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It's safe to say that Team Fortress 2 has a very colourful history.
Since its inception the best part of ten years ago, this multiplayer
centric first-person shooter has gone through some serious changes.
History tells us that Valve isn't a development company to mess
around. If they aren't happy with a game they're working on then
it's not going anywhere until they are. This is quite unfortunate
for fans of the original Team Fortress games, as they have had to
wait a staggering length of time for this, the latest instalment.
So here it is, providing the vital multiplayer component of Valve's
incredible value compilation, The
Orange Box. So - was it worth the wait?
Having
seen the humorous class introduction video teasers prior to release,
I had a good idea of what I was letting myself in for. Thanks to
the Steam platform, installation was simply a case of waiting for
a reasonably sized download. Once that was out the way, I picked
one of the many available servers and was into the fray in a matter
of seconds. Over the course of the next hour, all my long established
expectations were met or surpassed, as I delved into the eccentric
and action packed world of TF2. Suddenly, nine years didn't seem
like such a long time.
At
first glance, it's quite hard not to notice the unique and
striking visuals on display. Soft edges, smooth animations and clean
yet detailed rendering really add up to something quite special
- no screenshot can do this game justice. Valve have adopted a retro-spy
theme for TF2 and they've pulled out all the stops to ensure that
everything from the music on the menu screen to the deepest corner
of each map follows suit. When playing a map for the first time
you're treated to a short and to the point video, summarising the
game mode on offer (either capture the flag or control point.) The
humour from the aforementioned class introduction videos remains
intact, as does the quasi-spy theme. Following this you are faced
with choosing your team, either RED or BLU, and your class, each
of which are as immediately recognisable and beautifully rendered
as the next.
The
game makes use of a graphics technique known as 'Phong Shading.'
Technicalities aside, this means that character models don't boast
the usual highly detailed and realistic textures, instead opting
for a more cartoon-like appearance. This could be interpreted as
a bad thing, but it is in fact where the title stands out from the
crowd. When this technique is coupled with some of the fancy lighting
technologies available with the Source engine, you are left with
clean looking characters that possess an incredible amount of depth.
This highly stylised 'cartoon' look and feel also plays off the
Sixties spy theme to perfection - a masterstroke if ever there was
one.
The
meat of the game is based on the classes themselves. All nine of
the original's classes have returned, but not in a form that veterans
of the series may remember. It's clear early on that a staggering
amount of effort has been put into making each class as useful as
the next. They can be split into three main categories: offence,
defence and support. As always, the major pull from class-based
games is that you get to play in a way that suits you and TF2 certainly
ticks all the boxes in that respect.
For
those who like to play in the centre of the action, soak up damage
and give plenty back, the Heavy Weapons Guy will go down a treat.
This mini-gun-wielding Slovak-inspired madman is as large in form
as he is in character and can be best described as the tank of the
game. He has the largest health pool of the classes, with alternate
weapon options including a shotgun - or simply his fists should
you feel the need to pummel someone into submission the old-fashioned
way! The big drawback is his movement speed, which means he can
fall prey to the ultra-fast Scout in close quarters or the Sniper
class at range.
If
a more passive but no less deadly role sounds appealing then the
Spy is one of TF2's more advanced classes. You trade upfront firepower
for the ability to turn invisible for short periods of time. On
top of that, you can also take the form of an enemy class of your
choice - team colours and all - even taking on the name of a player
on the opposite team! This class alone will likely be the source
of many great gaming moments; the scope for creativity and hilarity
here is limitless. Armed with a six-shot revolver and a butterfly
knife, in the hands of a skilled a player the Spy can be a devastating
member of the team. A backstab is a one hit kill, so it's not uncommon
for the more stationary classes like Snipers and Engineers to get
an unpleasant surprise. Spies also tend to create an atmosphere
of paranoia, requiring you to keep a close eye on your team members
and question exactly who that soldier that just stumbled into the
room with a grin on his face really is. Describing every class-specific
feature and nuance goes beyond the scope of this review, and possibly
a good sized novel, so I'll leave further exploration of these to
you; suffice to say that each is as varied and beautifully conceived
as the next, making for incredible depth and wonderful balance.
Considering
the interplay between the classes is where the game's depth is,
it is worth noting that this is an online game and one that is subject
to various updates and changes after its initial release. In its
current state, the game seems particularly well balanced in gameplay
terms, largely thanks to the considerable play testing conducted
during its lengthy development. Nothing seems too overpowering and
no single class tends to dominate matches - which is crucial in
a game of this nature. This is however only based on early impressions
and more serious competitive play could well surface some ugly truths.
I have every faith that Valve will address any major issues to keep
things rolling though, remembering that they are the force behind
the continuing success of the Counter-Strike
franchise.
After
playing each class, I actually began to worry about how I was going
to choose just a couple of them to focus my efforts on. I don't
often gravitate toward healing classes, but playing as a Medic is
so intuitive and empowering that I felt very much compelled to continue
doing so. One major factor behind this (and a significant improvement
over the original) is the new scoring system. As I bounced between
cover with my healing stream fixated on an allied Heavy Weapons
Guy, we gradually forced our way through an enemy position. When
an enemy hit the dirt due to his fire, we both got a point. This
simple but effective mechanic not only reinforces your role when
playing as a support class but also encourages team play. As was
once said about its predecessors, "there is no I in Team Fortress!"
The I does come in, however, with a neat personal stats-tracking
scoreboard that displays during the loading times. Should you break
one of your current records such as total healing, kill streak,
player assists - or possibly all three - you will get a notification
when the round (or you) come to an end. For those inclined, these
do become a whole new reason to up your game.
One
thing that is common in multiplayer centric shooters is a distinct
lack of accessibility (Quake anyone?) Yes, when faced with a group
of experienced players, you will still find yourself eating
dirt on a regular basis. TF2 does however have some pretty clever
ways of easing new players into the game. Beyond the well-documented
game modes and introductory videos, the most subtle yet effective
method of this is the Freeze-cam. If you have played other online
shooters, you'll know that there is always some guy sitting in an
unknown location, poised and ready to end your days with a single
bullet. As a new player this can start to feel frustrating and unforgiving,
and isn't much help when it comes to learning the ins and outs of
the game. When you die in TF2, your view pans to a comic book-style
freeze frame of the perpetrator the very split second the deed is
done. This serves the purpose of showing you exactly who killed
you, where from and what with - and also lends itself perfectly
to the lighthearted tone of the game.
The
voice system from Valve's other titles has carried through here
too. Pressing Z, X and C buttons brings up menus giving you the
choice of several voice commands. Each of the classes has a particular
persona and whether it's the German Medic's sniggering or the Aussie
Sniper's spluttered threats, the sharp voice acting really helps
tie things together. There's also a clever system whereby your character
will exclaim context sensitive dialogue, such as when you kill a
certain amount of enemies in a certain time frame or land an all-important
headshot.
Keeping
with the apparent 'against the grain' mantra, Valve have chosen
to go with a particularly small pool of maps at launch. Not only
that, but some of the maps are remakes (albeit extremely good remakes)
of the original's, such as the legendary 2fort. Again this seems
like a very bad idea, limiting the replayability and lifespan of
the game, but quite the opposite seems to be the case, as we are
left with six very deep, perfectly balanced maps with tried and
tested formulae. It seems that Valve picked up on the fact that
in online games, players tend to stick to just a handful of popular
maps, so focusing their efforts on just a few has its benefits.
Savvy development decisions like this reinforce the notion that
Valve don't just know how to make a great multiplayer shooter, but
also have a strong understanding of the scene that surrounds them.
The
marriage of highly stylised retro-spy presentation, fresh, high
octane action, deep and varied classes and the underlying twinkle
of humour in its metaphorical eye make Team Fortress 2 far more
than just your average fragfest. Long after the novelty of the graphics
wears thin, we are left with a refined and accessible multiplayer
game that simultaneously cultivates new players whilst retaining
enough depth to accommodate even the hardiest of veterans - as such,
this is going to be a firm favourite with shooter fans everywhere
for months if not years to come.
Reviewed by Martin Oddy for AceGamez (All Rights Reserved).
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