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Shooting Games · 21

Rail shooters deliberately remove navigation so the player's attention can stay on aiming, timing and target priority. The player-facing version of the idea is simple: The reload key is unusual because pressing it at the wrong time can create more danger than doing nothing at all. Players can ignore a warning siren, but a reload animation in the wrong place gets everyone's attention.

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The House of the Dead reached arcades in 1996 and helped cement zombies as perfect light-gun targets: obvious silhouettes, dramatic entrances and absolutely no respect for personal space. A different kind of surprise: Descent, released in 1995, let players move and rotate freely in all directions through 3D mines. That six-degrees-of-freedom design could make finding the 'floor' almost as challenging as finding the enemies.