We're just going to throw something out there. Kudo Tsunoda, creator of Microsoft's motion controlled Kinect, is whacked out his mind. That's really the only conclusion we can come up with when someone makes outrageous claims, like essentially declaring that the first person shooter genre on the PC is dead.
Yet that's exactly what he did in a recent interview with Game Informer. Here's Tsunoda's take on the evolution of first person shooters.
"If you think about the way that first shooters evolved, they started on the PC," Tsunoda explains. "People for the longest time tried to port shooters from the PC onto the console. And people said the same things that they are saying now about Kinect -- 'It's never going to responsive enough to do this,' or 'You're never going to get a fun first person shooter on the console, it's only made for a keyboard and mouse and that is the way it is supposed to be played.' And as long as everyone was just porting the existing shooters over to the console, they weren't as fun as the PC ones. Of course, they were built for the PC.
"Halo did an awesome job of building a first-person shooter exclusively for the console, and now hardly anyone plays first person shooters on the PC anymore. It's all about the console."
We bolded the quirky comment not only for emphasis, but to make sure we really read what we thought we just read. We get it, Halo enjoys a rabid following, and despite being gimped with a controller, first person shooters are a viable genre on the console. But to declare that hardly anyone on the PC is playing them anymore is just dumb.
Doom might arguably be the most memorable (or at least the most popular) PC game of all time, and with good reason. Prior to Doom's release, programmers found themselves in the stone age of game development. For the most part, building a game meant starting from scratch and compiling all new code, but like the invention of the wheel, the advent of the game engine forever changed the PC gaming landscape.
Now, we know what you're thinking, and we're well aware that game engines existed prior to Doom's release in 1993; we're even going to cover some. But it was id Software's now legendary first-person shooter that pushed reusable 3D game engines as a viable programming model, and videogame development has never been the same since then.
On the following pages, we look back at all the major PC game engines and what made each one special. As a prerequisite, be sure to check out our history of 3D graphics, which covers video cards from the Voodoo to the GeForce and everything in between. Once you've digested these two features, you're guaranteed to have a new-found respect for gaming on the PC!
Fifty square kilometers of African terrain. That’s how much open space you have to accomplish Far Cry 2’s primary objective: Kill the weapons dealer known as the Jackal, who has been supplying both sides of a bloody civil war in the game’s fictional setting. If the sheer size of the game world sounds daunting, just consider the fact that it’s densely occupied with dozens of towns, numerous encampments, and a whole population of NPC characters (potential allies and enemies alike). Far Cry 2’s expansive environment is undoubtedly its most notable asset, but what’s really impressive is that the game is filled with enough compelling action to actually make use of it.