Anyone remember when videogames had a dedicated button for leaning left and right? SWAT 4? Rainbow Six 3? S.T.A.L.K.E.R:Call Of Pripyat?
Also, what happened to all the Tactical Shooters(Not as in "Corner Strike" or "BattleDuty 7:Modern DLC cashgrab 3", actual Tactical Shooters like SWAT 4/Rainbow Six 3/Operation Flashpoint/ARMA/Red Orchestra 2)?
Some features Tactical Shooters tend to have in common, as quoted from Tv Tropes:
Realistic Magazines: Whenever you reload your weapon without emptying it first, you either end up with a half-empty magazine lurking in your inventory, or have to throw away the bullets you didn't fire. It is sometimes even impossible to pick up any extra ammo during the mission, even if enemies carry the same kind of ammo, although this usually irritates players regardless. If it's possible to refill half-empty magazines from other magazines, expect it to take more than a few seconds.
Deadly Bullets: Bullets cause about as much damage as you'd expect them to cause in real life. If a single bullet does not kill the target immediately, it will still maim it badly. To survive you must avoid getting shot at all costs, meaning that you need to fire first and always keep the advantage.
Subsystem Damage: Being shot in the leg, for instance, should mean you can only move at a snail's pace, and/or be barred from performing certain actions. Being shot in the arm or shoulder should at least incur penalties to shooting accuracy, if not entirely prevent any manual actions!
Squad Controls: One of the most defining aspects of this genre. You rarely if ever work alone. Instead you are accompanied by several teammates, who require at least some degree of ordering about to do any good. Simply having them around does not fulfill this trope - you need to HAVE to issue them orders and count on their ability to perform those orders well enough. The game must be extremely difficult to complete without mastering this skill.
Mission Planning: The possibility to examine a blueprint of the battlefield before embarking on the mission. May also include the possibility to give some standing orders, or even a meticulously detailed battleplan to your troops beforehand. Expect all plans to fall apart once combat starts - this is, in fact, realism incarnate.