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** ''VideoGame/Battlefield1'': Though base gunplay is mostly realistic, the depiction of its [[UsefulNotes/WorldWarI subject matter]] has been a subject of controversy due to relying much more on experimental and far less used (but mostly [[AluminumChristmasTrees true-to-life]]) automatic weapons. In addition, there are very powerful Elite Class pickups, but are mostly within the range of expectations for a man with special equipment (and are still mostly inspired by real life). Hardcore exists as usual, and some servers also restrict weapons to restore historical accuracy.

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** ''VideoGame/Battlefield1'': Though base gunplay is mostly realistic, the depiction of its [[UsefulNotes/WorldWarI subject matter]] has been a subject of controversy due to relying much more on experimental and far less used (but mostly [[AluminumChristmasTrees true-to-life]]) true-to-life) automatic weapons. In addition, there are very powerful Elite Class pickups, but are mostly within the range of expectations for a man with special equipment (and are still mostly inspired by real life). Hardcore exists as usual, and some servers also restrict weapons to restore historical accuracy.
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** ''VideoGame/Battlefield1'': Though base gunplay is mostly realistic, the depiction of its [[UsefulNotes/WorldWarI subject matter]] has been a subject of controversy due to relying much more on experimental and [[RareGuns far less used]] (but mostly [[AluminumChristmasTrees true-to-life]]) automatic weapons. In addition, there are very powerful Elite Class pickups, but are mostly within the range of expectations for a man with special equipment (and are still mostly inspired by real life). Hardcore exists as usual, and some servers also restrict weapons to restore historical accuracy.

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** ''VideoGame/Battlefield1'': Though base gunplay is mostly realistic, the depiction of its [[UsefulNotes/WorldWarI subject matter]] has been a subject of controversy due to relying much more on experimental and [[RareGuns far less used]] used (but mostly [[AluminumChristmasTrees true-to-life]]) automatic weapons. In addition, there are very powerful Elite Class pickups, but are mostly within the range of expectations for a man with special equipment (and are still mostly inspired by real life). Hardcore exists as usual, and some servers also restrict weapons to restore historical accuracy.
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* Militaries around the world have adopted some form of laser tag system, where in a laser emitter is strapped to a gun and targets (be it a solider, vehicle, or something else) have a harness of sensors strapped to them. Unlike civilian laser tag, the guns fire blanks where practical and the emitters sense when a round went off. To retain a semblance of realism, the emitters also contain information about which weapon it's simulating so a rifle can't "kill" a tank. In addition, most systems only shoot out the "potentially lethal" laser pulses for a split second, with any more pulses being "near misses."
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This page exists to answer a simple question: to what extent is any given {{FPS}} a simulation of real-world combat?

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This page The Fackler[[note]]named after [[https://en.wikipedia.org/wiki/Martin_Fackler Martin Fackler]], U.S. Army/Navy surgeon and forefather of [[https://en.wikipedia.org/wiki/Terminal_ballistics terminal ballistics]][[/note]] Scale of FirstPersonShooter Realism exists to answer a simple question: to what extent is any given {{FPS}} a simulation of real-world combat?
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On second thought, Paint the Town Red plays like a particularly punishing classic shooter.


* ''VideoGame/PaintTheTownRed'': [[GenreShift Yes, really]]. With the addition of the "Shooter" modifiers in update 1.2, this first-person BeatEmUp turns into what's essentially a ''VideoGame/CounterStrike'' clone with [[{{Gorn}} over the top gore]]. Guns are properly lethal, so two or three bullets is more than sufficient to drop a typical foe, and only a few more will do the same to the player. Furthermore, outside of player-made levels there is no way to heal, [[ThrowawayGuns guns cannot be reloaded]], and bullets are individually modeled projectiles (though noticeably slower than in most shooters). That said, CriticalExistenceFailure is in full effect (enemies will fight to the very end even while missing limbs and huge chunks of flesh) and the player retains their agility and abilities from the base game, being able to sprint, jump and shoot simultaneously with no penalty to accuracy while also being able to punt enemies across the room with a kick worthy of VideoGame/DukeNukem. The player also has powers that, among other things, lets them blow enemies away with a shockwave, obliterate them with a single punch, or call down a KillSat, among other things.

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* ''VideoGame/PaintTheTownRed'': [[GenreShift Yes, really]]. With the addition of the "Shooter" modifiers in update 1.2, this first-person BeatEmUp turns into what's essentially a ''VideoGame/CounterStrike'' clone with [[{{Gorn}} over the top gore]]. Guns are properly lethal, so two or three bullets is more than sufficient to drop a typical foe, and only a few more will do the same to the player. Furthermore, outside of player-made levels there is no way to heal, [[ThrowawayGuns guns cannot be reloaded]], and bullets are individually modeled projectiles (though noticeably slower than in most shooters). That said, CriticalExistenceFailure is in full effect (enemies will fight to the very end even while missing limbs and huge chunks of flesh) and the player retains their agility and abilities from the base game, being able to sprint, jump and shoot simultaneously with no penalty to accuracy while also being able to punt enemies across the room with a kick worthy of VideoGame/DukeNukem. The player also has powers that, among other things, lets them blow enemies away with a shockwave, obliterate them with a single punch, or call down a KillSat, among other things.

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On second thought, Paint the Town Red plays like a particularly punishing classic shooter.


* ''VideoGame/PaintTheTownRed'': [[GenreShift Yes, really]]. With the addition of the "Shooter" modifiers in update 1.2, this first-person BeatEmUp turns into what's essentially a ''VideoGame/CounterStrike'' clone with [[{{Gorn}} over the top gore]]. Guns are properly lethal, so two or three bullets is more than sufficient to drop a typical foe, and only a few more will do the same to the player. Furthermore, outside of player-made levels there is no way to heal, [[ThrowawayGuns guns cannot be reloaded]], and bullets are individually modeled projectiles (though noticeably slower than in most shooters). That said, CriticalExistenceFailure is in full effect (enemies will fight to the very end even while missing limbs and huge chunks of flesh) and the player retains their agility and abilities from the base game, being able to sprint, jump and shoot simultaneously with no penalty to accuracy while also being able to punt enemies across the room with a kick worthy of VideoGame/DukeNukem. The player also has powers that, among other things, lets them blow enemies away with a shockwave, obliterate them with a single punch, or call down a KillSat, among other things.



* ''VideoGame/PaintTheTownRed'': [[GenreShift Yes, really]]. With the addition of the "Shooter" modifiers in update 1.2, this first-person BeatEmUp turns into what's essentially a ''VideoGame/CounterStrike'' clone with [[{{Gorn}} over the top gore]]. Guns are properly lethal, so two or three bullets is more than sufficient to drop a typical foe, and only a few more will do the same to the player. Furthermore, outside of certain levels there is no way to heal, [[ThrowawayGuns guns cannot be reloaded]], and bullets are individually modeled projectiles (though noticeably slower than in most shooters). That said, the player retains their agility and abilities from the base game, being able to sprint and shoot simultaneously while also possessing an incredibly powerful kick and powers that, among other things, lets them blow enemies away with a shockwave, obliterate them with a single punch, or call down a KillSat, among other things.
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Paint the Town Red is techically a shooter now lmao

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* ''VideoGame/PaintTheTownRed'': [[GenreShift Yes, really]]. With the addition of the "Shooter" modifiers in update 1.2, this first-person BeatEmUp turns into what's essentially a ''VideoGame/CounterStrike'' clone with [[{{Gorn}} over the top gore]]. Guns are properly lethal, so two or three bullets is more than sufficient to drop a typical foe, and only a few more will do the same to the player. Furthermore, outside of certain levels there is no way to heal, [[ThrowawayGuns guns cannot be reloaded]], and bullets are individually modeled projectiles (though noticeably slower than in most shooters). That said, the player retains their agility and abilities from the base game, being able to sprint and shoot simultaneously while also possessing an incredibly powerful kick and powers that, among other things, lets them blow enemies away with a shockwave, obliterate them with a single punch, or call down a KillSat, among other things.
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Up To Eleven is a defunct trope


* The ''VideoGame/OperationFlashpoint'' series, the ''VideoGame/{{ARMA}}'' series and their professional derivatives ''Virtual Battlespace 1'' and ''2''. The U.S. Army uses ''VideoGame/AmericasArmy'' for recruiting, but when teaching tactics using networked computers, they use ''[=VBS 1=]'', a modified version of ''VideoGame/OperationFlashpoint'' (or more recently ''[=VBS 2=]'', modified from ''VideoGame/{{ARMA}}''): Mainly infantry/dismounted combat; the ''ARMA'' series vehicle operating is actually towards Classic on the realism scale [[RuleOfFun for gameplay reasons]], with 'games' such as the ''Digital Combat Simulator'' series being ''[[UpToEleven even harder sim]]'' than ''ARMA'' in that respect.

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* The ''VideoGame/OperationFlashpoint'' series, the ''VideoGame/{{ARMA}}'' series and their professional derivatives ''Virtual Battlespace 1'' and ''2''. The U.S. Army uses ''VideoGame/AmericasArmy'' for recruiting, but when teaching tactics using networked computers, they use ''[=VBS 1=]'', a modified version of ''VideoGame/OperationFlashpoint'' (or more recently ''[=VBS 2=]'', modified from ''VideoGame/{{ARMA}}''): Mainly infantry/dismounted combat; the ''ARMA'' series vehicle operating is actually towards Classic on the realism scale [[RuleOfFun for gameplay reasons]], with 'games' such as the ''Digital Combat Simulator'' series being ''[[UpToEleven even ''even harder sim]]'' sim'' than ''ARMA'' in that respect.
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You also fix bicycles, motorcycles and boats this way.


* ''VideoGame/{{Unturned}}'' features ''Roblox''-like blocky aesthetics, cartoonish punch sounds for hit registration, and other silly stuff like [[ParasolParachute using an umbrella to slow your fall from any height]] or fixing a car by [[HealingShiv burning it with a blowtorch]]... alongside surprisingly realistig firearms handling, including multiple firing modes (even Safety) and ammo management by individual magazines, each with its own ammo count and manually reloaded from loose rounds through the ItemCrafting system.

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* ''VideoGame/{{Unturned}}'' features ''Roblox''-like blocky aesthetics, cartoonish punch sounds for hit registration, and other silly stuff like [[ParasolParachute using an umbrella to slow your fall from any height]] or fixing a car vehicle by [[HealingShiv burning it with a blowtorch]]... alongside surprisingly realistig firearms handling, including multiple firing modes (even Safety) and ammo management by individual magazines, each with its own ammo count and manually reloaded from loose rounds through the ItemCrafting system.
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* ''VideoGame/{{Unturned}}'' features ''Roblox''-like blocky aesthetics, cartoonish punch sounds for hit registration, and other silly stuff like [[ParasolParachute using an umbrella to slow your fall from any height]] or fixing a car by [[HealingShiv burning it with a blowtorch]]... alongside surprisingly realistig firearms handling, including multiple firing modes (even Safety) and ammo management by individual magazines, each with its own ammo count and manually reloaded from loose rounds through the ItemCrafting system.
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* ''VideoGame/CrueltySquad'': Similar gameplay to ''Deus Ex'' below. The player is as fragile as their humanoid opponents, resulting in extremely quick, intense firefights that are often decided in less than five shots. Heavy armor barely helps your survivability, and healing is limited to healing items scattered sparingly around the maps. Weapons are StandardFPSGuns largely and behave more-or-less realistically, featuring an interactive reload mechanic. However, the game takes place in a horrifically dystopian BioPunk world where the player can whip around the map with an intestine grappling hook and [[IAmAHumanitarian eat disembodied organs]] to regain health. Also, [[WebAnimation/ZeroPunctuation the game looks like an MS Paint neon prolapse]].
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Added Deathloop to semi-classical

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* ''{{VideoGame/Deathloop}}'': Most of your opponents are unempowered humans armed with mundane guns, and you can only carry three weapons plus a machete. Player character is only slightly more durable than a run-of-the-mill enemy, encouraging the use of stealth approaches and cover, and health regeneration is very limited outside of healing items. Plus, you lose any weapons and upgrades you have upon death unless you "purchase" them. However, you have access to fantastical powers that let you double jump, teleport, kill multiple enemies with one shot, and more.

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* ''VideoGame/{{Blood}}'': A lot like the below ''Duke Nukem'', set a decade after World War 1. Ranks slightly higher, due to supernatural influences on literally everything in the game. Also includes a powerup allowing the player to temporarily go GunsAkimbo with various weapons, up to and including the rocket launcher analogue. ''Blood II'' is on equal footing, with much the same gameplay but slightly reducing the Hyperspace Arsenal in return for being able to dual-wield weapons whenever you want to.



* ''VideoGame/{{Blood}}'': A lot like the below ''Duke Nukem'', set a decade after World War 1. Ranks slightly higher, due to supernatural influences on literally everything in the game. Also includes a powerup allowing the player to temporarily go GunsAkimbo with various weapons, up to and including the rocket launcher analogue. ''Blood II'' is on equal footing, with much the same gameplay but slightly reducing the Hyperspace Arsenal in return for being able to dual-wield weapons whenever you want to.

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* ''VideoGame/{{Blood}}'': A lot like the below ''Duke Nukem'', set a decade after World War 1. Ranks slightly higher, due to supernatural influences on literally everything in the game. Also includes a powerup allowing the player to temporarily go GunsAkimbo with various weapons, up to and including the rocket launcher analogue. ''Blood II'' is on equal footing, with much the same gameplay but slightly reducing the Hyperspace Arsenal in return for being able to dual-wield weapons whenever you want to.



* ''VideoGame/{{Blood}}'': A lot like the below ''Duke Nukem'', set a decade after World War 1. Ranks slightly higher, due to supernatural influences on literally everything in the game. Also includes a powerup allowing the player to temporarily go GunsAkimbo with various weapons, up to and including the rocket launcher analogue. ''Blood II'' is on equal footing, with much the same gameplay but slightly reducing the Hyperspace Arsenal in return for being able to dual-wield weapons whenever you want to.
* ''VideoGame/DukeNukem'': Tougher, smarter, more maneuverable monsters than ''Doom'' (for the time, of course), and more complex levels. You gotta reload your starting pistol, but you're still trotting around with dual rocket launcher ''gloves'' and a shrinking ray. ''VideoGame/DukeNukemForever'' is slightly higher on this list, being more Halo-like.



* ''VideoGame/DukeNukem'': Tougher, smarter, more maneuverable monsters than ''Doom'' (for the time, of course), and more complex levels. You gotta reload your starting pistol, but you're still trotting around with dual rocket launcher ''gloves'' and a shrinking ray. ''VideoGame/DukeNukemForever'' is slightly higher on this list, being more Halo-like.



* ''VideoGame/{{Quake}}'', ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena'': Main character can jump like a grasshopper, or like a flea [[RocketJump with explosives]]. Again, as with Doom I and II, ability to carry a lot of weapons and ammo, no reloading, basic level design, but there are fewer enemies with more complex AI.
* ''VideoGame/SeriousSam'':

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* ''VideoGame/{{Quake}}'', ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena'': ''VideoGame/QuakeIIIArena'' (plus SpiritualSuccessor ''VideoGame/OpenArena''): Main character can jump like a grasshopper, or like a flea [[RocketJump with explosives]]. Again, as with Doom I and II, ability to carry a lot of weapons and ammo, no reloading, basic level design, but there are fewer enemies with more complex AI.
* ''VideoGame/SeriousSam'':''VideoGame/SeriousSam'' series:



* ''VideoGame/UnrealTournament'' and sequels: No reloading except for the automag pistol and still focusing on an arcade-like blasting experience. The amount of enemies in the original is fairly low with some having fairly complex AI. However, the game usually encourages to fight in the open. From ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' onwards, double jumps and wall jumps (sometimes combined) were also added, and mutators can be tossed in to make the game even more arcadey.

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* ''VideoGame/UnrealTournament'' and sequels: ''VideoGame/{{Unreal}}'' series: No reloading except for the automag pistol and still focusing on an arcade-like blasting experience. The amount of enemies in [[VideoGame/UnrealI the original original]] is fairly low with some having fairly complex AI. However, the game usually encourages to fight in the open. From ''[[VideoGame/UnrealTournament2004 Unreal Tournament 2003]]'' ''VideoGame/UnrealTournament2003'' onwards, double jumps and wall jumps (sometimes combined) were also added, and mutators can be tossed in to make the game even more arcadey.arcadey. The [[DevelopmentHell ill-fated]] ''VideoGame/UnrealTournament4'', finally, added slides and wall runs.
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* ''VideoGame/{{Overwatch}}'': On the classic side, healthpacks scattered around the map heal instantly, hero skills such as flight, teleportation, and healing exist, [[MadeOfIron Tank heroes can soak up damage that would be realistically lethal]], unrealistic clip sizes (Roadhog's double barrelled shotgun can shoot four rounds), and CriticalExistenceFailure causing death only when you run out of health. On the realistic side, heroes carry tend to carry one weapon at a time with a few carrying two and the setting is realistic.

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* ''VideoGame/{{Overwatch}}'': On the classic side, healthpacks scattered around the map heal instantly, hero skills such as flight, teleportation, and healing exist, [[MadeOfIron Tank heroes can soak up damage that would be realistically lethal]], unrealistic clip sizes (Roadhog's double barrelled shotgun can shoot four rounds), and CriticalExistenceFailure causing death only when you run out of health. On the realistic side, heroes carry tend to carry one weapon at a time with a few carrying two and the setting is realistic.realistic albeit futuristic and somewhat stylized.
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* ''{{VideoGame/Titanfall2}}'': You can only carry up to three weapons at any given time - One Primary weapon, plus two slots for Secondary weapons and anti-Titan weapons. Unlike its predecessor, it omits the Burn Card system. However, the game has many, MANY movement options, with maps purpose-designed to allow you to take advantage of this. Firefights are frantic, highly fast-paced affairs where the victor is usually determined by who is able to outmaneuver the other. Ammo capacity is limited in singleplayer; however, in multiplayer, reloads are unlimited. This is on top of the various pilot abilities and power-ups, as well as the presence of [[HumongousMecha Titans]] to ride around in.

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* ''{{VideoGame/Titanfall2}}'': ''VideoGame/Titanfall2'': You can only carry up to three weapons at any given time - One Primary weapon, plus two slots for Secondary weapons and anti-Titan weapons. Unlike its predecessor, it omits the Burn Card system. However, the game has many, MANY movement options, with maps purpose-designed to allow you to take advantage of this. Firefights are frantic, highly fast-paced affairs where the victor is usually determined by who is able to outmaneuver the other. Ammo capacity is limited in singleplayer; however, in multiplayer, reloads are unlimited. This is on top of the various pilot abilities and power-ups, as well as the presence of [[HumongousMecha Titans]] to ride around in.
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* ''{{VideoGame/Titanfall2}}'': You can only carry up to three weapons at any given time - One Primary weapon, plus two slots for Secondary weapons and anti-Titan weapons. Unlike its predecessor, it omits the Burn Card system. However, the game has many, MANY movement options, with maps purpose-designed to allow you to take advantage of this. Firefights are frantic, highly fast-paced affairs where the victor is usually determined by who is able to outmaneuver the other. Ammo capacity is limited in singleplayer; however, in multiplayer, reloads are unlimited. This is on top of the various pilot abilities and power-ups, as well as the presence of [[HumongousMecha Titans]] to ride around in.

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* ''VideoGame/{{Borderlands 2}}'' and ''VideoGame/BorderlandsThePreSequel'' take it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shoot homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades every time it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them, a cyborg mercenary who keeps grafting every single piece of hardware that can make him stronger, a sadomasochistic Wild West sheriff who just absolutely loves violence, and a funny little robot upgraded with the ability to wield guns and a special skill that mimics the skills of all the previous characters.

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* ''VideoGame/{{Borderlands 2}}'' ''VideoGame/Borderlands2'' and ''VideoGame/BorderlandsThePreSequel'' take it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shoot homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades every time it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them, a cyborg mercenary who keeps grafting every single piece of hardware that can make him stronger, a sadomasochistic Wild West sheriff who just absolutely loves violence, and a funny little robot upgraded with the ability to wield guns and a special skill that mimics the skills of all the previous characters.



* ''VideoGame/{{Doom}} I'' and ''II'', ''VideoGame/Wolfenstein3D'' -- Pre-dating ''Serious Sam'' and ''Quake'' (obviously). No aiming, no reloading, hyperspace arsenal, basic level design, no falling damage, lots of monsters to blast. The respective sequels are further down, but not by that much.
** The Brutal Doom mod bumps the Doom games up a notch in realism. Enemy AI is slightly more advanced, with some enemies able to roll and dodge your shots (and the Mancubus' flame cannons deal minor splash damage, averting ConvectionSchmonvection for at least that particular aspect) the new assault rifle and the pump-action shotgun have usable iron sights, your weapons have recoil (and the minigun is often wildly inaccurate because of it,) the BFG 9000 is able to damage the player if they stand too close to the explosion and every weapon but the minigun and BFG 9000 require reloading. Earlier versions also had the player take damage from the ricochet if they shot a firearm point blank at a wall. Of course, the game also got less realistic in [[BloodierAndGorier a certain other department.]]

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* ''VideoGame/{{Doom}} I'' and ''II'', ''[[VideoGame/DoomII II]]'', ''VideoGame/Wolfenstein3D'' -- Pre-dating ''Serious Sam'' and ''Quake'' (obviously). No aiming, no reloading, hyperspace arsenal, basic level design, no falling damage, lots of monsters to blast. The respective sequels are further down, but not by that much.
** The Brutal Doom mod bumps the Doom ''Doom'' games up a notch in realism. Enemy AI is slightly more advanced, with some enemies able to roll and dodge your shots (and the Mancubus' flame cannons deal minor splash damage, averting ConvectionSchmonvection for at least that particular aspect) the new assault rifle and the pump-action shotgun have usable iron sights, your weapons have recoil (and the minigun is often wildly inaccurate because of it,) the BFG 9000 is able to damage the player if they stand too close to the explosion and every weapon but the minigun and BFG 9000 require reloading. Earlier versions also had the player take damage from the ricochet if they shot a firearm point blank at a wall. Of course, the game also got less realistic in [[BloodierAndGorier a certain other department.]]



* ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' brings the series back to its classic roots, moving away from the more horror style theme of the 3rd game and emphasizing massive firefights in large open arenas, while also borrowing elements from Brutal Doom.

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* ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' brings bring the series back to its classic roots, moving away from the more horror style theme of the 3rd game and emphasizing massive firefights in large open arenas, while also borrowing elements from Brutal Doom.



* ''VideoGame/SeriousSam I and II'': Practically no reloading (and only for the basic revolvers -- ''which you should not be using past the first levels'' -- and the double shotgun), thousands of incoming monsters with simple AI and very few enemies with hitscan weapons, HyperspaceArsenal with gatling lasers, very limited falling damage, cannonballism, TimeTravel, and ass-whupping.\\

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* ''VideoGame/SeriousSam I ''VideoGame/SeriousSam'':
** ''VideoGame/SeriousSamTheFirstEncounter''
and II'': ''VideoGame/SeriousSamII'': Practically no reloading (and only for the basic revolvers -- ''which you should not be using past the first levels'' -- and the double shotgun), thousands of incoming monsters with simple AI and very few enemies with hitscan weapons, HyperspaceArsenal with gatling lasers, very limited falling damage, cannonballism, TimeTravel, and ass-whupping.\\



* ''VideoGame/SeriousSam III'': Slightly more down the scale compared to its predecessors with sprinting (although infinite), smarter enemies, and some weapons requiring reloading with a few of them ([[StandardFPSEnemies the pistol, assault rifle, grenade launcher, and sniper rifle]]) having usable sights or scopes. Sam must actually use the sights, as opposed to having 100% accurate hip firing like the previous games, but when he ''does'' use them [[ImprobableAimingSkills his accuracy is flawless out to beyond a kilometer]]. Not by much down the scale due to sheer number of enemies and retaining other gameplay elements like carrying twenty weapons at once to kill twenty thousand enemies per encounter.
* ''VideoGame/TeamFortressClassic'': starting with the realistic elements, what few there are: Teamwork heavily encouraged, ShortRangeShotgun is averted (in fact, most guns have pretty realistic spread), grenades, you could only carry around four weapons and eight grenades per class, and you have to reload your shotguns, grenade launchers, and rocket launchers (which also technically averts OneBulletClips, since these weapons are reloaded one round at a time). Now for the unrealistic elements: Frantic, fast, arcade ''Quake'' style gameplay, BottomlessMagazines on plenty of weapons (and strange reloads for the others), GrenadeSpam, [[RoadRunnerPC Road Runner PCs]], even the most fragile classes can eat a rocket to the face or a couple dozen assault rifle rounds, bunny hopping, [[PainfullySlowProjectile Painfully Slow Projectiles]] abound, RocketJump, ChargedAttack sniper rifles, a Medic who can instantly heal you by hitting you with a medkit, and several "futuristic" weapons like rail pistols and [=EMP=] grenades.

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* ''VideoGame/SeriousSam III'': ** ''VideoGame/SeriousSam3BFE'': Slightly more down the scale compared to its predecessors with sprinting (although infinite), smarter enemies, and some weapons requiring reloading with a few of them ([[StandardFPSEnemies the pistol, assault rifle, grenade launcher, and sniper rifle]]) having usable sights or scopes. Sam must actually use the sights, as opposed to having 100% accurate hip firing like the previous games, but when he ''does'' use them [[ImprobableAimingSkills his accuracy is flawless out to beyond a kilometer]]. Not by much down the scale due to sheer number of enemies and retaining other gameplay elements like carrying twenty weapons at once to kill twenty thousand enemies per encounter.
* ''VideoGame/TeamFortressClassic'': starting with the realistic elements, what few there are: Teamwork heavily encouraged, ShortRangeShotgun is averted (in fact, most guns have pretty realistic spread), grenades, you could only carry around four weapons and eight grenades per class, and you have to reload your shotguns, grenade launchers, and rocket launchers (which also technically averts OneBulletClips, since these weapons are reloaded one round at a time). Now for the unrealistic elements: Frantic, fast, arcade ''Quake'' style gameplay, BottomlessMagazines on plenty of weapons (and strange reloads for the others), GrenadeSpam, [[RoadRunnerPC Road {{Road Runner PCs]], PC}}s, even the most fragile classes can eat a rocket to the face or a couple dozen assault rifle rounds, bunny hopping, [[PainfullySlowProjectile Painfully Slow Projectiles]] abound, RocketJump, ChargedAttack sniper rifles, a Medic who can instantly heal you by hitting you with a medkit, and several "futuristic" weapons like rail pistols and [=EMP=] grenades.



* ''VideoGame/BioShock1'': A HyperspaceArsenal, an abundance of healing options, ''VideoGame/{{Doom 3}}''-like run-and-gun gunplay, relatively low emphasis on cover, fairly weak and stupid enemies, and an assortment of spell-like Plasmid superpowers. On the other hand, the early-mid 20th century era weaponry is somewhat restrained (i.e. the revolver and shotgun have very limited ammo capacity, while the tommy gun is quite inaccurate at range), character movement is relatively slow, and the game does encourage tactical use of your Plasmid powers in combination with your weapons to overcome the more challenging obstacles (the Big Daddies in particular).

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* ''VideoGame/BioShock1'': A HyperspaceArsenal, an abundance of healing options, ''VideoGame/{{Doom 3}}''-like ''VideoGame/Doom3''-like run-and-gun gunplay, relatively low emphasis on cover, fairly weak and stupid enemies, and an assortment of spell-like Plasmid superpowers. On the other hand, the early-mid 20th century era weaponry is somewhat restrained (i.e. the revolver and shotgun have very limited ammo capacity, while the tommy gun is quite inaccurate at range), character movement is relatively slow, and the game does encourage tactical use of your Plasmid powers in combination with your weapons to overcome the more challenging obstacles (the Big Daddies in particular).



* ''VideoGame/{{Fallout 3}}'': Player inventory has a weight limit, though it is generous enough to allow the player to acquire and carry dozens of guns before suffering from CriticalEncumbranceFailure. Gimmicky weapons exist ([[BeamSpam gatling lasers]], [[{{BFG}} portable nuke launchers]], etc.), but focus is very much on standard firearms. Weapons degrade and jam, but can be repaired by scavenging parts from similar weapons, even if they themselves are nearly unusable. Damage model distinguishes individual body parts, with appropriate effects depending on the part that is affected, though it still takes a lot of firepower to kill the player and it is possible to spam medkits in combat. Player can use awareness-increasing drugs, which help in combat, but they typically have withdrawal effects. Most guns have rather unrealistically wide bullet spread, requiring for most weaponry to be used at closer ranges then would be realistic to not waste ammunition.

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* ''VideoGame/{{Fallout 3}}'': ''VideoGame/Fallout3'': Player inventory has a weight limit, though it is generous enough to allow the player to acquire and carry dozens of guns before suffering from CriticalEncumbranceFailure. Gimmicky weapons exist ([[BeamSpam gatling lasers]], [[{{BFG}} portable nuke launchers]], etc.), but focus is very much on standard firearms. Weapons degrade and jam, but can be repaired by scavenging parts from similar weapons, even if they themselves are nearly unusable. Damage model distinguishes individual body parts, with appropriate effects depending on the part that is affected, though it still takes a lot of firepower to kill the player and it is possible to spam medkits in combat. Player can use awareness-increasing drugs, which help in combat, but they typically have withdrawal effects. Most guns have rather unrealistically wide bullet spread, requiring for most weaponry to be used at closer ranges then would be realistic to not waste ammunition.



* An honorable mention: the additional sniper rifle weapon added to the "A Week in Paradise" mod to ''VideoGame/{{Postal}} 2'', which featured 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 a game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the fuck 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 ''VideoGame/{{Postal}} 2'', ''VideoGame/Postal2'', which featured 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 a game that actually has ''default controls for urinating'' (the better to douse flames with), or for ''yelling "get the fuck down!"'' Quite a feat.



* ''ActionQuake'', ''VideoGame/TheSpecialists'', ''Action Half-Life'', ''Action VideoGame/UnrealTournament'' 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.

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* ''ActionQuake'', ''VideoGame/ActionQuake'', ''VideoGame/TheSpecialists'', ''Action Half-Life'', ''Action VideoGame/UnrealTournament'' 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.



* ''VideoGame/UrbanTerror'' (a mod for Quake III) is somewhat all over the place. No OneBulletClips and no automatic reloads. A hard limit on the number of weapons/items/grenades you can equip, so taking a backup SMG might mean missing out on body armor. Injuries may cause you to bleed, which '''will''' kill you if you don't take a few seconds to bandage yourself. Damage to your legs will cut your movespeed by a massive amount until treated and any damage will cripple your stamina bar. However allies with a Medkit item can heal you up to 90% health and bandages fix broken legs. Last but not least... wall-hopping, powersliding around corners and even GoombaStomp-ing enemies are all central elements of gameplay.

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* ''VideoGame/UrbanTerror'' (a mod for Quake III) ''Quake III'') is somewhat all over the place. No OneBulletClips and no automatic reloads. A hard limit on the number of weapons/items/grenades you can equip, so taking a backup SMG might mean missing out on body armor. Injuries may cause you to bleed, which '''will''' kill you if you don't take a few seconds to bandage yourself. Damage to your legs will cut your movespeed by a massive amount until treated and any damage will cripple your stamina bar. However allies with a Medkit item can heal you up to 90% health and bandages fix broken legs. Last but not least... wall-hopping, powersliding around corners and even GoombaStomp-ing enemies are all central elements of gameplay.



* Earlier ''VideoGame/{{Battlefield}}'' games were generally Simulationist. Health did not regenerate and players dropped pretty fast , OneBulletClips was averted (and ammo was fairly limited), players had to spawn at a command post and hike it out to the front (though some games allowed squad leader spawning), it was incredibly hard to hit anything with automatic fire without taking a proper firing position (though the random bullet spread was taken to the point of absurdity), and vehicles were devastatingly powerful. When the series jumped to console with ''VideoGame/BattlefieldBadCompany'' and ''VideoGame/Battlefield 3'' it more or less abandoned the simulationist elements and put its focus on infantry arcade shootbang, which was a fairly controversial change. Some mods such as ''VideoGame/ProjectReality'' turned the games into straight-up milsims.

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* Earlier ''VideoGame/{{Battlefield}}'' games were generally Simulationist. Health did not regenerate and players dropped pretty fast , OneBulletClips was averted (and ammo was fairly limited), players had to spawn at a command post and hike it out to the front (though some games allowed squad leader spawning), it was incredibly hard to hit anything with automatic fire without taking a proper firing position (though the random bullet spread was taken to the point of absurdity), and vehicles were devastatingly powerful. When the series jumped to console with ''VideoGame/BattlefieldBadCompany'' and ''VideoGame/Battlefield 3'' ''VideoGame/Battlefield3'' it more or less abandoned the simulationist elements and put its focus on infantry arcade shootbang, which was a fairly controversial change. Some mods such as ''VideoGame/ProjectReality'' turned the games into straight-up milsims.



* ''VideoGame/{{Metro 2033}}'': Different ammo types and attachments, gas mask is required for poisoned areas & the gas mask can break or run out of oxygen. Finally light affects stealth. For unrealistic elements, slowly regenerating health & made of iron except on hard and ranger hard difficulty, and the former is compensated by being really slow.

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* ''VideoGame/{{Metro 2033}}'': ''VideoGame/Metro2033'': Different ammo types and attachments, gas mask is required for poisoned areas & the gas mask can break or run out of oxygen. Finally light affects stealth. For unrealistic elements, slowly regenerating health & made of iron except on hard and ranger hard difficulty, and the former is compensated by being really slow.



* ''Videogame/PlayerunknownsBattlegrounds'' falls into this. Creator, Brendan "[=PlayerUnknown=]" Greene originally started the whole Battle Royale concept as a mod of ''ARMA'' after all. As such, the game encourages measured, strategic play over simply rushing into action and trying and getting into gunfights.

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* ''Videogame/PlayerunknownsBattlegrounds'' ''VideoGame/PlayerunknownsBattlegrounds'' falls into this. Creator, Brendan "[=PlayerUnknown=]" Greene originally started the whole Battle Royale concept as a mod of ''ARMA'' after all. As such, the game encourages measured, strategic play over simply rushing into action and trying and getting into gunfights.



* ''VideoGame/ProjectReality'' is a mod for ''VideoGame/{{Battlefield 2}}'' in which the realism is taken up a notch. There is little more than a compass for a HUD, all guns kick like a mule, [[ArsonMurderAndJaywalking and weapon reloads are painfully slow.]]

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* ''VideoGame/ProjectReality'' is a mod for ''VideoGame/{{Battlefield 2}}'' ''VideoGame/Battlefield2'' in which the realism is taken up a notch. There is little more than a compass for a HUD, all guns kick like a mule, [[ArsonMurderAndJaywalking and weapon reloads are painfully slow.]]
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* ''VideoGame/EntryPointRoblox'': Cover is emphasized. No crosshairs means that you have to use iron sights or scopes if you want to aim accurately, a stamina bar prevents you from running all the time, even with upgrades, which is emphasized on Shadow War in which the stamina bar is heavily reduced. A maximum of a ChoiceOfTwoWeapons is allowed, though two primaries can be considered. OneBulletClips is played straight even though there are unique animations for reloading an unloaded gun. Ammunition is scarce even with upgrades, though this is made up for the fact that most enemies can be easily killed with a few bullets (and in the Shadow War gamemode, even with armor, a well placed headshot can easily kill most Operatives). With perks, it's possible to run and shoot at the same time. GunsAkimbo is possible, though it works as much as you expect in real life: Impractical. Probably due to the lack of high floors, there is no fall damage. Enemies will prioritize either the heavily armored unit or a shield unit to protect their less armored targets. Armor is essential for blocking out bullets, with light armor being good against handguns and tougher armor, such as the Aegis armor, give enough protection to withstand enough bullets from assault rifles at the expense of speed, and also not great against explosives. Even shotguns are portrayed realistically here, as they are still capable of scoring kills beyond a distance. There's also no health regeneration, but this is mostly negated by the fact that you can still pretty much stand up after suffering a huge amount of bullets and then use a medkit to pretty come back in well-shape. Rarely there are bosses, and the ones faced are massive gunships which take a tremendous amount of bullets to take down and a [[spoiler:{{supersoldier}} who can pretty much tank a direct explosion]]. There are bags which allow for carrying various equipment such as medkits and keycards, and also other types of bags used to carry bodies and important objects. During stealth, Freelancers can eliminate guards, and can also knock out them to prevent ruining their uniforms which allows them to take their clothing and be disguised as them, though it's still possible to get detected if facing a person directly and certain disguises will cause you to still look suspicious if they openly carry a firearm out, and if a guard was eliminated just as he's contacting a radio operator, the Freelancers must try to finish the call with them, but only up to two calls, and certain maps feature guards as reinforcements.

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* ''VideoGame/EntryPointRoblox'': Cover is emphasized. No crosshairs means that you have Until March 16, 2021, the option to use iron sights or scopes if you want a reticle was not available, meaning that to aim accurately, one must aim down the sights or use a laser sight. A stamina bar prevents you from running all the time, even with upgrades, which is emphasized on Shadow War in which the stamina bar is heavily reduced. A maximum of a ChoiceOfTwoWeapons is allowed, though two primaries can be considered. OneBulletClips is played straight even though there are unique animations for reloading an unloaded gun. Ammunition is scarce even with upgrades, though this is made up for the fact that most enemies can be easily killed with a few bullets (and in the Shadow War gamemode, even with armor, a well placed headshot can easily kill most Operatives). With perks, it's possible to run and shoot at the same time. GunsAkimbo is possible, though it works as much as you expect in real life: Impractical. Probably due to the lack of high floors, there is no fall damage. Enemies will prioritize either the heavily armored unit or a shield unit to protect their less armored targets. Armor is essential for blocking out bullets, with light armor being good against handguns and tougher armor, such as the Aegis armor, give enough protection to withstand enough bullets from assault rifles at the expense of speed, and also not great against explosives. Even shotguns are portrayed realistically here, as they are still capable of scoring kills beyond a distance. There's also no health regeneration, but this is mostly negated by the fact that you can still pretty much stand up after suffering a huge amount of bullets and then use a medkit to pretty come back in well-shape. Rarely there are bosses, and the ones faced are massive gunships which take a tremendous amount of bullets to take down and a [[spoiler:{{supersoldier}} who can pretty much tank a direct explosion]]. There are bags which allow for carrying various equipment such as medkits and keycards, and also other types of bags used to carry bodies and important objects. During stealth, Freelancers can eliminate guards, and can also knock out them to prevent ruining their uniforms which allows them to take their clothing and be disguised as them, though it's still possible to get detected if facing a person directly and certain disguises will cause you to still look suspicious if they openly carry a firearm out, and if a guard was eliminated just as he's contacting a radio operator, the Freelancers must try to finish the call with them, but only up to two calls, and certain maps feature guards as reinforcements.
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* ''VideoGame/EntryPointRoblox'': Cover is emphasized. No crosshairs means that you have to use iron sights or scopes if you want to aim accurately, a stamina bar prevents you from running all the time, even with upgrades, which is emphasized on Shadow War in which the stamina bar is heavily reduced. A maximum of a ChoiceOfTwoWeapons is allowed, though two primaries can be considered. OneBulletClips is played straight even though there are unique animations for reloading an unloaded gun. Ammunition is scarce even with upgrades, though this is made up for the fact that most enemies can be easily killed with a few bullets (and in the Shadow War gamemode, even with armor, a well placed headshot can easily kill most Operatives). With perks, it's possible to run and shoot at the same time. GunsAkimbo is possible, though it works as much as you expect in real life: Impractical. Probably due to the lack of high floors, there is no fall damage. Enemies will prioritize either the heavily armored unit or a shield unit to protect their less armored targets. Armor is essential for blocking out bullets, with light armor being good against handguns and tougher armor, such as the Aegis armor, give enough protection to withstand enough bullets from assault rifles at the expense of speed, and also not great against explosives. Even shotguns are portrayed realistically here, as they are still capable of scoring kills beyond a distance. There's also no health regeneration, but this is mostly negated by the fact that you can still pretty much stand up after suffering a huge amount of bullets and then use a medkit to pretty come back in well-shape. Rarely there are bosses, and the ones faced are massive gunships which take a tremendous amount of bullets to take down and a [[spoiler:{{supersoldier}} who can pretty much tank a direct explosion]]. There are bags which allow for carrying various equipment such as medkits and keycards, and also other types of bags used to carry bodies and important objects. During stealth, Freelancers can eliminate guards, and can also knock out them to prevent ruining their uniforms which allows them to take their clothing and be disguised as them, though it's still possible to get detected if facing a person directly and certain disguises will cause you to still look suspicious if they openly carry a firearm out, and if a guard was eliminated just as he's contacting a radio operator, the Freelancers must try to finish the call with them, but only up to two calls, and certain maps feature guards as reinforcements.
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* ''VideoGame/HellLetLoose'', which has, among other things, bullet drop, no regenerating health, only having one primary weapon with the occasional sidearm, and either grenades or other explosive weapons. Squad and Platoon level tactics are also emphasized greatly, and tanks and armored cars require at least 3 crew members.
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* The Source Mod ''Insurgency: Modern Combat'' and its commercial release/sequel ''VideoGame/{{Insurgency}}''. It features fully realistic firearms, as in all the firearms have a maximum range of several hundred meters. The main limiting factor is whether the player can 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. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will do most of the time), and firing from the hip, where your guy freely waves the gun around rather than holding it in one position. Special weapons such as shotguns (which 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. Sniper scopes are also 3D scopes, only magnifying the contents inside the scope instead of just zooming in the entire view. Cover is very important, staying in the open will invariably get you shot. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing out enemies. Damage varies depending on range. The fully armored US soldiers can take only a few shots before dying. When shot, you'll flinch and the screen will temporarily turn red, and even near misses blur the screen to simulate suppression. ''VideoGame/DayOfInfamy'' also sits right here due to having mostly the same gunplay mechanics, just in a WWII setting.

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* The Source Mod ''Insurgency: Modern Combat'' and its commercial release/sequel ''VideoGame/{{Insurgency}}''. It features fully realistic firearms, as in all the firearms have a maximum range of several hundred meters. The main limiting factor is whether the player can 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. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will do most of the time), and firing from the hip, where your guy freely waves the gun around rather than holding it in one position. Special weapons such as shotguns (which 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. Sniper scopes are also 3D scopes, only magnifying the contents inside the scope instead of just zooming in the entire view. Cover is very important, staying in the open will invariably get you shot. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing out enemies. Damage varies depending on range. The fully armored US soldiers can take only a few shots before dying. When shot, you'll flinch and the screen will temporarily turn red, and even near misses blur the screen to simulate suppression. ''VideoGame/DayOfInfamy'' also sits right here due to having mostly the same gunplay mechanics, just in a WWII setting. The 2018 sequel ''VideoGame/InsurgencySandstorm'' adds bullet drop at extreme ranges.
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* ''VideoGame/{{Portal}}'', while not being a traditional combat-oriented FPS, generally fits the semi-realistic category, being based partly on physics and partly on RuleOfCool. One UtilityWeapon is all you get, though it's an all but magical EnergyWeapon that never needs recharging. The automatic turrets that serve as enemies hit hard and fast enough to be dangerous to confront head-on, though Chell can generally take a few hits from these without dying. FallingDamage is completely averted, a fact which many of the later puzzles brazenly exploit.

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* ''VideoGame/{{Portal}}'', while not being a traditional combat-oriented FPS, generally fits the semi-realistic Semi-Classic category, being based partly on physics and partly on RuleOfCool. One UtilityWeapon is all you get, though it's an all but magical EnergyWeapon that never needs recharging. The automatic turrets that serve as enemies hit hard and fast enough to be dangerous to confront head-on, though Chell can generally take a few hits from these without dying. FallingDamage is completely averted, a fact which many of the later puzzles brazenly exploit.
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* ''VideoGame/{{Portal}}'', while not being a traditional combat-oriented FPS, generally fits the semi-realistic category, being based partly on physics and partly on RuleOfCool. One UtilityWeapon is all you get, though it's an all but magical EnergyWeapon that never needs recharging. The automatic turrets that serve as enemies hit hard and fast enough to be dangerous to confront head-on, though Chell can generally take a few hits from these without dying. FallingDamage is completely averted, a fact which many of the later puzzles brazenly exploit.
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* ''VideoGame/{{Ultrakill}}'': The game is all about shooting your enemies in the most stylish way possible. You play as a KillerRobot who heals by showering yourself with the blood of your enemies, you're highly mobile and gain speed by [[VideoGameSliding sliding around]], ammo count is nonexistent, one of your earliest alt fire is ricocheting revolver shots off of a coin, you punch projectiles to parry them and you can ''punch your own projectiles to make them go faster''.

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* ''VideoGame/{{Ultrakill}}'': ''VideoGame/{{ULTRAKILL}}'': The game is all about shooting your enemies in the most stylish way possible. You play as a KillerRobot who heals by showering yourself with the blood of your enemies, you're highly mobile and gain speed by [[VideoGameSliding sliding around]], ammo count is nonexistent, one of your earliest alt fire is ricocheting revolver shots off of a coin, you can get a power-up that lets you wield more than two guns at the same time, you punch projectiles to parry them and you can ''punch your own projectiles to make them go faster''.
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* ''VideoGame/{{Ultrakill}}'': The game is all about shooting your enemies in the most stylish way possible. You play as a KillerRobot who heals by showering yourself with the blood of your enemies, you're highly mobile and gain speed by [[VideoGameSliding sliding around]], ammo count is nonexistent, one of your earliest alt fire is ricocheting revolver shots off of a coin, you can ''punch your own projectiles to make them go faster''.

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* ''VideoGame/{{Ultrakill}}'': The game is all about shooting your enemies in the most stylish way possible. You play as a KillerRobot who heals by showering yourself with the blood of your enemies, you're highly mobile and gain speed by [[VideoGameSliding sliding around]], ammo count is nonexistent, one of your earliest alt fire is ricocheting revolver shots off of a coin, you punch projectiles to parry them and you can ''punch your own projectiles to make them go faster''.

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* ''VideoGame/Doom2016'' brings the series back to its classic roots, moving away from the more horror style theme of the 3rd game and emphasizing massive firefights in large open arenas, while also borrowing elements from Brutal Doom.

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* ''VideoGame/Doom2016'' and ''VideoGame/DoomEternal'' brings the series back to its classic roots, moving away from the more horror style theme of the 3rd game and emphasizing massive firefights in large open arenas, while also borrowing elements from Brutal Doom.


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* ''VideoGame/{{Ultrakill}}'': The game is all about shooting your enemies in the most stylish way possible. You play as a KillerRobot who heals by showering yourself with the blood of your enemies, you're highly mobile and gain speed by [[VideoGameSliding sliding around]], ammo count is nonexistent, one of your earliest alt fire is ricocheting revolver shots off of a coin, you can ''punch your own projectiles to make them go faster''.

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* ''VideoGame/{{Borderlands 2}}'' and ''VideoGame/BorderlandsThePreSequel'' take it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shooting homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades everytime it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them, a cyborg mercenary who keeps grafting every single piece of hardware that can make him stronger, a sadomasochistic Wild West sheriff who just absolutely loves violence, and a funny little robot upgraded with the ability to wield guns and a special skill that mimics the skills of all the previous characters.

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* ''VideoGame/{{Borderlands 2}}'' and ''VideoGame/BorderlandsThePreSequel'' take it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shooting shoot homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades everytime every time it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them, a cyborg mercenary who keeps grafting every single piece of hardware that can make him stronger, a sadomasochistic Wild West sheriff who just absolutely loves violence, and a funny little robot upgraded with the ability to wield guns and a special skill that mimics the skills of all the previous characters.



* ''VideoGame/DukeNukem'': Tougher, smarter, more maneuverable monsters than ''Doom'' (for the time, of course), and more complex levels. You gotta reload your starting pistol, but you're still trotting around with dual rocket launcher ''gloves'' and a shrinking ray. VideoGame/DukeNukemForever is slightly higher on this list, being more Halo-like.

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* ''VideoGame/DukeNukem'': Tougher, smarter, more maneuverable monsters than ''Doom'' (for the time, of course), and more complex levels. You gotta reload your starting pistol, but you're still trotting around with dual rocket launcher ''gloves'' and a shrinking ray. VideoGame/DukeNukemForever ''VideoGame/DukeNukemForever'' is slightly higher on this list, being more Halo-like.



* ''VideoGame/{{Overwatch}}'': On the classic side, healthpacks scattered around the map heal instantly, hero skills such as flight, teleportation, and healing exist, [[MadeOfIron Tank heroes can soak up damage that would be realistically lethal]], unrealistic clip sizes (Roadhog's double barrelled shotgun can shoot four rounds)), and CriticalExistenceFailure causing death only when you run out of health. On the realistic side, heroes carry tend to carry one weapon at a time with a few carrying two and the setting is realistic.

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* ''VideoGame/{{Overwatch}}'': On the classic side, healthpacks scattered around the map heal instantly, hero skills such as flight, teleportation, and healing exist, [[MadeOfIron Tank heroes can soak up damage that would be realistically lethal]], unrealistic clip sizes (Roadhog's double barrelled shotgun can shoot four rounds)), rounds), and CriticalExistenceFailure causing death only when you run out of health. On the realistic side, heroes carry tend to carry one weapon at a time with a few carrying two and the setting is realistic.



* Earlier ''VideoGame/{{Battlefield}}'' games were generally Simulationist. Health did not regenerate and players dropped pretty fast , OneBulletClips was averted (and ammo was fairly limited), players had to spawn at a command post and hike it out to the front (though some games allowed squad leader spawning), it was incredibly hard to hit anything with automatic fire without taking a proper firing position (though the random bullet spread was taken to the point of absurdity), and vehicles were devastatingly powerful. When the series jumped to console with ''VideoGame/BattlefieldBadCompany'' and ''VideoGame/Battlefield 3'' it more or less abandoned the simulationist elements and put its focus on infantry arcade shootbang, which was a fairly controversial change.
** Some mods such as ''VideoGame/Project Reality'' turned the games into straight-up milsims.

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* Earlier ''VideoGame/{{Battlefield}}'' games were generally Simulationist. Health did not regenerate and players dropped pretty fast , OneBulletClips was averted (and ammo was fairly limited), players had to spawn at a command post and hike it out to the front (though some games allowed squad leader spawning), it was incredibly hard to hit anything with automatic fire without taking a proper firing position (though the random bullet spread was taken to the point of absurdity), and vehicles were devastatingly powerful. When the series jumped to console with ''VideoGame/BattlefieldBadCompany'' and ''VideoGame/Battlefield 3'' it more or less abandoned the simulationist elements and put its focus on infantry arcade shootbang, which was a fairly controversial change. \n** Some mods such as ''VideoGame/Project Reality'' ''VideoGame/ProjectReality'' turned the games into straight-up milsims.



* The Source Mod ''Insurgency: Modern Combat'' and its commercial release/sequel ''VideoGame/{{Insurgency}}''. It features fully realistic firearms, as in all the firearms have a maximum range of several hundred meters. The main limiting factor is whether the player can 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. 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 firing from the hip, where your guy freely waves the gun around rather than holding it in one position. Special weapons such as shotguns (which 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. Sniper scopes are also 3D scopes, only magnifying the contents inside the scope instead of just zooming in the entire view. Cover is very important, staying in the open will invariably get you shot. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing out enemies. Damage varies depending on range. The fully armored US soldiers can take only a few shots before dying. When shot, you'll flinch and the screen will temporarily turn red, and even near misses blur the screen to simulate suppression. ''VideoGame/DayOfInfamy'' also sits right here due to having mostly the same gunplay mechanics, just in a WWII setting.

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* The Source Mod ''Insurgency: Modern Combat'' and its commercial release/sequel ''VideoGame/{{Insurgency}}''. It features fully realistic firearms, as in all the firearms have a maximum range of several hundred meters. The main limiting factor is whether the player can 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. You can't see your ammo or health, and you have two methods of aiming: looking down the sights (which you will doing do most of the time), and firing from the hip, where your guy freely waves the gun around rather than holding it in one position. Special weapons such as shotguns (which 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. Sniper scopes are also 3D scopes, only magnifying the contents inside the scope instead of just zooming in the entire view. Cover is very important, staying in the open will invariably get you shot. The best tactic is suppressive fire most of the time, and occasionally using grenades for flushing out enemies. Damage varies depending on range. The fully armored US soldiers can take only a few shots before dying. When shot, you'll flinch and the screen will temporarily turn red, and even near misses blur the screen to simulate suppression. ''VideoGame/DayOfInfamy'' also sits right here due to having mostly the same gunplay mechanics, just in a WWII setting.



* ''VideoGame/WorldOfTanks'': Realistic loading times, relatively historical modelling (with some changes for gameplay -- slower turret speeds on US Tank Destroyers, for example), extremely detailed ballistic physics. No health regen, although you can usually take multiple hits without dying. Aversion of CriticalExistenceFailure (Although it can technically happen, most tanks end up tracked with some crew members dead long before the whole tank gives out), a spotting system, and what can be considered the closest tanks can get to a CoverBasedShooter with Camoflage and hiding behind rocks and buildings being key to victory.

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* ''VideoGame/WorldOfTanks'': Realistic loading times, relatively historical modelling (with some changes for gameplay -- slower turret speeds on US Tank Destroyers, for example), extremely detailed ballistic physics. No health regen, although you can usually take multiple hits without dying. Aversion of CriticalExistenceFailure (Although it can technically happen, most tanks end up tracked with some crew members dead long before the whole tank gives out), a spotting system, and what can be considered the closest tanks can get to a CoverBasedShooter cover-based shooter with Camoflage Camouflage and hiding behind rocks and buildings being key to victory.
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As long as [[TakeCover I've got my wall]], [[RegeneratingHealth I will never die!]]''

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As long as [[TakeCover I've got my wall]], [[RegeneratingHealth wall, I will never die!]]''die!''
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* ''VideoGame/{{Borderlands 2}}'' takes it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shooting homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades everytime it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, and a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them.

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* ''VideoGame/{{Borderlands 2}}'' takes and ''VideoGame/BorderlandsThePreSequel'' take it even further than the first game. Guns that explode when you reload, guns that become ''more'' accurate as you shoot them, guns that shoot rockets, guns that shoot exploding gyrojet rounds...and that's just among the standard weapon types. There's also a gun that shoots swords that explode into other, also-exploding swords, guns with near-infinite ammo capacity, guns ''with'' infinite ammo capacity, guns that shoot balls of acid or ricocheting lightning bolts, grenades that spit acid seeking grenades, grenades that shooting homing vampire missiles that heal the player, MIRV grenades that explode into other, smaller grenades, grenades that bounce around like psychotic rubber balls (and one legendary variant that spits out MIRV grenades everytime it bounces). And this is leaving out the characters, which include a commando who can deploy a massive machinegun turret that shoots missiles and may or may not create a miniature nuclear explosion when it deploys, a mad scientist who creates a giant killer flying deathbot, a berserker who can get so angry that he can rage ammo ''into'' his guns and keep his guns from needing to use ammo, and a psycho who gets stronger when he's on fire and can make his enemies explode every time he kills them.them, a cyborg mercenary who keeps grafting every single piece of hardware that can make him stronger, a sadomasochistic Wild West sheriff who just absolutely loves violence, and a funny little robot upgraded with the ability to wield guns and a special skill that mimics the skills of all the previous characters.

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