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Darci Carlton

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Aug 2, 2024, 8:18:41 PM8/2/24
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Online shooters don't evolve. They land on your hard drive, and if there's a bug, or a new map, or a new gun, the developers or publishers might stick out an update. But they are as is, and they'll eventually tire me out.

This was how I expected it to be when Team Fortress 2 launched in October 2007. And back then, at first glance, it was just a brilliant shooter. A few maps, nine classes, lots of fun, and I'd be done with it in six months. Even as I was enjoying playing the Spy, the invisible weakling capable of terrorising teams only when their backs were turned, I was wondering what game was next.

This is why I still play Team Fortress 2. Valve's unhappiness with their finished game means I'm never more than a couple of months away from a new reason to play, an extra gun to gain, a different map to explore. The classes have evolved: The Spy is still a weakling, but a new watch allows me to stay invisible as long as I need to. A new knife steals the disguise of the player I just stabbed. A Fez makes me ultra dapper. Every class has a similar story: the Demoman can be a grenade spamming death machine, or a head-lopping front-line warrior. The Sniper's bow encourages him to wander the map, string drawn back, ready to one-hit-kill jerks.

The announcements of these updates are events in themselves. Everything Valve does has to be entertaining, including creating week-long reveals of what they've been working on. They've hid the Spy's update in the Sniper update, having him slowly uncloak on the webpage; they set the Demoman and Soldier to war with each other, battling for the highest kill count.

Valve have changed the game so much, introducing crafting and a microeconomy, that it's no longer just an online shooter: it's a place where they experiment with the community, taking the game to places that you could never have imagined when it launched. Every change brings new life, new challenges to overcome if they've updated a class you don't play. It's now full of gnarly little encounters: Snipers were given a shield that protects them from a Spy's backstab, so I got proficient with the Spy's powerful Ambassador for headshots. Demomen now have a speed boost that they can use to charge into battle with their giant sword, but a Pyro's airblast can frustrate the raging Scotsman by knocking him back the way he came from.

Which has resulted in my favourite game of the past three years, and nothing being able to topple it this year. I play mostly on the PC Gamer TF2 server. It's a pub, but with plenty of regulars. When we started, 2Fort was where we spent most of our time. Now it's the various payload maps that make up the most popular battlegrounds, Heavies can heal themselves; Scouts are hitting people with fish; people are trading weapons and hats. I've pushed that bomb cart countless miles, ridden on top of it pulling dramatic poses; I've dived in behind it as it was about to tip into a hole full of explosive barrels, stabbing everyone. I've flailed, missed my stabs, ran away from angry Pyros into a sentry gun's range, raging as the kill cam zooms in to show a dancing Engi behind his little nest.

Whenever I visit an internet cafe in China, be it Shanghai, Beijing or wherever, it always surprises me how many of the games available are MMO's or bad rip-offs of western games. Normally I would scroll past the Chinese fare and move onto something a little more domestic like Call of Duty or Ages of Empires, but Final Combat caught and its colorful banner caught my eye and my attention.

At first glance, Final Combat looks exactly like a cheap Team Fortress 2 rip with two female classes. The characters look like uninspiring copies of Valve's own creations, and the game play looks like every other FPS to date.

Like many Chinese online games, FC is a free-to-play client based game. Most internet cafes have the game preinstalled on their servers, to date I've only ever been to three that didn't have the game.

The only problem I had was registering for an account. Unfortunately, for an American expatriate like myself, I couldn't register for the game because I didn't have a legal Chinese name or ID number. To get around this barrier, I swiped my colleague's ID and signed up an account under his identity.

With my assumed identity ready, I was ready to play some FC. Logging on and going through the menus were as easy as pie, anyone who's played online games before should be able to navigate it sans Chinese reading abilities and all. Finding a match took less than a minute.

The gameplay is broken down into the generic FPS game types such as team death match, free-for-all, and capture the flag. There are also some added game types which seem to be directly taken from TF2, such the boss battles.

For a free-to-play online game, I can say that FC plays very smoothly. It's graphically pleasing, and the gameplay is somewhat rewarding. Depending on the game type, when you shoot another player, you earn money points that can be used to upgrade and purchase new starting weapons and classes.

FC has a total of 16 playable classes, however since I just started out I was only allowed to choose from four basic classes. The classes I was allowed to go with were the Office Lady sniper, "Heavy gunning Mexican Fisherman", French Commando, and Fire Fighter. Like in TF2, each class has a set of special weapons and different perks. Throughout my time with the game, I played as the most time as the OL sniper and the French Commando.

One aspect of the game that I did not get a chance to explore was the in game micro-transactions. Unfortunately I don't have a Chinese credit card, but from what the internet cafe employee tells me, there are loads of perks that you can purchase in game. Some of the perks listed on the FC homepage are items such as extra ammo and health packs, which to me are deal breakers. I am personally very against the pay to win model and FC like so many other Chinese made online game is "pay to win".

Apart from looking and playing pretty much exactly like a TF 2 rip, I am amazed at how smooth and clear FC is. The controls are the same easy-to-use ones found in pretty much every popular FPS. Despite the fact that the game has "pay to win" elements, all in all, the draw for me was pretty much the fact that it was something slightly different from the regular games found in Chinese net cafes.

Hello, I have a question about team fortress 2 on the ps3. I have had it for some time now and I have never been able to enter a game. I can search for a server, it will find a few, I click join and it tries to join the game and after a minuet or two it says, "Unable to join the game please try again". No matter how many times I try I can't join a game, is there anything I can do?

Either way, I would recommend that you reach out directly to Sony, to let them know that you are experiencing issues trying to connect to the game servers on your Ps3. They should be able to assist you.

For the past month or so I have been getting the message "Error communicating with EA Online. Please try again later." Every time I try to find a game on team fortress 2. Were the ps3 servers taken down or something? Used to work fine.

Thanks to failing eyesight (thanks, Suicide Girls) and this newfangled obsession with making everything look gritty, online FPS games are harder for me than ever. Half the time I can't pick people out from the environment until it's too late. Even in Counter-Strike, which is clearer than most, I often get popped in the head by a distant Colt and then have to cycle the chase-cameras to work out who killed me and from where.

So it's important to start this review by jumping up and down waving excitedly about Team Fortress 2's brilliant graphics: not only is everything extremely clear and intuitive, with character classes that you can easily distinguish at distance, but when you get killed the game crash-zooms to and freeze-frames your killer, so you can immediately identify who, why, how and where. Other FPS developers: copy this immediately.

Making a complicated team-based online FPS like Team Fortress into an accessible experience was obviously one of Valve's objectives. Each map comes with a short video that tells you about the game-type and goals; all the level architecture is distinct when you move between sections, with big sign-posts telling you which capture-point or area you're heading to; and all the weapons and abilities are really intuitive, like the Medic's healing gun, which fires health into your target and illustrates this by pumping little red crosses along the stream.

Thankfully that doesn't mean TF has been dumbed down. There are nine classes, and, while several are easy to pick up, getting the most out of each will take hours of experimentation and intuition. The Spy, for example, perfectly captures the sense of the name. Armed with a flick-knife and the ability to disguise himself as the enemy, the Spy can infiltrate enemy bases and even make himself invisible. But he's fragile, and you can uncloak him by shooting or brushing against him. And while his flick-knife kills with one hit, it only does so from behind, and using it gives up his position.

Along with the Medic, Heavy Weapons Guy, Scout, Pyro, Sniper, Demo Man, Engineer and rocket-jumping Soldier, that makes nine classes, which you can pick from before each respawn. Your team's objective, depending on the map, may be to run the enemy off control-points or defend them, to capture and hold them in a tug of war, or simply to race into the enemy base and nick a briefcase of intelligence (so, CTF).

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