First-Person Shooters That Make You Seasick
Ranked by how fast you need to stare at a fixed point on the wall.
- Entries
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10. GoldenEye 007
Rare / Nintendo · 1997
Eight million copies, four players, each staring at a quarter of a TV at a frame rate EGM called choppy and sluggish. Your sense of balance never stood a chance. Neither did whoever picked Oddjob.
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09. Quake
id Software · 1996
Players discovered that bunny hopping and strafe-jumping made you faster and rocket jumping made you airborne, so the entire community spent a decade moving like a pinball. The design document did not ask for that. The design document lost.
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08. Ghostrunner
One More Level / 505 Games · 2020
A cyberpunk sprint of dashing, wall-running, grappling and sliding where you and every enemy die in one hit. Every death is a reset, and you will reset hundreds of times. It is mostly a sword game, but the floor spins just as hard.
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07. BioShock Infinite
Irrational Games / 2K · 2013
A floating steampunk city crossed by Sky-Line rails you ride at speed with a hook, hopping between tracks and firing one-handed. It sold over 11 million copies. A rollercoaster where you also have to aim is not a feature anyone asked for at Six Flags.
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06. Titanfall 2
Respawn Entertainment / EA · 2016
Chained wall-runs, slides and double jumps, plus Effect and Cause, a level where you flip between past and present mid-jump. Reviewers loved it; EA released it between Battlefield 1 and a Call of Duty. Wall-running is easier than surviving that release window.
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05. Doom Eternal
id Software / Bethesda · 2020
Double jumps, air dashes in any direction, monkey bars, and a shotgun with a grappling hook that flings you at demons. The game requires you to never stop moving. Your lunch makes a different request.
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04. Dying Light
Techland · 2015
Parkour across a zombie city with the parkour pioneer David Belle consulting. Some playtesters got motion sickness, so Techland reworked animations and the HUD. It went on to sell 20 million copies. The zombies, notably, do not get sick.
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03. Prey
Human Head Studios / 3D Realms · 2006
Walk up walls, across ceilings and through portals while gravity flips by the room. Development started in 1995 and took over a decade, which is about how long it takes your inner ear to forgive it. A million copies sold in two months anyway.
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02. Mirror's Edge
DICE / EA · 2008
First-person parkour across white rooftops, with hundreds of animations so you feel every vault and roll. DICE added a small dot in the center of the screen specifically to ease simulation sickness. The dot is the most important character in the game.
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01. Descent
Parallax Software / Interplay · 1995
A shooter with six degrees of freedom: you fly a ship through twisting mine tunnels where up, down and sideways are all suggestions. It won awards for innovation, and reviewers kept noting it could disorient players and bring on motion sickness. Innovation has a cost.
Honorable mentions
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Half-Life: Alyx
Valve · 2020
A shooter in VR, where motion sickness is a real hazard, built around teleport movement and level design that slows you down on purpose so your stomach can keep up. Metacritic 93. Somebody at Valve finally did the reading.
Dishonorable mentions
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Amnesia: The Dark Descent
Frictional Games · 2010
Not a shooter at all, which is the problem: you cannot fight anything, and when your sanity drops the screen warps and distorts on purpose. Hide in a closet while the room wobbles. It makes you sick deliberately and calls it horror. It is.
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