retro shooters article

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showonlyimage = false
draft = false
image = "/img/games/doom2.jpeg"
date = "2006-11-02"
title = "Early Shooter Clones"
tags = ['Doom', 'Wolfenstein 3D', 'Rise of the Triad', 'Quake', 'Duke Nukem 3D']
weight = 0
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---
showonlyimage: false
draft: false
image: "/img/games/doom2.jpeg"
date: "2006-11-02"
title: "Early Shooter Clones"
tags:
- 'retro shooters'
- 'doom'
- 'wolfenstein 3d'
- 'rise of the triad'
- 'quake'
- 'duke nukem 3d'
description: "Feeling nostalgic? You can play enhanced versions of your favourite nineties retro shooter - just follow these instructions."
---
<img src="/img/articles/ShooterClones.png">
!["Wolfenstein 3D screencap"](/img/articles/ShooterClones.png)
### People feeling nostalgic can play enhanced versions the games:
@ -39,28 +45,28 @@ For Wolfenstein 3D, you'll need:
2. Wolfenstein 3D Demo (Unzip in a new subdir of the DOSBox install dir)
3. Play! (Start DOSBox, mount your dir and execute 'wolf3d')
Every shooter fan should by now have played at least one of id's popular shooters, wether it's DOOM or the older Wolfenstein3D. However, what most players aren't aware of is those games really popularized the shooter genre, as well as "cloning" games based on previously released ones. Let us take a look at the gaming history; specifically the shooter genre. We already took a quick look at various multiplayer cooperative gameplay modes and their origin, and we also learned a couple of Apogee's games used the Wolf3D engine. Let us narrow our viewpoint down to one game at a time, and their sequentially spin-offs.
Every shooter fan should by now have played at least one of id's popular shooters, whether it's DOOM or the older Wolfenstein3D. However, what most players aren't aware of is those games really popularized the shooter genre, as well as "cloning" games based on previously released ones. Let us take a look at the gaming history; specifically the shooter genre. We already took a quick look at various multiplayer cooperative gameplay modes and their origin, and we also learned a couple of Apogee's games used the Wolf3D engine. Let us narrow our viewpoint down to one game at a time, and their sequentially spin-offs.
### 1. Wolf3D: Introducting first person Shooters
Wolfenstein 3D is generally regarded as having popularized the first person shooter genre on the PC/DOS platforms. The game was published by [Apogee](https://3drealms.com/) and created by id - it has been ported to many other available platforms including SNES and GBA. Wolf3D was the first game (or at least one of the first) to implement a pseudo-3D world using smart computer graphics techniques such as ray casting, a special case of ray tracing. With ray casting, you bascially draw one big line for each column of pixels and check if it intersected a wall or not. Depending on that outcome it builds the entire screen, without having to draw the whole scene. This rendering technique was already used by id Software in their [Catacomb 3D game](https://en.wikipedia.org/wiki/Catacomb_3-D), in 1991.
Wolfenstein 3D is generally regarded as having popularized the first person shooter genre on the PC/DOS platforms. The game was published by [Apogee](/tags/apogee) and created by id - it has been ported to many other available platforms including SNES and GBA. Wolf3D was the first game (or at least one of the first) to implement a pseudo-3D world using smart computer graphics techniques such as ray casting, a special case of ray tracing. With ray casting, you basically draw one big line for each column of pixels and check if it intersected a wall or not. Depending on that outcome it builds the entire screen, without having to draw the whole scene. This rendering technique was already used by id Software in their [Catacomb 3D game](https://en.wikipedia.org/wiki/Catacomb_3-D), in 1991.
Due to the rendering method, Wolf3D lacks many features represent in other First Person games such as [Ultima Underworld](https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss). Wolf3D only featured base textures: the ceilling and floor are solid colors. Wolfenstein also misses lightning and height differences. Of course the game is not considered true 3D since it uses sprites rather than polygons to draw enemies and objects. Wolfenstein 3D was also the first game to introduce the ExLx map/level idtenfiy: Episode x Level x. Many other shareware games followed its example, not only Shooters.
Due to the rendering method, Wolf3D lacks many features represent in other First Person games such as [Ultima Underworld](https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss). Wolf3D only featured base textures: the ceiling and floor are solid colors. Wolfenstein also misses lightning and height differences. Of course the game is not considered true 3D since it uses sprites rather than polygons to draw enemies and objects. Wolfenstein 3D was also the first game to introduce the ExLx map/level identify: Episode x Level x. Many other shareware games followed its example, not only Shooters.
Initial Wolf3D features:
- Create a pseudo-like 3D envoirnment by ray casting
- Create a pseudo-like 3D environment by ray casting
- Textured walls (only)
- Introducing the ExLx map system
- sprite based objects
- Added Wolf3D features by clones:
- Ceilling and floor texturing
- Ceiling and floor texturing
- Auto-map systems
- Shootable sprites/objects
- (Very) primitive lightning usage
- "Fake" height differences
<img src="/img/articles/shooter_RiseTriad.png">
![rise of the triad](/img/articles/shooter_RiseTriad.png)
Shooters utilizing the Wolf3D game engine:
@ -72,18 +78,18 @@ Shooters utilizing the Wolf3D game engine:
- Shadowcaster
- Hellraiser
Many listed games implemented some extra's besides the base Wolf3D engine. For example, in Blake Stone, floors and ceillings were actually mapped to textures. (See Screenshot) Blake Stone also featured an auto-map in which players can track their location and the rooms they have visited before. Wolfenstein's map system was sometimes labyrinthic and not finding the much needed keys to access the exit zone could get very frustrating. Still no height differences or spectacular lightning sources present though.
Many listed games implemented some extra's besides the base Wolf3D engine. For example, in Blake Stone, floors and ceilings were actually mapped to textures. (See Screenshot) Blake Stone also featured an auto-map in which players can track their location and the rooms they have visited before. Wolfenstein's map system was sometimes labyrinthic and not finding the much needed keys to access the exit zone could get very frustrating. Still no height differences or spectacular lightning sources present though.
Rise of the Triad, the WWII game from Apogee, could be classified as an exception. Yes, it uses the Wolfenstein 3D engine. But the engine was heavily modified. Actually little of the original Wolf3D code remained in the final ROTT version. Rise of the Triad was supposed to compete with the new generation Shooters - mostly DOOM. Therefore, the developers made sure they included some of DOOM's features and even some DOOM did not have. For example, most objects in ROTT are destroyable (shoot at them). Rise of the Triad featured very wide open levels with trampolines, walkable staircase-like objects, and more. In some rooms, the game uses primitive light sourcing, with torches and lights that can be shot out, dimming the room.
Even though Rise of the Triad pioneered a number of concepts, such as bullet marks, "akimbo" guns, and level-over-level support, DOOM's non-orthogonal, height-difference maps gained far more publicity. Read the "[ROTT in Hell](https://archive.kontek.net/rott.classicgaming.gamespy.com/hell/index.html)" article for a full overview of ROTT's features.
<img src="/img/articles/shooter_DoomII.jpg">
![doom II](/img/articles/shooter_DoomII.jpg)
### 2. DOOM: Height Difference, lightning sources and multiplayer.
Rise of the Triad was actually released one year after DOOM I in 1993. DOOM gained far more popularity: it was downloaded by an estimated 10 million people within two years, popularizing the mode of gameplay and spawning a gaming subculture. As mentioned in the [Cooperative Arts](/articles/cooperative-arts) article, Doom was also responsible for the overly popular mulitplayer (via local LAN for now) shooters nowadays. Doom's engine made it possible to create a more immersive feeling while playing the game, partially thanks to the excellent stereo audio system and use of lightning in dark rooms.
Doom the game is widely accepted as one of the most influencive pioneers of gaming in the mid 1990s. Most gamers did not only love Doom thanks to Carmak's graphics engine, but mostly because the engine was modular! This allows the game content to be replaced by loading custom WAD files. Wolfenstein 3D was not designed to be expandable, but fans had nevertheless figured out how to create their own levels for it, and Doom was designed to take the phenomenon further.
Doom the game is widely accepted as one of the most influential pioneers of gaming in the mid 1990s. Most gamers did not only love Doom thanks to Carmak's graphics engine, but mostly because the engine was modular! This allows the game content to be replaced by loading custom WAD files. Wolfenstein 3D was not designed to be expandable, but fans had nevertheless figured out how to create their own levels for it, and Doom was designed to take the phenomenon further.
Initial DOOM features:
@ -95,7 +101,7 @@ Initial DOOM features:
Obviously, thanks to DOOM's modularity, the game knew many Total Conversion clones, developed by other companies such as [Raven Software](http://ravensoft.com). DOOM's sequel, released in 1995, did not really modify the used engine. Instead, DOOM II featured almost twice as much different enemies, of course all new levels and one new weapon, the double barrel shotgun. DOOM's levels are also divided into episodes, and DOOM II featured one big episode instead of three little ones. DOOM's popularity also led to the development of expansion packs: the Ultimate Doom and Final Doom.
<img src="/img/articles/shooter_Duke3D.jpg">
![duke nukem 3d](/img/articles/shooter_Duke3D.jpg)
Shooters utilizing the Doom game engine:
@ -104,7 +110,7 @@ Shooters utilizing the Doom game engine:
- Chex Quest
- Strife
Instead of using ray casting, Doom used the Binary Space Partitioning technique to efficiently render the game scenes. However, this method has a few drawbacks: it is for instance inpossible for different rooms to stack. There are height differences, but you won't ever see multiple area's on top of eachother. Walls also cannot move horizontally.
Instead of using ray casting, Doom used the Binary Space Partitioning technique to efficiently render the game scenes. However, this method has a few drawbacks: it is for instance impossible for different rooms to stack. There are height differences, but you won't ever see multiple area's on top of each other. Walls also cannot move horizontally.
Shooters commonly counted as Doom clones with different engines:
@ -121,15 +127,15 @@ Since Doom was released and the game kept on winning players, industry giants tr
The Build engine did allow more flexible worlds than Doom. Sectors could be manipulated in real-time; their shape, heights, and slope angles being completely variable, without requiring recalculation of rendering information. Later versions of the Build Engine even featured "Voxels" by replacing game selected art tiles by 3D objects. Although this feature appeared too late to be implemented into Duke3D, Blood and Shadow Warrior both use them extensively. The Build Engine was also enhanced a couple of times to be able to run in modern Windows environments. For more information, visit the [eduke32](http://www.eduke32.com/) project website.
<img src="/img/articles/shooter_Quake.jpg">
![quake](/img/articles/shooter_Quake.jpg)
### 3. Quake: fully 3D rendered, mouselook and multiplayer evolutions
Quake incorporated several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites like it's predecessors. Previous shooter games (called "2.5D" games) used mathematical tricks to render a 3D scene - only when looking straight ahead. Quake made it also possible to view from completely different angles: slightly above, down, diagonal, ... - Quake invented (Acually it should be popularized since Bethesda firstly implemented this method in Terminator) the mouselook navigation method. You are able to use the mouse as a navigation crosshair and the keyboard to walk or strafe although this option was not set as the standard control scheme until Quake II.
Quake incorporated several major advances in the 3D game genre: it uses 3-dimensional models for players and monsters instead of 2-dimensional sprites like it's predecessors. Previous shooter games (called "2.5D" games) used mathematical tricks to render a 3D scene - only when looking straight ahead. Quake made it also possible to view from completely different angles: slightly above, down, diagonal, ... - Quake invented (Actually it should be popularized since Bethesda firstly implemented this method in Terminator) the mouselook navigation method. You are able to use the mouse as a navigation crosshair and the keyboard to walk or strafe although this option was not set as the standard control scheme until Quake II.
Because of the radically different rendering method, most 486 Computers had difficulties running the game. Pentium processors made it possible to run Quake more fluidly thanks to the more advanced floating point calculator. Quake was one of the first games to support 3D hardware accelleration techniques via openGL. \\id Software recognized, before anyone else, that the future of competitive gaming lay with the Internet, and so Quake was the second game whose multiplayer could be played against many people on the Internet rather than with only people on a local network.
Because of the radically different rendering method, most 486 Computers had difficulties running the game. Pentium processors made it possible to run Quake more fluidly thanks to the more advanced floating point calculator. Quake was one of the first games to support 3D hardware acceleration techniques via openGL. \\id Software recognized, before anyone else, that the future of competitive gaming lay with the Internet, and so Quake was the second game whose multiplayer could be played against many people on the Internet rather than with only people on a local network.
Again, thanks to the game's popularity and engine (and even scripting) modularity, Quake was the source of many fan-made modifications. One of those modifications incorporated the nowadays well-known Capture The Flag (CTF) multiplayer game mode. The Team Fortress modification also incorporated a CTF mode, with class-based player indexing. The [QuakeWorld](http://wiki.quakeworld.nu/Overview) update to Quake allowed the game to be played more fluidly across the internet (using TCP/IP e.a.). Many front-end clients have been released since then to further support the on-line Quake player community.
Again, thanks to the game's popularity and engine (and even scripting) modularity, Quake was the source of many fan-made modifications. One of those modifications incorporated the nowadays well-known Capture The Flag (CTF) multiplayer game mode. The Team Fortress modification also incorporated a CTF mode, with class-based player indexing. The [QuakeWorld](http://wiki.quakeworld.nu/Overview) update to Quake allowed the game to be played more fluidly across the Internet (using TCP/IP e.a.). Many front-end clients have been released since then to further support the on-line Quake player community.
Shooters utilizing the Quake game engine (with or without heavy mods):
@ -145,7 +151,7 @@ Shooters utilizing the Quake game engine (with or without heavy mods):
### Handy References
Addendum 2018 - Most links were broken so I simply removed them. I'm sure you're proficient enough with Interner search engines to fish up the article to your liking.
Addendum 2018 - Most links were broken so I simply removed them. I'm sure you're proficient enough with Interne search engines to fish up the article to your liking.
**Resources**

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imageActive = "gif/ionfury.gif"
image = "gif/ionfury_still.gif"
date = "2020-06-01"
title = "Ion Fury: the Spiritual Successor of Duke3D?"
tags = ['Apogee', 'Ion Fury', "90's shooter"]
game_name = 'Ion Fury'
description = "Time to kick ass again - and don't forget to chew bubblegum! Does Shelly and the Build engine stand a chance anno 2020?"
game_platform = 'switch'
game_genre = 'Shooter'
game_release_year = '2020'
game_developer = 'Voidpoint'
+++
---
imageActive: "gif/ionfury.gif"
image: "gif/ionfury_still.gif"
date: "2020-06-01"
title: "Ion Fury: the Spiritual Successor of Duke3D?"
tags:
- 'retro shooters'
- 'Apogee'
- 'Ion Fury'
game_name: 'Ion Fury'
description: "Time to kick ass again - and don't forget to chew bubblegum! Does Shelly and the Build engine stand a chance anno 2020?"
game_platform: 'switch'
game_genre: 'Shooter'
game_release_year: '2020'
game_developer: 'Voidpoint'
---
### In search of 90's shooters

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---
image: "/img/games/doom2.jpeg"
date: "2020-06-06"
title: "A Quick Look At Retro Shooters and Their Engines"
tags:
- 'retro shooters'
- 'doom'
description: "I'm feeling nostalgic. Why don't you join me and we can marvel at magnificent achievements of the FPS past..."
---
I'm feeling nostalgic. Why don't you join me so we can marvel at magnificent achievements of the FPS past? Apparently, I wrote an article on [early shooter clones](/articles/early-shooter-clones) in 2006 - that's 14 years ago! [Ion Fury](/articles/ion-fury) and the excellent retro shooter videos of [GmanLives](https://www.youtube.com/user/Gggmanlives/) respiked my interest in the genre. According to GmanLives, I must have missed a lot of classic shooters back in the day. Since it's never too late to relive those moments, let's create a list based on Wikipedia's [List of first-person shooter engines](https://en.wikipedia.org/wiki/List_of_first-person_shooter_engines) - who knows I might have missed something good.
Most games listed below are available on [Good Old Games](https://gog.com) and I highly recommend you to check them out.
### 1. Early 1990s: wireframes to 2.5D worlds and textures
1992 - Of course, there's the **[Wolfenstein 3D](/tags/wolfenstein-3d) engine**. I did play [Blake Stone](/articles/apogees-legacy) and [Rise of the Triad](/tags/rise-of-the-triad), but I can't say I even finished one shareware episode. I was about eight years old and the maze-like levels didn't really help there. All I remember was: _hug walls and press spacebar_! It's mind-boggling that ROTT is running on a supercharged version of the Wolf3D engine
![blake stone](/img/games/blakestone.jpg)
> The Wolf3D engine source is released [on Github](https://github.com/id-Software/wolf3d).
1993 - Next, **id Tech 1**, and the granddaddy of any shooter: [Doom](/tags/doom). It spawned a lot of so-called "_doom clones_", some using the engine, others not. The best ones following it's footsteps are Doom II, Heretic and Hexen. Again, I must admit that I did not play any of these games longer than a few hours - even though I dabbled in [porting Doom to the Nintendo DS](https://doom.fandom.com/wiki/DsDoom):
> DSDoom (also spelled DS Doom) is a source port for the Nintendo DS, based on PrBoom 2.4.2. It was made by TheChuckster, WinterMute, and Jefklak.
I'm quite proud of that! If anyone is interested, I found a copy of the source code from 2007-01-04 you can download here: [dsdoom v110r1](/files/dsdoom_v110r1_20070104.zip). Comes without guarantees - it's been 13 years...
Playing Hexen, the medieval shooter running on the Doom engine, boiled down to me constantly saying "_what the fuck should I do?_". Something completely different than the holding-hands-games they release now.
> The Doom engine source is released [on Github](https://github.com/id-Software/DOOM).
![Outlaws](/img/games/outlaws.jpg)
1995 - Lucas Arts' **Jedi Engine**, used for Star Wars: Dark Forces, and later again in the 1997 masterpiece Outlaws. I can still hear the cowboys yelling "_Where are you marshall?_" and I'm glad to see it's purchasable at GOG.
1996 - 3D Realms' **Build Engine** hits bullseye with [Duke Nukem 3D](/tags/duke-nukem-3d). I really should also play Blood at some point, the gory crazy and seemingly difficult game from Monolith. Shadow Warrior re-used a lot of assets from Duke but managed to create it's own appeal, and of course the recent [Ion Fury](/articles/ion-fury) runs on a beefed-up version of the same engine. In 1998, my dad bought me Redneck Rampage, a game where you shoot... chickens and pigs? Unlucky for me, I got stuck at some point searching for yet another keycard.
> The Build engine source is released [via Ken Silverman's website](http://advsys.net/ken/buildsrc/default.htm).
### 2. Mid 1990s: 3D models, beginnings of hardware acceleration
1996 - the **Quake** engine saw the light and introduced us to the _real_ world of 3D environments. Quake could be rightfully called the spiritual successor of Doom. Hexen II runs on the same engine. I added Quake to my toplay list - I was to busy with Duke3D at that time. A lot of Build engine games were released in the shadow of Quake, missing the hype train...
> The Quake engine source is released [on Github](https://github.com/id-Software/Quake).
1997 - It's worth mentioning that **GoldenEye 007** and Perfect Dark set the tone for FPS games on the console, even if I did not play these on the Gamecube. Even split-screen gameplay was running smooth at that time!
![soldier of fortune](/img/games/sof.jpg)
1997 - **Quake II** was a forgettable game but the technical marvels of it's engine were re-used in Heretic II (meh), Daikatana (a John Romero Failure), and Soldier of Fortune in 2000 - Raven Software's way of convincing us you can dismember arms with a single shotgun shell.
> The Quake II engine source is released [on Github](https://github.com/id-Software/Quake-2).
1998 - Monolith created **LithTech 1.0** to use in Shogo and Blood II. According to retro expert GmanLives, as good as Blood I is, Blood II was a total letdown. The engine will play a prominent role in the later years. Oh and v1.5 was used in [Might and Magic IX](/tags/might-and-magic/) - yeah...
### 3. Late 1990s: 32-bit color, GPUs become standard
1998 - And then, there was competition: **Unreal** and Unreal Tournament outmatched the Quake II engine on all aspects. Deus Ex also runs on the Unreal engine. In that same year, Valve posed as the third major FPS player with the release of **Half-life**.
![unreal tournament](/img/games/ut.jpg)
1999 - Quake III Arena, powered by **id Tech revision 3**, revolutionized (team) deathmatches and multiplayer FPS games. It is also one of the most common used game engines of the early 2000s: Return to Castle Wolfenstein, Medal of Honor: Allied Assault, Star Wars Jedi Knight II, Soldier of Fortune II, Call of Duty - you name it, they use it. I played all of these and have to say that they all ran smoothly, even with my then mid-range desktop computer.
> The Quake III: Arena source code is released [on Github](https://github.com/id-Software/Quake-III-Arena).
2000 - **LithTech 2.0** powered No One Lives Forever, one of the most charming and lovable shooters of the early 2000s. I have so many fond memories of this game, including quotes such as "_I must have a hole in my pocket!_". Inside jokes are the worst, indeed.
> (Parts of) the LithTech 2 engine source is released [on Github](https://github.com/jsj2008/lithtech).
![no one lives forever 1](/img/games/nolf1.jpg)
### 4. Early 2000s: increasing detail, outdoor environments, rag-doll physics
At this point, I'm starting to doubt whether future shooters qualify for the keyword "_retro_" shooter. Pixels are far off and things are starting to look pretty realistic with rag-doll physics.
2000 - Operation Flashpoint claimed to be a super-realistic warfare shooter. It did take all the fun out of playing a shooter game, but the fights in the woods were impressive, I guess.
2001 - The **Serious Engine** was serious stuff (why so serious? got it?): trying to kill the player with hundreds of enemies in giant outdoor environments. Both the First and Second encounter got a HD remake in 2009 and 2010.
> The Serious Engine was released as open source [on Github](https://github.com/Croteam-official/Serious-Engine/).
![raven shield](/img/games/ravenshield.jpg)
2002 - My beloved Rainbow Six 3: Raven Shield was made possible thanks to the **Unreal 2** engine, also powering Unreal Tournament 2003. I can't count the hours my friend and me played Raven Shield's maps co-op. I still know almost every enemy spawn point by heart.
2002 - In the same year, Digital Illusions Creative Entertainment released the first **Battlefield** game (1942), of which the engine will be reused for three more of their games.
2002 - **Lithtech Jupiter**, or LithTech 3.x, made No One Lives Forever 2: A Spy in H.A.R.M.'s Way possible. Hooray for shader models! It improved in almost all technical aspects of it's predecessor, but to be honest, I prefer the gameplay and humor in the original.
![no one lives forever 2](/img/games/nolf2.jpg)
### 5. Mid 2000s: lighting and pixel shaders, physics
2004 - PC Gameplay magazines were full of tropical screenshots: Far Cry was more a technical showcase for the **CryEngine** than a game. And my graphics card almost blew up trying to run this thing.
> The CRYENGINE-1 source is released [on Github](https://github.com/AFCStudio/CRYENGINE-1).
2004 - The Unreal engine got another update. **v. 2.5**, good for UT2004, the not-so-great Duke Nukem Forever (2011), S.W.A.T. 4 (2004), and especially: BioShock (2007). As a Raven Shield super-fan, I was really looking forward to S.W.A.T., and it delivered, but the engine and load times were pretty bad on my rig back then.
2004 - The guys at id were also busy, rolling out **id Tech 4** for Doom 3 and Quake 5 a year later. The Wolfenstein reboot in 2009 also used tech v4. I skipped these games completely, being more involved with the Nintendo handhelds at that time.
> Doom 3 was released under the GPL [on Github](https://github.com/id-Software/DOOM-3).
![left 4 dead](/img/games/left4dead.jpg)
2004 - It must have been an amazing year for shooters. Valve's **Source engine** gave birth to Half-Life 2 and a shitload of spin-offs: Counter-Strike Source, Team Fortress II, Left 4 Dead and v2, Portal, ... It looks like all three major engines kept their releases in sync. As a co-op player, I enjoyed Left 4 dead the most.
2005 - Littech Jupiter got an update: **version EX** to be used with F.E.A.R. and the Condemned games.
### 6. Late 2000s and beyond: the approach to photorealism
I'm going to skip this period as it's definitely not _retro_ material. Unreal Engine 3 (Rainbow Six: Vegas, Turok reboot, Borderlands, Bioshock: infinite), lots of CryEngine upgrades, id Tech 5 (Rage, Wolfenstein: The New Order) and 6 (Doom reboot, Wolfenstein II: The New Colossus), ...
### To conclude
Anything beyond Left 4 Dead 2 is _dead_ to me (you see what I did there?) - my PC and mid-range graphics card, even overclocked, barely managed to scrape by, and I was too hooked up on RPGs and handheld gaming. When I got out of university in 2007, I lost interest in PC gaming almost entirely - it may have something to do with me not upgrading my hardware (and getting a Gamecube and Wii).
Here's a nice graphical summary in the form of a FPS family tree I found at [reddit](https://www.reddit.com/r/coolguides/comments/fftx1z/the_fpsfamily_tree_from_a_recent_ahoy_video/):
![shooters family tree](/img/games/shootertree.jpg)
Wikipedia does a [better job at rendering a tree](https://upload.wikimedia.org/wikipedia/en/b/b8/FPSChart.svg) but it's a bit complicated and not every game in there is that remarkable.
At least now I know what retro shooters I still need to replay. What do you call a "retro shooter"? Leave a reply in the comments below. In a next article, I hope to take another quick look, this time at the resurgence of retro shooters recently released such as Project Warlock and DUSK.

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</span>&nbsp;|&nbsp;
<span title="Last Modified Date">
<i class='fa fa-calendar-check-o'></i>&nbsp;{{ .Lastmod.Format (.Site.Params.dateFormat | default "2 January 2006") }}
</span>
{{ if (not .Params.disableComments) }}