{"id":1658323,"date":"2026-08-09T16:00:00","date_gmt":"2026-08-09T16:00:00","guid":{"rendered":"http:\/\/PLQMfzEkfm4RrfDM5J57mA"},"modified":"2026-08-09T16:00:00","modified_gmt":"2026-08-09T16:00:00","slug":"hit-markers-are-an-fps-crutch","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/hit-markers-are-an-fps-crutch\/","title":{"rendered":"Hit markers are an FPS crutch"},"content":{"rendered":"<article>\n<figure role=\"gallery\">\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch.jpg\" alt=\"Black Ops 7\" \/><figcaption><small role=\"credit\">Activision<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch-1.jpg\" alt=\"Doom: The Dark Ages\" \/><figcaption><small role=\"credit\">Id Software<\/small><\/figcaption><\/figure>\n<figure><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch-2.jpg\" alt=\"hunt showdown\" \/><figcaption><small role=\"credit\">Crytek<\/small><\/figcaption><\/figure>\n<\/figure>\n<p>You&#8217;ve been shot, and I have the hit marker to prove it.<\/p>\n<div class=\"fancy-box\">\n<div class=\"fancy_box-title\">FOV 90<\/div>\n<div class=\"fancy_box_body\">\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' >\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img decoding=\"async\" id=\"cTeZTtGXV6uYdPks5D77R7\" name=\"pcg_logo_fov90\" caption=\"\" alt=\"FOV 90 column\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch.png\" mos=\"\" link=\"\" align=\"\" fullscreen=\"\" width=\"\" height=\"\" attribution=\"\" endorsement=\"\" class=\"pinterest-pin-exclude\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\"\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Future)<\/span><\/figcaption><\/figure>\n<p class=\"fancy-box__body-text\">Welcome to FOV 90, an FPS column from staff writer Morgan Park. Every other week, I cover topics relevant to first-person shooter enjoyers, spanning everything from multiplayer and singleplayer to the old and the new.<\/p>\n<\/div>\n<\/div>\n<p>The humble hit marker glyph is a mainstay of the FPS user interface, dutifully reporting the fate of projectiles. Hit your target and &#8216;X&#8217; marks the spot. See nothing, and you&#8217;re hitting nothing. I like the hit marker\u2014it&#8217;s an absolute form of feedback unique to shooters, and I can think of a lot of games that wouldn&#8217;t feel right without it.<\/p>\n<p>But it&#8217;s also a crutch. The hit marker is both overused and often misused, nowadays appearing in every game with a gun as if it&#8217;s <em>always<\/em> the best form of communication. The mechanic has even penetrated the singleplayer arena, which is weird, because the studio that popularized the hit marker always meant it to be a multiplayer-only concession.<\/p>\n<p>There are earlier examples of a hit marker, but it was made famous by Call of Duty 4: Modern Warfare. The &#8216;X&#8217; glyph and gratifying &#8220;thwip&#8221; sound instantly became iconic to the series, but not the campaign. In fact, the majority of Call of Duty campaigns don&#8217;t use them. I&#8217;m not aware of Infinity Ward ever commenting on why it decided this back in the day, but to me, it&#8217;s obvious: The hit marker was superfluous to the campaign, because you knew you&#8217;d killed a guy as soon as he dropped dead. <\/p>\n<p>Looking back at that campaign today, it still looks totally readable and natural:<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube-nocookie.com\/embed\/q2Nc5boBtb8?start=1828\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>I don&#8217;t watch that and think &#8220;this could use some hit markers,&#8221; and in fact, I think they&#8217;d detract from the experience. Hit markers make a lot of sense in the context of PvP, where it&#8217;s helpful for network and competitive reasons to know exactly when your bullets are landing, but they undeniably add a layer of artifice. They&#8217;re kind of ugly and distracting, to the point that they become the only visual cue I&#8217;m paying attention to in the heat of a match. Compare that older CoD to the recent <a href=\"https:\/\/youtu.be\/e5YLN0-tqWk?t=8946\">Black Ops 7 campaign<\/a>, which features hit markers and enemy health bars, and you do give up some immersive qualities.<\/p>\n<h2 id=\"intuitive-feedback\">Intuitive feedback<\/h2>\n<p>As anyone who played an FPS before 2007 can attest, developers were using more creative solutions to the same problems way before Modern Warfare came along: impact animations, wound FX, blood spurts. Land a shot, and the target itself reacts, not your UI. It&#8217;s intuitive feedback\u2014the videogame equivalent of &#8220;show, don&#8217;t tell&#8221; filmmaking. When games really nail it (in singleplayer or multiplayer), it&#8217;s better than a hit marker.<\/p>\n<p>Which is why I&#8217;m calling out two series that definitely don&#8217;t need hit markers, but have deemed them the default nonetheless:<\/p>\n<p>Halo: Campaign Evolved, why have you cluttered up the HUD with hit markers when Bungie designed the original game around clear, diegetic feedback? I know my shot landed because an elite&#8217;s energy shield flickered, a grunt died, or a jackal shield popped! Halo Studios (formerly 343) has been injecting hit markers into the series since Halo 4, and I don&#8217;t love it.<\/p>\n<figure class=\"van-image-figure inline-layout\" data-bordeaux-image-check >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:2560px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:56.25%;\"><img loading=\"lazy\" decoding=\"async\" id=\"eJgYFyyYzzS3XNPb7RGgxN\" name=\"Screenshot 2026-08-06 11-13-06\" alt=\"Halo: Campaign Evolved\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch-3.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"2560\" height=\"1440\" attribution=\"\" endorsement=\"\" class=\"inline\"><\/p>\n<\/div>\n<\/div><figcaption itemprop=\"caption description\" class=\" inline-layout\"><span class=\"credit\" itemprop=\"copyrightHolder\">(Image credit: Microsoft)<\/span><\/figcaption><\/figure>\n<p>And Gears of War: E-Day, you can do better! In 2006, Gear of War&#8217;s solution to hit feedback was as elegant as it was gory: shoot a locust, and buckets of blood erupt from the wound. Hit; marked. But alas, The Coalition has succumbed to trends in E-Day, and hit markers are the default for both multiplayer and the campaign (if Microsoft&#8217;s <a href=\"https:\/\/youtu.be\/CXZyJjGym-w?t=462\">direct presentation from June<\/a> is any indication). They work fine in the bits of the multiplayer beta I&#8217;ve played, but in turn, they&#8217;ve toned down blood spurts and made them less useful as an alternative. Perhaps a downgrade?<\/p>\n<p>The old ways are far from extinct, but I do think the shift toward hit markers has given developers permission for their FPS to skimp on intuitive feedback.<\/p>\n<p>This week I fired up Left 4 Dead 2 to remind myself what the pinnacle of hit feedback looks like. Then I played some Back 4 Blood, Turtle Rock&#8217;s spiritual successor to L4D that, among many changes, introduced hit markers.<\/p>\n<div class=\"looped-video\"><video class=\"lazyload-in-view lazyloading\" data-src=\"https:\/\/cdn.mos.cms.futurecdn.net\/oTHtETHD9WsPYm74WxR2dC\/hit%20marker%20comparison.mp4\" autoplay loop muted playsinline src=\"https:\/\/cdn.mos.cms.futurecdn.net\/oTHtETHD9WsPYm74WxR2dC\/hit%20marker%20comparison.mp4\"><\/video><\/div>\n<p>Pretty big difference! Left 4 Dead 2&#8217;s zombie animations, wounds, and ragdolls are still unbelievable. I love the way blood splatters on walls and zombies react to individual impacts where they&#8217;re struck. It&#8217;s not only impressive 17 years later, but looks cleaner than Back 4 Blood&#8217;s in-your-face hit markers. Behind the flickering X&#8217;s are some pretty bland, unremarkable zombies. Back 4 Blood&#8217;s hordes don&#8217;t run, react, or die with the same weight or realism, which is weird, because a lot of the core Left 4 Dead leadership returned to make it.<\/p>\n<p>I&#8217;m always keen to read what you all think, but I&#8217;m especially interested to hear other perspectives on hit markers, so <strong>please do sound off in comments or my inbox<\/strong> (morgan.park@futurenet.com). Hit markers are now this omnipresent fixture of the genre, yet nobody really talks about them. They just sort of happened, then kept happening, then stuck. <\/p>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/fps\/hit-markers-are-an-fps-crutch\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Activision Id Software Crytek You&#8217;ve been shot, and I have the hit marker to prove it. FOV 90 (Image credit: Future) Welcome to FOV 90, an FPS column from staff writer Morgan Park. Every other week, I cover topics relevant to first-person shooter enjoyers, spanning everything from multiplayer and singleplayer to the old and the new. The humble hit marker glyph is a mainstay of the FPS user interface, dutifully reporting the fate of projectiles. Hit your target and &#8216;X&#8217; marks the spot. See nothing, and you&#8217;re hitting nothing. I like the hit marker\u2014it&#8217;s an absolute form of feedback unique to shooters, and I can think of a lot of games that wouldn&#8217;t feel right without it. But it&#8217;s also a crutch. The hit marker&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/hit-markers-are-an-fps-crutch\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1658324,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[91,748],"class_list":["post-1658323","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-fps","tag-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hit markers are an FPS crutch | Arcader News<\/title>\n<meta name=\"description\" content=\"ActivisionId SoftwareCrytekYou&#039;ve been shot, and I have the hit marker to prove it.FOV 90(Image credit: Future)Welcome to FOV 90, an FPS column from staff\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/arcader.org\/news\/hit-markers-are-an-fps-crutch\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hit markers are an FPS crutch | Arcader News\" \/>\n<meta property=\"og:description\" content=\"ActivisionId SoftwareCrytekYou&#039;ve been shot, and I have the hit marker to prove it.FOV 90(Image credit: Future)Welcome to FOV 90, an FPS column from staff\" \/>\n<meta property=\"og:url\" content=\"https:\/\/arcader.org\/news\/hit-markers-are-an-fps-crutch\/\" \/>\n<meta property=\"og:site_name\" content=\"Arcade News\" \/>\n<meta property=\"article:published_time\" content=\"2026-08-09T16:00:00+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/arcader.org\/wp-content\/uploads\/2026\/08\/hit-markers-are-an-fps-crutch.jpg\" \/>\n<meta name=\"author\" content=\"Arcade 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