Last Online: 5/22/07
FPS+Z
This is a group for developers and gamers of a newly-defined genre of game: FPS+Z. Essentially, the FPS+Z genre entails first person shooter games that puts an emphasis on all three axi of movement, otherwise known as X Y and Z.
Further Idenification
The name of the First Person Shooter + Z genre was originally thought of during a RenWerX Studios Marketing Team Meeting. At the time of this meeting, we were giving our game a facelift, changing it's name from Volitant Assault to what we now know as Ascension. During the period in which we were reinventing our game, a difficulty arose in explaining just what, exactly, the game was. We realized this had been a problem for many previous games in the past, and that it was because of this reason that many of these games were underrated and overlooked by many gamers.
For our, and everyone else's convience, it was then and there we decided to 'create' this genre. It is of course to note that before this genre was defined, many games had already been created that would have fit the genre well.
The genre's name is a bit misleading; the "core" of a FPS+Z game is that you move in the vertical direction (axis Y) by using a jetpack or some other aerial device. In the Cartesian coordinate system, up is "Z". Many FPS+Z games are actually 2d side-scrollers that effectively do not include movement in all three directions.
Why was the genre dubbed FPS+Z, you might ask? It sounded catchy, and since it is the third component of movement, it was a logical choice since it logically leads to the thought:
Many FPS+Z games include the movement concepts "Jetting" and "Skiing". It's very simple, really; jetting propels you upwards at the expense of an ever-regenerating supply of "Energy". Skiing eliminates friction from your feet without the expense of energy loss.
Traditionally, this allows you to "ski" down a slope, and halfway up another slope. You then procede to "jet" up and over this slope. You then look down, and pick out another slope to ski into. You want to enter a slope at the right angle, otherwise you will recieve damage; sometimes, small bursts of energy are required to make these minor "course adjustments". If successful, you enter the slope without any damage taken, and you repeat this process over again. While you are skiing down a hill, your energy you used during jetting will regenerate. With practice, skiing and jetting become second nature, and very high altitudes and very fast speeds are attainable.
Remember this:
Use the terrain, do not fight it.
This concept is relatively easy in theory, but newcomers to a FPS+Z game usually find this the hardest challenge to overcome. This is why many FPS+Z games have a high learning curve, which is a turnoff for many casual players.
FPS+Z games can be confused with space fighters, but there are subtle differences. Mostly, if you can make quick adjustments to your direction, and you are dealing with solid ground and walls, you can bet you are playing a FPS+Z game. There are times when these lines are skewed, however.
For our, and everyone else's convience, it was then and there we decided to 'create' this genre. It is of course to note that before this genre was defined, many games had already been created that would have fit the genre well.
The genre's name is a bit misleading; the "core" of a FPS+Z game is that you move in the vertical direction (axis Y) by using a jetpack or some other aerial device. In the Cartesian coordinate system, up is "Z". Many FPS+Z games are actually 2d side-scrollers that effectively do not include movement in all three directions.
Why was the genre dubbed FPS+Z, you might ask? It sounded catchy, and since it is the third component of movement, it was a logical choice since it logically leads to the thought:
"Oh, you can move in all three directions."
Many FPS+Z games include the movement concepts "Jetting" and "Skiing". It's very simple, really; jetting propels you upwards at the expense of an ever-regenerating supply of "Energy". Skiing eliminates friction from your feet without the expense of energy loss.
Traditionally, this allows you to "ski" down a slope, and halfway up another slope. You then procede to "jet" up and over this slope. You then look down, and pick out another slope to ski into. You want to enter a slope at the right angle, otherwise you will recieve damage; sometimes, small bursts of energy are required to make these minor "course adjustments". If successful, you enter the slope without any damage taken, and you repeat this process over again. While you are skiing down a hill, your energy you used during jetting will regenerate. With practice, skiing and jetting become second nature, and very high altitudes and very fast speeds are attainable. Remember this:
Use the terrain, do not fight it.
This concept is relatively easy in theory, but newcomers to a FPS+Z game usually find this the hardest challenge to overcome. This is why many FPS+Z games have a high learning curve, which is a turnoff for many casual players.
FPS+Z games can be confused with space fighters, but there are subtle differences. Mostly, if you can make quick adjustments to your direction, and you are dealing with solid ground and walls, you can bet you are playing a FPS+Z game. There are times when these lines are skewed, however.
FPS+Z Games
So, what are some examples of FPS+Z?
Ascension
Of course, our up and coming game! Made by RenWerX Studios on the Torque Game Engine Advanced.
Descent
Another "Type-B" game series made by Parallax Software. I almost forgot about this one, believe it or not. This game was one of the first to incorperate full 3d rendering, unless other games of the time such as Doom that were sprite-based. In these games you played as a hovering ship that could easily move and look in all directions. The games took place inside the mines of planets, and on planet surfaces. What is very notable is the music scores and sick weapondry. Descent III was one of the first games in which you could move seamlessly from inside to outside. Alas, Descent III did not stay true to the Descent series, and therefore didn't carry as big a fanbase.
Endless Ages
Effectively the first MMORPG/FPS mix, and most definitally an FPS+Z. Very old game, very fun.
Jetz Fusion and Jetz Rampage
Two series of games made by Shawn "Shawn64" Noel using the application "Game Maker", which was made my Mark Overmars. These games were highly-polished 2D side-scrollers with a GTA-like element to it (including a wanted level) and Linkin Park music. We mourn the loss of Shawn, who ended his life early 2006. Not only was he a superb game maker, but a unique individual. I realize the Jetz games were not actually first person, but it's worth mentioning.
Legends
A game very much in it's own. Fun in it's own way. The creators have their own reasons for doing everything in the game, though you can tell a lot of inspiration came from earlier games.
Legions
The rumored "starter.fps" of the "Torque Game Engine Advanced", formerly known as the "Torque Shader Engine". Again, very tribes-like, and more than likely, a few members of the late Dynamix have worked on this game. Lookin good fellas!
Soldat
A 2D side-scrolling game, highly addictive once you get over it's learning curve. I realize it's not actually first person, but it's worth mentioning.
Starsiege: Tribes
Otherwise known as Starsiege:Tribes, the game that started it all; skiing, jetting, epic battles with many players online. It was effectively one of the first online-oriented games. Vehicles and teamplay, oh my!
Tribes 2
Tribes reaches new heights, with new vehicles and added complexity. Personally my favorite of the Tribes series. This game comes in two flavors, base and classic. Classic is my favorite. There's not much I can say about this game that you probably do not already know. Dynamix seperated some time after Tribes 2's release.
Tribes: Vengeance
A controversal title to say the least. More than likely the end of the Tribes series. Irrational Games developed this using the Unreal Engine, under the publisher Vivendi Universal. It was a dud to say the least. "T:V" was rushed out the door and not supported, more than likely due to Vivendi Universal's decisions.
Ascension
Of course, our up and coming game! Made by RenWerX Studios on the Torque Game Engine Advanced.
Descent
Another "Type-B" game series made by Parallax Software. I almost forgot about this one, believe it or not. This game was one of the first to incorperate full 3d rendering, unless other games of the time such as Doom that were sprite-based. In these games you played as a hovering ship that could easily move and look in all directions. The games took place inside the mines of planets, and on planet surfaces. What is very notable is the music scores and sick weapondry. Descent III was one of the first games in which you could move seamlessly from inside to outside. Alas, Descent III did not stay true to the Descent series, and therefore didn't carry as big a fanbase.
Endless Ages
Effectively the first MMORPG/FPS mix, and most definitally an FPS+Z. Very old game, very fun.
Jetz Fusion and Jetz Rampage
Two series of games made by Shawn "Shawn64" Noel using the application "Game Maker", which was made my Mark Overmars. These games were highly-polished 2D side-scrollers with a GTA-like element to it (including a wanted level) and Linkin Park music. We mourn the loss of Shawn, who ended his life early 2006. Not only was he a superb game maker, but a unique individual. I realize the Jetz games were not actually first person, but it's worth mentioning.
Legends
A game very much in it's own. Fun in it's own way. The creators have their own reasons for doing everything in the game, though you can tell a lot of inspiration came from earlier games.
Legions
The rumored "starter.fps" of the "Torque Game Engine Advanced", formerly known as the "Torque Shader Engine". Again, very tribes-like, and more than likely, a few members of the late Dynamix have worked on this game. Lookin good fellas!
Soldat
A 2D side-scrolling game, highly addictive once you get over it's learning curve. I realize it's not actually first person, but it's worth mentioning.
Starsiege: Tribes
Otherwise known as Starsiege:Tribes, the game that started it all; skiing, jetting, epic battles with many players online. It was effectively one of the first online-oriented games. Vehicles and teamplay, oh my!
Tribes 2
Tribes reaches new heights, with new vehicles and added complexity. Personally my favorite of the Tribes series. This game comes in two flavors, base and classic. Classic is my favorite. There's not much I can say about this game that you probably do not already know. Dynamix seperated some time after Tribes 2's release.
Tribes: Vengeance
A controversal title to say the least. More than likely the end of the Tribes series. Irrational Games developed this using the Unreal Engine, under the publisher Vivendi Universal. It was a dud to say the least. "T:V" was rushed out the door and not supported, more than likely due to Vivendi Universal's decisions.
Tribes Legacy Video
Tribes Legacy Video
Music to note is:
Overseer - Supermoves (Animatrix Remix)
Daft Punk - Digital Love
The motto of this video still holds true today:
"Tribes will never die!"
There is no way Tribes will die, it was the creator of FPS+Z, and it's flame will light the torches of many many more games and experiences to come. I know, corny, right?
This video was made during Tribes 1's glory days. While Legacy was a very long video, this is the last of three chapters, this one being "Synergy" or "Teamplay". The true nature of an FPS+Z really shows its colors here; teamwork and adrenaline-pumped action.
Music to note is:
Overseer - Supermoves (Animatrix Remix)
Daft Punk - Digital Love
The motto of this video still holds true today:
"Tribes will never die!"
There is no way Tribes will die, it was the creator of FPS+Z, and it's flame will light the torches of many many more games and experiences to come. I know, corny, right?






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