Shooters that still hold up

From cover, from the hip, and from a side-scrolling jet

519 games · page 7 of 11

Games

Second Sight 2004 Why it still holds upPsychic powers include throwing enemies and taking control of their minds, but the power bar drains quickly, which still pushes you toward weapons.
Metal Slug 6 2006 Why it still holds upCarrying two weapons still gives every shootout more tactical choices.
Moon Patrol 1982 Why it still holds upWith only speed, two cannons and a jump to manage, a short session still gets you a full run today.
Wings of Fury 1987 Why it still holds upSupplies that run out still turn each mission into a trip planned between the carrier and the target today.
Xybots 1987 Why it still holds upLearning to read each maze, alone or with a second player, still keeps each level worth playing today.
Crack Down 1989 Why it still holds upYou still get a countdown, bombs to plant and a way out to reach, and together they turn each level into a route you plan and shorten.
Midnight Resistance 1989 Why it still holds upChoosing which gun to buy before every stage still gives each run a plan to make and revise.
Battlefield 3 2011 Why it still holds upA map for every kind of vehicle is still a draw for a squad.
Jak II 2003 Why it still holds upA whole city to cross, with platforming, guns and vehicles mixed in, still gives it variety today.
Atlantis 1982 Why it still holds upStart it today and three fixed guns, with a city that shrinks with every miss, turn each wave into a choice of which ship to shoot first.
Cry of Fear 2013 Why it still holds upA small inventory still turns every pickup into a choice today.
Toki 1989 Why it still holds upA spitting ape with a helmet has a charm that is still worth a look.
Descent 3 1999 Why it still holds upEach tunnel is still a question of orientation as well as combat, with movement in every direction.
Metal Slug 4 2002 Why it still holds upEven today, a bonus scoring system gives a reason to replay a level.
Air Zonk 1992 Why it still holds upTen companions that change how Zonk fights still give each stage a different choice today.
Far Cry Instincts 2005 Why it still holds upTraps let you fight by setting things up beforehand, and that planning is still part of what it offers.
Astro Boy: Omega Factor 2003 Why it still holds upMeeting characters that upgrade your stats and a second run with new stages still give you reasons to replay it.
Lords of Thunder 1993 Why it still holds upChoosing the order of the stages and which armor to wear still gives each run a plan.
Elite 1984 Why it still holds upAn open-ended universe still invites a player to set their own course.
Hellgate: London 2007 Why it still holds upA random city to hack through still makes each run a different London.
Fantasy Zone 1986 Why it still holds upIt still has a rhythm of its own, from flying both ways and spending between waves.
Syphon Filter 1999 Why it still holds upA mix of shooting and stealth, across missions that keep changing, still makes it worth a look today.
R-Type II 1989 Why it still holds upCheckpoints and a charged cannon make each section something to learn and retry, and that rhythm is still how it plays.
TimeSplitters 2000 Why it still holds upA map maker and four player matches with bots still keep it going after the story.
Blazing Lazers 1989 Why it still holds upFive ship speeds and four weapons still let you tune how the ship plays.
Battlezone 1980 Why it still holds upSteering a tank with two sticks is still a distinct way to play today.
The Punisher 2005 Why it still holds upInterrogation is not required to progress, but its advantages still make each fight more than shooting.
Xenon 1988 Why it still holds upChoosing between plane and tank to fit each enemy still makes every level a plan today.

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