaking awesome.
*** There are mods to make the games even more realistic. ''[=ArmA=] 2'' now has the fanmade ''ACE 2'' advanced realism mod to go with it. Besides just outright adding more weapons, ammo, and gear to the game, a few examples of the features it provides would be ''an in-game simulation of a specialized wind metering device'' for snipers to fine tune their firing trajectories over large distances, and ''rocket launcher backblasts'' which emulate the potentially fatal injuries you would receive if you stood behind someone firing a Javelin missile in real life. Fortunately, for either coding or life.
**** In large scale multiplayer
gameplay reasons, with ACE mod, injuries trigger frantic attempts to get the danger areas wounded person to safety. Cue dragging the wounded, hefting the wounded over your shoulder and running, dropping equipment so you can carry the wounded without being slowed down, medics applying battlefield medicine with plasma, morphine, epinephrine, and bandages, and, of said backblasts are mostly uniform.
****
course, people running out of cover to try to help a wounded comrade and [[WarIsHell getting gunned down in the process]].
*****
According to the ''ACE'' wiki as of late January 2010, the game mod has implemented nuclear ''nuclear weapons use use'' in ''gameplay'', gameplay, complete with subsequent fallout whose location is affected by in-game wind. Fortunately this can be toggled, as can "markers" indicating the location and time (and hence how long you have until fallout appears) of any detonations. During mission creation'' vehicles may be granted NBC protection, which is effective in-game so long as the vehicle seals are not breached, i.e. by someone turning out or leaving the vehicle.
** Wounds are severe. Being shot in the leg forces character to crawl, being shot in the arm drastically decreases accuracy.
*** In large scale multiplayer gameplay with ACE mod, wounding also triggers frantic attempts to get the wounded person to safety. Cue dragging the wounded, hefting the wounded over your shoulder and running, dropping equipment so you can carry the wounded without being slowed down, medics applying battlefield medicine with plasma, morphine, epinephrine, and bandages, and, of course, people running out of cover to try to help a wounded comrade and getting gunned down in the process.

!!Realistic


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* The Source Mod ''Insurgency: Modern Combat''. It features fully realistic firearms, as in all the firearms have a range of several hundred meters (and most maps are shorter than that, so the range is effectively unlimited). The standard rifle (and M16 for the Americans, and an AK-47 for an Iraqi insurgent), has next to no muzzle flash (just a little black smoke every time you fire), can hit any target at any range (the only real problem with the accuracy is whether or not the player can actually see the enemy, which is hard a lot of the time due to all the smoke and sand everywhere), and only have iron sights. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing most of the time), and free aim, where your guy can freely aim the gun around rather than holding it in one position (believe me, its much more realistic and hard than I'm making it sound). Special weapons such as shotguns (which have a massive range), grenade launchers, smoke grenades, laser sights, and M4 assault rifles are only given to certain classes. Cover is very important, stepping out will almost instantly get you shot by someone you never see. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing. Damage varies depending on range. The fully armored US soldiers can take only a few shots (about 3-4) from an assault rifle before dying, where as 1 or 2 pistol shots at point blank range is instant death. Also, when shot, you'll flinch and the screen will temporarily turn red, and you'll hear and see of someone fires a shot right next to you.

to:

* The Source Mod ''Insurgency: Modern Combat''. It features fully realistic firearms, as in all the firearms have a range of several hundred meters (and most maps are shorter than that, so the range is effectively unlimited). The standard rifle (and M16 for the Americans, and an AK-47 for an Iraqi insurgent), has next to no muzzle flash (just a little black smoke every time you fire), can hit any target at any range (the only real problem with the accuracy is whether or not the player can actually see the enemy, which is hard a lot of the time due to all the smoke and sand everywhere), and only have iron sights. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing most of the time), and free aim, where your guy can freely aim the gun around rather than holding it in one position (believe me, its much more realistic and hard than I'm making it sound). Special weapons such as shotguns (which have a massive range), grenade launchers, smoke grenades, laser sights, and M4 assault rifles are only given to certain classes. Cover is very important, stepping out will almost instantly get you shot by someone you never see. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing. Damage varies depending on range. The fully armored US soldiers can take only a few shots (about 3-4) from an assault rifle at 100-300 yards before dying, where as 1 or 2 pistol shots at point blank range is instant death. Also, when shot, you'll flinch and the screen will temporarily turn red, and you'll hear and see of someone fires a shot right next to you.
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None

Added DiffLines:

*The Source Mod ''Insurgency: Modern Combat''. It features fully realistic firearms, as in all the firearms have a range of several hundred meters (and most maps are shorter than that, so the range is effectively unlimited). The standard rifle (and M16 for the Americans, and an AK-47 for an Iraqi insurgent), has next to no muzzle flash (just a little black smoke every time you fire), can hit any target at any range (the only real problem with the accuracy is whether or not the player can actually see the enemy, which is hard a lot of the time due to all the smoke and sand everywhere), and only have iron sights. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing most of the time), and free aim, where your guy can freely aim the gun around rather than holding it in one position (believe me, its much more realistic and hard than I'm making it sound). Special weapons such as shotguns (which have a massive range), grenade launchers, smoke grenades, laser sights, and M4 assault rifles are only given to certain classes. Cover is very important, stepping out will almost instantly get you shot by someone you never see. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing. Damage varies depending on range. The fully armored US soldiers can take only a few shots (about 3-4) from an assault rifle before dying, where as 1 or 2 pistol shots at point blank range is instant death. Also, when shot, you'll flinch and the screen will temporarily turn red, and you'll hear and see of someone fires a shot right next to you.

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** Airsoft skirmishing can be considered all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), more powerful weapons are often given minimum range restrictions to avoid injury (eg, a sniper being disallowed to fire on an opponent within 20 meters, and forced to switch to a sidearm), grenades and traps are different, cover and stealth encouraged, accuracy depends entirely on the shooter and their equipment, et cetera.
*** Play styles and site rules vary from casual skirmishing featuring lives, spawn areas, no restrictions on ammo capacity, and classic game types such as capture the flag and simple team based death matches. To mil-sim style play, incorporating real capacity magazines, team based camouflage and uniforms, and complex and variable objectives.
**** Certain manufacturers such as Systema produce premium brands of replica weaponry specifically for military and law enforcement training programmes. Featuring exact weights and dimensions (loaded & unloaded), correct fire rates, identical construction design regarding maintenance take down, replicated features such as burst fire modes and special safety options, and even ejecting shells. Conversely, a casual skirmish field can witness a sometimes chaotic and even bizarre mix of custom equipment, with certain pistols capable of out ranging lesser sniper rifles,large magazines carrying 5000+ rounds, modified guns firing at up to 3000+ rounds per minute (A real rifle avg ROF being in the range of 600 to 800), automatic desert eagles, grenade launchers mounted on pistols, pistols mounted on rifles, and cut down rifles mounted on rotary grenade launchers.

to:

\n** Airsoft skirmishing can be considered all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), more powerful weapons are often given minimum range restrictions to avoid injury (eg, a sniper being disallowed to fire on an opponent within 20 meters, and forced to switch to a sidearm), sidearm - some fields force players to surrender to another if they're within ten feet, and so on), grenades and traps are different, cover and stealth encouraged, accuracy depends entirely on the shooter and their equipment, et cetera.
*** Play styles and site rules vary from casual skirmishing featuring lives, spawn areas, no restrictions on ammo capacity, capacity/rate of fire, and classic game types such as capture the flag and simple team based death matches. To mil-sim style play, incorporating real capacity magazines, team based camouflage and uniforms, and complex and variable objectives.
**** Certain manufacturers such as Systema produce premium brands of replica weaponry specifically for military and law enforcement training programmes. Featuring exact weights and dimensions (loaded & unloaded), correct fire rates, identical construction design regarding maintenance take down, replicated features such as burst fire modes and special safety options, and even ejecting shells. Conversely, a casual skirmish field can witness a sometimes chaotic and even bizarre mix of custom equipment, with certain pistols capable of out ranging lesser sniper rifles,large rifles, large magazines carrying 5000+ rounds, modified guns firing at up to 3000+ rounds per minute (A real rifle avg ROF being in the range of 600 to 800), automatic desert eagles, grenade launchers mounted on pistols, pistols mounted on rifles, and cut down rifles mounted on rotary grenade launchers.

Changed: 477

Removed: 471

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Certain manufacturers such as Systema produce premium brands of replica weaponry specifically for military and law enforcement training programmes. Featuring exact weights and dimensions (loaded & unloaded), correct fire rates, identical construction design regarding maintenance take down, replicated features such as burst fire modes and special safety options, and even ejecting shells.
Conversely, a casual skirmish field can witness a sometimes chaotic and even bizarre mix of custom equipment, with certain pistols capable of out ranging lesser sniper rifles,large magazines carrying 5000+ rounds, modified guns firing at up to 3000+ rounds per minute (A real rifle avg ROF being in the range of 600 to 800), automatic desert eagles, grenade launchers mounted on pistols, pistols mounted on rifles, and cut down rifles mounted on rotary grenade launchers.

to:

Certain ****Certain manufacturers such as Systema produce premium brands of replica weaponry specifically for military and law enforcement training programmes. Featuring exact weights and dimensions (loaded & unloaded), correct fire rates, identical construction design regarding maintenance take down, replicated features such as burst fire modes and special safety options, and even ejecting shells.
shells. Conversely, a casual skirmish field can witness a sometimes chaotic and even bizarre mix of custom equipment, with certain pistols capable of out ranging lesser sniper rifles,large magazines carrying 5000+ rounds, modified guns firing at up to 3000+ rounds per minute (A real rifle avg ROF being in the range of 600 to 800), automatic desert eagles, grenade launchers mounted on pistols, pistols mounted on rifles, and cut down rifles mounted on rotary grenade launchers.
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Forgot the bullet points... : P


** Airsoft skirmishing can be considered all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), more powerful weapons are often given minimum range restrictions to avoid injury (eg, a sniper being disallowed to fire on an opponent within 20 meters, and forced to switch to a sidearm), grenades and traps are different, cover and stealth encouraged, et cetera.
Play styles and site rules vary from casual skirmishing featuring lives, spawn areas, no restrictions on ammo capacity, and classic game types such as capture the flag and simple team based death matches. To mil-sim style play, incorporating real capacity magazines, team based camouflage and uniforms, and complex and variable objectives.

to:

** Airsoft skirmishing can be considered all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), more powerful weapons are often given minimum range restrictions to avoid injury (eg, a sniper being disallowed to fire on an opponent within 20 meters, and forced to switch to a sidearm), grenades and traps are different, cover and stealth encouraged, accuracy depends entirely on the shooter and their equipment, et cetera.
Play ***Play styles and site rules vary from casual skirmishing featuring lives, spawn areas, no restrictions on ammo capacity, and classic game types such as capture the flag and simple team based death matches. To mil-sim style play, incorporating real capacity magazines, team based camouflage and uniforms, and complex and variable objectives.

Added: 1611

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Added a bit on the airsoft entry.


** Ironically, airsoft would be all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), can't aim at certain parts of the body (depends on where you're playing, really, if you're at an airsoft field - shooting for the face or shooting when you're less than a designated distance away can get you ejected), grenades and traps are different, cover and stealth encouraged, et cetera.

to:


** Ironically, airsoft would Airsoft skirmishing can be considered all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), can't aim at certain parts of the body (depends more powerful weapons are often given minimum range restrictions to avoid injury (eg, a sniper being disallowed to fire on where you're playing, really, if you're at an airsoft field - shooting for the face or shooting when you're less than opponent within 20 meters, and forced to switch to a designated distance away can get you ejected), sidearm), grenades and traps are different, cover and stealth encouraged, et cetera.cetera.
Play styles and site rules vary from casual skirmishing featuring lives, spawn areas, no restrictions on ammo capacity, and classic game types such as capture the flag and simple team based death matches. To mil-sim style play, incorporating real capacity magazines, team based camouflage and uniforms, and complex and variable objectives.
Certain manufacturers such as Systema produce premium brands of replica weaponry specifically for military and law enforcement training programmes. Featuring exact weights and dimensions (loaded & unloaded), correct fire rates, identical construction design regarding maintenance take down, replicated features such as burst fire modes and special safety options, and even ejecting shells.
Conversely, a casual skirmish field can witness a sometimes chaotic and even bizarre mix of custom equipment, with certain pistols capable of out ranging lesser sniper rifles,large magazines carrying 5000+ rounds, modified guns firing at up to 3000+ rounds per minute (A real rifle avg ROF being in the range of 600 to 800), automatic desert eagles, grenade launchers mounted on pistols, pistols mounted on rifles, and cut down rifles mounted on rotary grenade launchers.
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* ''DukeNukem'' -- Tougher, smarter, more manueverable monsters than ''Doom'' (relatively speaking, of course), and levels based on real-world locations rather than "generic futuristic base" or "generic medieval dungeon".

to:

* ''DukeNukem'' -- Tougher, smarter, more manueverable maneuverable monsters than ''Doom'' (relatively speaking, of course), and levels based on real-world locations rather than "generic futuristic base" or "generic medieval dungeon".dungeon". You gotta reload, but you're still trotting around with dual rocket launchers. DukeNukemForever may be slightly higher on this list.
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* ''{{Unreal}}'' -- Ditto. No reloading except for the automag pistol and still focusing on an arcade-like blasting experience. From ''UnrealTournament 2003'' on, double jump with wall jumps were also added.

to:

* ''{{Unreal}}'' ''Game/{{Unreal}}'' -- Ditto. No reloading except for the automag pistol and still focusing on an arcade-like blasting experience. From ''UnrealTournament 2003'' on, ''UnrealTournament2003'' onwards, double jump with jumps and wall jumps (sometimes combined) were also added.
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** Ironically, airsoft would be all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), can't aim at certain parts of the body (depends on where you're playing, really, if you're at an airsoft field), grenades and traps are different, cover and stealth encouraged, et cetera.

to:

** Ironically, airsoft would be all over the scale. Realistic-looking weapons (but with completely different ammo capacity and ballistics), can't aim at certain parts of the body (depends on where you're playing, really, if you're at an airsoft field), field - shooting for the face or shooting when you're less than a designated distance away can get you ejected), grenades and traps are different, cover and stealth encouraged, et cetera.
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None

Added DiffLines:

*** Reading a map and using a compass become important in many missions and user created coop missions. Some particularly sadistic mission creators will drop forty players into a dark forest without flashlights, compasses, gps, NVGs, or maps. Only a few officers will have any navigational equipment at all, and everyone else has to make due by following the reflective cat's eyes on the back of the helmet in front of them. YMMV on whether this is crippingly realistic or freaking awesome.
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to:

*** In large scale multiplayer gameplay with ACE mod, wounding also triggers frantic attempts to get the wounded person to safety. Cue dragging the wounded, hefting the wounded over your shoulder and running, dropping equipment so you can carry the wounded without being slowed down, medics applying battlefield medicine with plasma, morphine, epinephrine, and bandages, and, of course, people running out of cover to try to help a wounded comrade and getting gunned down in the process.
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Added DiffLines:

* ''SoldierOfFortune'': Realistic enemy body damage (especially the second game, although damage doesn't slow you down), inaccurate aim when moving or firing automatic weapons, no regenerating health(except ''Payback''), explosions are instantly fatal, some enemies have armor-piercing bullets and can OneHitKill you.
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* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed. Later entries higher up featured a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', and their sequels emphasized pre-planning, i.e. the team routes, which is noticably absent in the subsequent games.
** Also in the original you were limited to one main weapon and one sidearm plus a couple of magazines of ammo and a few grenades. Thats for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function merely swapped your magazine for a spare one rather than using one bullet clip.

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* ''RainbowSix'' -- The early entries forced you to make tactical decisions and aim carefully -- both you and the terrorists were easily killed.killed, even if you were wearing heavy armor. You had to spend quite a bit of time planning which floors to breach and who to kill in the pre-planning stage. Later entries higher up featured a ''[=CoD=]''-style healing system. It should be noted, though, that the original ''Rainbow Six'', its sequel ''Rogue Spear'', and their sequels emphasized pre-planning, i.e. the team routes, which is noticably absent in the subsequent games.
** Also in the original you were limited to one main weapon and one sidearm plus a couple of magazines of ammo and a few grenades. Thats That's for each one of up to sixteen or so soldiers however, and you could switch control between team leaders at will. Also notable is that the 'reload' function merely swapped your magazine for a spare one rather than using one bullet clip.
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* ''SWAT 4'' -- Being a slower-paced and atmospheric tactical shooter, there is no jumping (at all), you can either creep, walk at a standard pace or run very slowly. All weapons have a fully realistic portrayal of recoil and their respective drawbacks. [[AcceptableBreaksFromReality In fact, the only thing not portrayed is bullet richochet.]] Crouching and taking precise aim while shooting rewards better ballistic performance. You can even customize your bullet loadout (ordinary casing or full metal jacket, etc.). Crosshairs and the basic personal HUD are minimal, additional command menus are present on-screen only after accesing them. All of these are context sensitive. There is no instant healing for anyone (whether it's you and your squad, the hostages or the suspects). If you get shot in one leg (or even both), you'll move slower, at a more sluggish pace. If you get shot in the arms, your ability to take precise aim will slightly diminish. Getting shot in the head from a short distance is an instant recipe for death. You can even daze yourself with your own flashbangs and stun grenades, if you aren't careful enough ([[AcceptableBreaksFromReality only tear gas seems to be an exception]]). Furthermore, in the tradition of the series, this shooter focuses more on non-lethally neutralizing and apprehanding the opponents, rather than gung-ho action. Oh, and there is a lot of DynamicDifficulty and there are ''no saves at all, during any mission''. And did we mention that the enemy AI is usualy ArtificialBrilliance, especially on higher difficulty settings? And that you get a penalty each time you cross the line of acceptable SWAT procedure protocol? Needless to say, all of this really helps create a fully immersive feel of realism...

to:

* ''SWAT 4'' ''{{SWAT 4}}'' -- Being a slower-paced and atmospheric tactical shooter, there is no jumping (at all), you can either creep, walk at a standard pace or run very slowly. All weapons have a fully realistic portrayal of recoil and their respective drawbacks. [[AcceptableBreaksFromReality In fact, the only thing not portrayed is bullet richochet.]] Crouching and taking precise aim while shooting rewards better ballistic performance. You can even customize your bullet loadout (ordinary casing or full metal jacket, etc.). Crosshairs and the basic personal HUD are minimal, additional command menus are present on-screen only after accesing them. All of these are context sensitive. There is no instant healing for anyone (whether it's you and your squad, the hostages or the suspects). If you get shot in one leg (or even both), you'll move slower, at a more sluggish pace. If you get shot in the arms, your ability to take precise aim will slightly diminish. Getting shot in the head from a short distance is an instant recipe for death. You can even daze yourself with your own flashbangs and stun grenades, if you aren't careful enough ([[AcceptableBreaksFromReality only tear gas seems to be an exception]]). Furthermore, in the tradition of the series, this shooter focuses more on non-lethally neutralizing and apprehanding the opponents, rather than gung-ho action. Oh, and there is a lot of DynamicDifficulty and there are ''no saves at all, during any mission''. And did we mention that the enemy AI is usualy ArtificialBrilliance, especially on higher difficulty settings? And that you get a penalty each time you cross the line of acceptable SWAT procedure protocol? Needless to say, all of this really helps create a fully immersive feel of realism...

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