Origins (1975–1998) Brian Ashcraft of
Kotaku argues the idea of taking cover in video games is nearly as old as the
shoot 'em up genre itself, originating from
Taito's seminal 1978 arcade shooter
Space Invaders, where the player's laser cannon could take cover behind
destructible defense bunkers to avoid enemy fire. An even earlier example of the concept was Taito's 1975
shooter game Gun Fight, where the
player characters could take cover behind destructible objects. In 1985,
Data East's
target shooting game
Shootout had enemies who take cover behind objects or buildings and pop out from cover to fire back at the player. Ryan Lambie, writing for
Den of Geek, considers
Namco's
run and gun arcade game
Rolling Thunder (1986) to be "the precursor to the modern cover shooter" due to how the player can hide behind crates, doors and other obstacles to avoid enemy fire. The mechanic of taking cover behind crates and jumping over them was later borrowed by
Sega's arcade hit
Shinobi (1987).
Rolling Thunder 2 (1990) and
Rolling Thunder 3 (1993) also allowed the player to enter doors to hide from enemies and dodge their gunfire. In 1988,
Konami's
Devastators, an early
third-person shooter, featured a cover mechanic where destructible objects, such as sandbags and debris littered across the battlefield, could be used to take cover from enemy fire. Namco's 1995
3D light gun shooter arcade game
Time Crisis introduced a dedicated cover button, specifically an "action" foot pedal, that could be used to take cover behind in-game objects. This cover mechanic helped
Time Crisis distinguish itself from rival light gun shooters, like Sega's
Virtua Cop, and took advantage of the players' hand-foot coordination to create a new arcade game experience. While
Time Crisis was a
first-person perspective shooter, cover would later be largely bound to third-person shooter titles, due to cover freeing up the camera and for it being easier to judge space when the character is visible on screen.
Time Crisis, however, was able to use cover effectively due to being a
rail shooter, where the path is already determined and there is no
camera control. while the improved enemy
AI allowed enemies to also take cover from the player character. The enemies would often take cover to call for backup, and during battle, they would take cover then pop out and shoot at the player or blindly throw grenades from behind their cover. In 2002,
The Getaway for the
PS2 featured a similar cover mechanic. '' (2003) was one of the foundations for modern cover systems in
third-person shooter video games.
Kill.Switch is credited as the first game to feature the cover system as its core game mechanic, It was also the earliest third-person shooter that required a button press to initiate the action of taking cover. This was the only game at the time to allow the in-game avatar to lean out and shoot, vault over cover, or blind fire during the cover sequence. This cover system was nicknamed 'Offensive Cover System' (OCS) by the developers. In 2005,
CT Special Forces: Fire for Effect featured a cover system inspired by
Kill Switch. ''
Uncharted: Drake's Fortune, released in 2007, also began development that year, and took inspiration from Kill Switch
for its cover system. In 2006, several shooters featured Kill Switch
-inspired cover systems, including Rogue Trooper, a third-person shooter released in May based on the eponymous comic book series by 2000 AD, Tom Clancy's Rainbow Six: Vegas, a first-person shooter released in November that switched to a third-person over-the-shoulder view when initiating cover, and Killzone: Liberation, a third-person action game released in October. and Ghost Recon: Advanced Warfighter''. The most famous among them, however, was
Gears of War, released by
Epic Games in November 2006. It was a third-person shooter focused entirely on cover-based combat. While not the first to use a single button for moving in and out of cover, it used the mechanic more effectively with environments specifically designed with the cover system in mind. The cover system was considered revolutionary at the time and was credited for the massive success and sales of the game and its sequel,
Gears of War 2. Its cover system was inspired by
Kill Switch, In turn,
Gears of War inspired a new wave of video games using the third-person, single-button cover system. According to Stuart Lindsay, some games' cover systems are criticized because the cover system is created as an afterthought rather than the game being built around that feature. Other first-person shooters like the
Rainbow Six: Vegas series have traditionally changed to a third-person view when taking cover.
Uncharted 2: Among Thieves uses cover abilities by allowing the player to hang onto cover vertically and use three dimensions of cover to avoid enemy fire.
Dark Void uses a 360 degree threat radius, as the player character can fly. This is accomplished through vertical cover like scaling a mountainside or standard cover like walls.
Splinter Cell: Conviction in 2010 introduced cover to cover movement, which allows player character
Sam Fisher to quickly move between covers by looking at the next cover and pressing a button. This mechanic was well received and has since been used in most of
Ubisoft's third-person games like
Ghost Recon: Future Soldier,
Splinter Cell: Blacklist,
Watch Dogs and
The Division. 2011's
Deus Ex: Human Revolution allows the protagonist
Adam Jensen to quickly switch to another side of cover and quickly switch cover that's short distance on the left or on the right from him while in a third-person perspective. This system was used again in 2012's
Hitman: Absolution, also published by
Square Enix, and used again for
Hitman (2016). In contrast to some cover-based shooters,
Vanquish, a 2010 third-person shooter developed by
PlatinumGames, has bullets and missiles coming from all directions in a manner reminiscent of
bullet hell shooters and cover is easily
destroyed. Often a single shot is enough to remove the player's cover, forcing the player character to be on the move, while the game also penalizes the player on the scoreboard for the amount of time spent in cover. One of its innovations was the slide-boost mechanic that allows the player to slide-boost into and out of cover at high speeds (sometimes in slow motion using
bullet time). According to director
Shinji Mikami, the sliding boost mechanic was influenced by the 1970s
anime series
Casshern. The action-RPG
The Last Story includes a cover system that works with both 3rd-person shooting and melee combat systems, and the turn-based tactical
XCOM: Enemy Unknown features cover systems as well. ==Reception==