Gaming 101: The Evolution Of Cover Sytems

Metal Gear Solid released for the Playstation on September 3, 1998, and it's safe to say that nearly every gamer's mind was simultaneously blown. MGS is a benchmark in gaming history, and the start of something phenomenal. Stealth and cover played a crucial role in progressing through the levels. Anyone who grasped their eager hands around a controller knew that what they were experiencing the start of something amazing. It was an idea that would grow into a gigantic monstrosity of awesomeness. There was simply nothing like it before, and it set the framework for what would evolve into a gaming mechanic utilized by nearly every third-person shooter on the market. Solid Snake relied on cover, not only as a means of hiding from his enemies, but as an entirely new way to gain critical information on your in-game environment. Pressing up into cover the camera shifted closer to Snake, and allowed you to see down the hallway, or into a room. The only problem with the cover system is that it merely served as a means to alter your camera view. Players were able to see more, but as far as action came, it was still limited. Until another game released that was directly influenced by Metal Gear Solid, and injected something else into the idea of a cover system...shooting. WinBack: Covert Operations launched for the Nintendo 64 on October 20, 1999, a full year after the release of the smash hit Metal Gear Solid. I hold many fond memories of its clunky cartridge, and the fun it delivered to shooting fans everywhere. Taking the basic idea of a cover system within a third-person shooter, the development team infused the idea that players should not only be allowed to take cover, but also pop out and shoot as well. Well, guess what? It really was the perfect idea. Players were no longer exposed out in the open during firefights, and instead allowed to decide when to pop out and shoot an enemy. Pressed up against the walls, you could lock onto an enemy before exposing yourself, which created a significant advantage during shootouts. Designers of the game allowed the cover mechanic to evolve into an offensive weapon, and it was no longer simply a place to rest and hide. Cover now became a lethal tactic that helped players fight back rather than simply stay on defense and intel gathering. The only question was how could it get any better? Click "next" below to continue reading...
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