Gears of War Codexery

Cover system

Gameplay mechanic for hiding behind obstacles to avoid damage.

A cover system is a video game gameplay mechanic that allows game characters to use areas of virtual space as protective zones to hide from detection or avoid damage. It is a digital adaptation of the real-life military tactic of defilade, seen in shooter, stealth, real-time tactics, and real-time strategy games.

Quick Facts

Field
Video game gameplay mechanic
Known for
Protective zones for characters to hide from detection or damage

Facts from the source article.

Definition

A cover system requires physical interaction between the player character and a stationary or moving obstacle to avoid damage. Simply standing behind an object, as in traditional shooters, does not qualify; the player must be able to move in and out of cover, exposing themselves partially to fire. Some first-person shooters, like Soldier of Fortune, allowed leaning to survey or fire without full exposure. Portable shields, as seen in Army of Two and Gears of War 2, can supplement stationary cover but do not alone constitute a cover system. Tactical role-playing games such as X-COM let units use walls and objects to reduce hit chance or damage. User interface elements typically inform the player when cover is active.

History

The concept of taking cover in video games dates back to Taito's 1978 arcade shooter Space Invaders, where the player's laser cannon used destructible defense bunkers. An earlier example was Taito's 1975 Gun Fight, with destructible objects for cover. Data East's 1985 Shootout had enemies taking cover behind objects. Namco's Rolling Thunder (1986) is considered a precursor to the modern cover shooter, allowing hiding behind crates and doors.

Sega's Shinobi (1987) borrowed this mechanic. Rolling Thunder 2 (1990) and Rolling Thunder 3 (1993) let players enter doors to dodge fire. Konami's 1988 Devastators featured destructible sandbags and debris for cover. Blackthorne (1994) allowed pressing against walls to avoid fire.

Namco's 1995 Time Crisis introduced a dedicated cover button, a foot pedal, for taking cover behind objects. WinBack (1999) forced players to stop and shoot, using crates and corners for cover.

Reception

Cover systems have become a major part of modern third-person shooters. Nate Ahearn of Yahoo! News argued they improve the game experience by allowing players to view the character, deepening the connection, and by slowing the pace to showcase graphics. However, Ben 'Yahtzee' Croshaw of Zero Punctuation has criticized cover systems for disrupting gameplay flow, comparing them unfavorably to mobility-focused first-person shooters like Quake and Duke Nukem 3D.

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