The 2000s were a transformative decade for the first-person shooter genre, building on foundations laid by titles like Doom and Half-Life. However, not all games from this era have stood the test of time. Several titles that impressed players upon release now struggle to hold up, revealing their age through dated mechanics or design choices.

Call of Duty (2003)

While the Call of Duty series has become one of the most successful FPS franchises, its inaugural entry, released in 2003, offered healthy competition to the Medal of Honor series at the time. However, looking back, it doesn't quite match up to its successors. The franchise quickly surpassed its initial offering, with Call of Duty 2, released just two years later, being considered a significant improvement and a standout entry, particularly for its multiplayer.

BlackSite: Area 51 (2007)

Harvey Smith, known for his work on Dishonored and Prey, served as executive creative director on BlackSite: Area 51, a 2007 shooter where players battle alien hordes. The game introduced concepts like commanding AI squadmates, but its contextual button presses were inconsistent. The enemy AI is notably poor, especially when contrasted with major releases of the same year like Call of Duty 4: Modern Warfare, Halo 3, and Half-Life 2: Episode Two. A planned film adaptation from Paramount Pictures appears to have been canceled.

The player in BlackSite: Area 51 with a huge alien in front of them.

Haze (2008)

Haze was an attempt by PlayStation to compete with Xbox's Halo. Despite its striking visual design, the game failed to meet the significant pre-release hype, a surprise given developer Free Radical Design's history with the TimeSplitters series. Like other ambitious titles that struggle to live up to expectations, Haze was outshined by its contemporaries. On the PlayStation 3 alone, it faced competition from Call of Duty, Battlefield, Rainbow Six, Medal of Honor, and Crysis. While Haze might have seemed impressive in youth, it appears rather subpar with age.

The player using a flamethrower in Haze.

Fallout 3 (2008)

Fallout 3 is widely recognized as a phenomenal game with excellent quest design and an immersive world. However, its shooting mechanics are a significant weak point. Playing without the V.A.T.S. auto-targeting system makes combat feel like a chore, and the game lacks the ability to aim down sights, a feature introduced in Fallout: New Vegas two years later. Fallout 4 later refined these mechanics to the point where it leaned more into shooter territory. Bethesda has confirmed remakes of Fallout 3 and New Vegas are in development, with hopes that improved shooting mechanics will be a priority.

The player fighting a robot in Fallout 3.

007: Quantum of Solace (2008)

While the James Bond game GoldenEye 007 remains a nostalgic favorite, many other Bond titles have not aged as gracefully. 007: Quantum of Solace, developed by Treyarch, released shortly before Call of Duty: World at War, met with a much different reception. The game's overreliance on gunplay is a particular point of criticism, as Bond is typically associated more with gadgets, puzzle-solving, and melee combat.

The player in 007 Quantum of Solace wielding an assault rifle.

Operation Flashpoint: Dragon Rising (2009)

Operation Flashpoint: Dragon Rising was envisioned as a more realistic and hardcore alternative to the popular Call of Duty titles. However, its extremely slow pace and tactical focus, while novel at the time, are now better replicated and executed in modern games like ARMA 3 and Insurgency: Sandstorm. The ambitious title struggles to justify its inclusion in a modern gaming rotation.

A humvee driving through grass with soldiers shooting at it in Operation Flashpoint: Dragon Rising.

Duke Nukem Forever (2011)

Despite a staggering 14-year development cycle, Duke Nukem Forever is often cited as a disappointment. While it contained some memorable moments, these were undermined by tasteless humor, linear level design that clashed with the game's intended tone, and excessive platforming sequences. The core shooting mechanics were functional, but it ultimately served as an underwhelming conclusion to the Duke Nukem saga, especially when compared to the franchise's earlier entries.

A huge monster in Duke Nukem Forever.