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Realism Ruined Cover Shooters | Learn From Dead to Rights. Over the past few years cover shooters have gained themselves a bit of a negative reputation, based on the slow plodding pace and passive level design of games like Gears of War, Army of Two, and the hoard of Xbox 360 era military shooters (though I think some of them are pretty awesome). However, what I think is important to understand about game design is that it's more useful to talk about the specifics of where a game trend is having problems, rather than dismissing the concept as a whole. Especially in cases of games like cover shooters, where it's not a precisely defined genre anyway. Where I think this style of shooter design ran into problems was this insistence on "realism" and "immersion" when it came to the gameplay mechanics, especially because these mechanics are more intended for narrative purposes rather than pure game-feel. And even though I am not a fan of games like The Last of Us popularizing mechanics like weapon sway and movement inertia, I am even less thrilled with its standardization and application into general shooter design as some kind of arbitrary standard -- look at Resident Evil 4 Remake, why does Resi 4 need movement inertia and gunsway? What purpose is that even fulfilling? A counter point to all this, that I think has been criminally overlooked for all these years is one of my favorite cover shooters, Dead to Rights. If you are a Dead to Rights fan, you might be surprised to hear the game referred to in this manner, but that's because the game's cover mechanics were not recognized when it was released and still are ignored in favor of Kill Switch, which ironically is a follow up by the same dev team as Dead to Rights (Namco USA). Dead to Rights isn't a perfect game, but I think the way it implements its cover shooter system by making attack range a key mechanic, as well as human shields, limited ammo, weapon swapping, and a gun fetching dog, with high commitment manual aiming added into the mix, creates a very dynamic and fast paced cover shooting system that still has plenty to teach modern shooters to this day. If you want to play Dead to Rights, I INSIST you play the Xbox version as it has the true difficulty balance of the ports (similar to Ninja Gaiden 2 on Xbox 360) and luckily the Xbox version is still relatively easy to access via Xbox 1x, Xbox Series X, Xbox 360, or I suppose the kinda janky Xbox emulator ha. There's no harm in trying the Gamecube and PS2 versions, but think of them as just an appetizer ha. Awesome thumbnail created by @boghogSTG Cool intro animation: @verygoodfreelancer Patreon / electricunderground [$2 tier = Monthly Game Review Vote, Name in Credits, Exclusive Monthly Podcast] [$5 tier = Double Monthly Game Review Vote, By Name Shout-out, Name in Credits, Exclusive Monthly Podcast] Website: https://theelectricundergr.wixsite.co... Electric Reddit: / electricunderground STG Revision 2020 Discord (Shmup Community Discord): / discord 00:00 Cover Shooters Have Arcade Game DNA 03:39 "Realism" Muddles Shooter Design 06:39 Why the Xbox is the Definitive Version 08:49 Difficulty Clarifies Design 11:19 The Lock On System Emphasizes Spacing 13:56 The Limited Weapon System Keeps Pace Active 16:52 Room Size Creates Natural Routing 19:26 The Human Shield is the Secret Sauce 23:23 Hitstun Reduces the Bullet Sponge Factor 25:17 The Dog is Strong Mechanic Contextualization 30:12 Critiques 32:39 Final Thoughts #deadtorights, #Vanquish, #lastofusremastered