
Confronter is a little indie FPS developed, of all places, out of Pune, India. Using the Torque engine, it offers 3D graphics at a level of detail not often seen in indie projects, and reasonably smooth UI.
Confronter: The Tower of Time | Submitted by costik on Wed, 06/11/2008 - 00:07. |

Confronter is a little indie FPS developed, of all places, out of Pune, India. Using the Torque engine, it offers 3D graphics at a level of detail not often seen in indie projects, and reasonably smooth UI.
PortalCan't We All Be Friends? | Submitted by costik on Mon, 04/14/2008 - 00:00. |

A polished elaboration of Narbaculur Drop, which was a 2006 IGF Student Showcase winner, as well as a finalist for the Slamdance Guerrilla Game Festival in the same year, Portal is a level-based puzzle game with the tropes of a conventional first-person shooter. The game is published by Valve as part of its "Orange Box," which also includes additional Half Life 2 material.
S.T.A.L.K.E.R. Shadows Of ChernobylPostcards from the Radioactive Wasteland - "Wish you were here." | Submitted by Borut on Thu, 03/13/2008 - 15:15. |

Sure, we all complain about the periodic gluts of movie licensed games that hit the market, but how often have you seen one based on a film by a director like Andrei Tarkovsky? This isn't exactly what you would call a mainstream inspiration or a quick cash-in opportunity. The film was made in 1979, and was in turn based on a short story by Boris and Arkady Strugatsky.
Zombie MasterAll Your Brains Are Belong to Us! | Submitted by Hendar23 on Fri, 03/07/2008 - 16:46. |

Playing Zombie Master I experienced an emotion I’d never felt before in a multiplayer game: Fear. Normally found exclusively in single-player games, fear requires a build up of atmosphere and level of immersion not normally found in the online FPS world. The game in question started like any other, a bunch of guys merrily laying into a horde of zombies with assorted firearms in a shooting gallery affair common to just about any online zombie game of the last ten years. There was even laughter as zombie ragdolls flew through the air. But slowly the humans went down, surrounded and outnumbered. Imperceptibly at first, things started getting claustrophobic. Ammunition became scarce. Finally, only two of us remained. We were surrounded. Then the guttural scream from the next room signified the death of my comrade who had 'just gone to look for ammo'. Suddenly I found myself alone in the darkness. A malignant intelligence was watching my every move, plotting my demise.... I felt scared.
EmpiresI’m forming a squad, you want in? | Submitted by Hendar23 on Thu, 02/28/2008 - 19:24. |

When I was playing the original Command and Conquer, back in 1995, I remember thinking "wouldn't it be cool if all those tanks and soldiers that I'm controlling were real people, running round a 3D battlefield, playing in first person?" I wasn't the only one to think of this. Over the years a few other games have attempted to mix FPS with RTS, but they all seemed to be lacking something. None were on quite a big enough scale for me. Nobody tried to grab the idea and really run with it. But with Empires, after years of disappointment, I'm finally playing the game I dreamt of as a teenager.
Candy Mountain MassacreTo the Game Critics, Another Murder Simulator, No Doubt | Submitted by costik on Mon, 12/03/2007 - 23:10. |

Candy Mountain Massacre is interesting on two scores: Technology and imagery.
On the technology side, it's a Shockwave game, but it's true 3D, and remarkably good looking. Not Unreal-engine levels of "good looking," but maybe somewhere around the level of Quake II, which is actually pretty astonishing for a browser-playable game.
It's a first-person shooter, no bones about it; same verbs (run, jump, shoot), same powerups (health and ammo), same win conditions (blow up the bad guys real good). But what makes it different, and amusing, is the imagery.
My Worst Day WWIINorwegian Resistance Fighter in an Indie First-Person Shooter | Submitted by costik on Sun, 05/20/2007 - 19:59. |
Doing the Impossible
Today, first-person shooters take millions of dollars, years, and huge teams to develop, right? It's just impossible for a lone-wolf developer to create an FPS that's compelling.
Well, maybe not--if you concentrate on innovative gameplay instead of polygon count and particle effects. That's what Rune Trollebo has done.