Fear of death: What a wakeful feeling!
The genre of shooting games typically includes fast-paced, accuracy, and perception of the counterpart as an abstract target, not a human being. Fear of death in games, on the other hand, is a rarer treat.
Dusty of shooting games
When the first-person shooting genre was formed in the 90s, there was quite a bit of rhyme. In particular, doom and Quake blown up the bank with their insane way and online gaming. Despite its gloomy themes, the demonic horror environment was forgotten when there was something even more scary instead of space demons: LAN’s Kingi, neighbor’s make.
At the same time, a new term was born: a nipple. The word is very descriptive, as usually the best and only strategy was to find the field at once, or at the latest two deadly singles that were chased by other players. Hippa is also a good term because it felt like a play. As the death came, the activity continued almost immediately as the character woke up to the map.
The key to gaming was the speed and fun. I could just imagine what the going would have been like if energy drinks had been legal and generally known in the 90s. In any case, the death of the counterparty was only in the Frägi statistics, while my own death is a momentary bump in the rhythm of killing. Death was of no real meaning.
Protective terrorists are not afraid of a cross.
Fear in Persians
At the turn of the millennium, the change in the tradition of fast-paced shooting games at the turn of the millennium was offered the whole genre’s revolutionary counter-stripe. Sinks were no longer available, but instead ordinary firearms became deadly. The enemy does not need to be emptied of a whole magazine, as even a single bullet may be enough to kill.
It was critical that dead players were in the ice rink for the rest of the round. In the early stages, the dead park may have had to wait several minutes for the next round. In addition, the dead must buy new weapons, which will affect the internal economy of the game. The importance of staying alive and the instinct of self-defense had arrived in the shooting games.
I vividly remember how in my first cs experiences I was uncertain about shelter and squat behind the boxes. I outlined my mortality really vividly-if I ever have to fight in my real life, I will just squat the protection just as long as possible.
Later, you get used to death in games, where risks-calculated or stupid-are increasingly taken. When playing at a professional level, death only means losing the chirp. A similar development is also in the right wars. Known soldiers who are known to be baptized are clearly more efficient than their green comrades, as experience with courage and risk assessment develop tremendously.
Life and death in royal systems like Apex Legends matter.
The top bearing on the issue
The era of death was restarted with the release of playerunknown’s Battlegrounds. In Battle Royal, the royal systems, death is constantly present. In the original pubg, the going was particularly merciless, as the matches could last half an hour and the death came from one of the enemy series in the butt. Even less flying controls on the walls.
Personally, I passed the pubg- phase, but suitably casual apex legends then played for it. A familiar feeling about twenty years ago came to life: I don’t want to die! I progressed really carefully and closed every door to the back of the game so I wouldn’t reveal my location. This was confusing, yes this worked: my first ranked round with equally cautious random team ended in victory! This motivated me to continue to the silver league until other games attracted their siren invitation.
Since then, the habit has taken the blade from this excitement as well. What can Aligenre be the next experience that will be stabbing my pounds? Nothing more than a game-filled game of death and a canvas on the table!
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