Jenny, I don't even know what FPS-style means.
FPS = First Person Shooter.
"FPS-style" refers to the type of movement commonly seen in first person shooters -- a game with first person point-of view that features realtime 3D movement, where the game is continuously redrawing the screen for every incremental movement -- so not only can you look in all directions, but you can inch forward one centimeter at a time as opposed to advancing by nodes (essentially teleporting several feet away with a single mouse click).
Examples of FPS-style adventure games (realtime 3D movement):
Tex Murphy: UAKM, Pandora Directive, Overseer, Tesla
Vanishing of Ethan Carter
There are others -- Frogwares is one of very few companies that implemented a 3rd person mode in their realtime 3D games (Sherlock Holmes games since The Awakened) for the sake of those who get motion sickness using 1st person FPS-style.
Usually these FPS-style games are keyboard-controlled or gamepad-controlled, but there are some that can use mouse. Myst V provided options for both keyboard and mouse-control, as well as a pseudo-point-and-click mode. But the pseudo-point-and-click control was arguably worse for motion sickness than the keyboard control because of the transitions between locations -- you couldn't control the speed or direction of the transiton -- how fast the world would zoom and twist around when you moved from one node to the next.
It's annoying how many FPS-style adventure games put your apparent point-of-view about 12 inches off the ground, which exascerbates motion sickness. There may be some real FPS (First Person Shooters) that allow you to adjust your apparent height off the ground, but I don't know of any adventure games that offer that level of control. The closest to it was the interface in Uru, where you had a choice of 1st person or a 3rd person that was more often "follow cam," (where you saw your avatar onscreen, usually from the back) than what 3rd person usually looks like in adventure games -- the "follow cam" view was much higher off the ground than the 1st person view -- maybe 20 feet high -- and did not cause the same motion sickness problems as the 1st person view. I certainly hope upcoming games like Obduction and Xing will allow you to adjust your apparent height off the ground, or at least have a setting at 20 feet high or more.
I'm more prone to motion sickness problems than I used to be. I didn't have much problem with Pandora Directive the first time I played it (except in the pyramid part, where the walls were close). However I was not able to replay it recently because it gave me motion sickness right from the start.