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Its nearly a cliche, but the primary selling point for most FPS video game followups is the in-game graphics. It is clear that graphics don't "make" the game, but it is a characteristic that is greatly valued by FPS buffs and is a characteristic that you're ensured to find in every first-person shooter sequel.
New Maps
An FPS sequel would pretty much be the same game as its prequel if it were not for new maps. Sure, a few map remakes here and there will not hurt, but a first-person shooter with the same battle fields as its predecessor would not be that appealing to hardcore fans of the FPS gaming genre.
New Weapons
1 of the attributes that you are guaranteed to get with any FPS follow up, that is not always a good thing, are new weapons. If you were lovers of previous games, it is likely that you got used to how the original game's weapons were balanced and depending on the new weapons added to an FPS sequel, you may very well be taking a danger - and great or not, gamers will consistently find a way to whine about the new weapons in any FPS sequel.
New Story
While most FPS gamers flock to new first-person shooter games for the multiplayer, there are still click the next web site some that are in it for the storyline, and there is guaranteed to be a new storyline or continuation of the original storyline in every first-person shooter game - even if most of the multiplayer devotees will never notice it.
New In-game Characters and Customization

For more, read 5 New First-person Shooter Gaming Tendencies that Are Making FPSs More Addicting Than Ever, The Most Frustrating Real World Distractions for FPS Players, and Five Reasons Playing Split Screen in Online FPS Multiplayer Sucks Big Time
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By now on-line multiplayer gaming has been around for awhile. Initially online gamers could simply convey through keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of difficulties, although it was very innovative and helpful, too.
First person shooter gaming culture surely has transformed since their initial flower. I remember the days when I first started playing first person shooters online; my first online shot (players could, if they desired to, swivel between first and third person) was "Socom" for the Playstation 2. It was the first game that came with a headset for the Playstation 2. At the same time X-Box Live was becoming increasingly popular, also, so many on-line gamers were becoming accustomed to communicating and dealing with others through the means of voice communication. The PC had both defeat, with applications such as Ventrilo enabling PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially folks were very relaxed online - quite few gamers would lash out, shout, yell, howl, or instigate fights through the voice communication. And, if someone did instigate a fight, ordinarily others would help break it apart and relax tensions; usually this would function. The novelty of voice communications made many people quite apprehensive - never had players been able to communicate with complete strangers using their voice. Many players were concerned, and the idea of trying to cyber-bully someone, for whatever motive, never stumbled upon their thoughts.
As time progressed, so did the development of the shooter community. I began playing the new games that came out in the genre, most notably the ever-so-popular "Halo 2" - the first on-line multiplayer Halo game. As stated before, most folks were quite relaxed, but I did begin to take notice of something - more individuals were becoming pests. There were more people creating difficulties by arguing, using obscenities and racial slurs, and instigating fights. I understood it was bound to occur - bad apples would constantly be around, so it had to be tolerated. The anonymity of online multiplayer games was advantageous for these individuals, as they probably had to let out their emotions through this mental cyber-release. Annoying to, you know, routine people such as myself and the majority of other gamers out there. At that time, compared to now, it was tolerable.
I took some time off from profound first person shooter gaming. While I played from time to time, I did not purchase an X-Box 360 until the release of Call of Duty: World at War, so I missed a lot of the progression of the FPS online community. When I came back, I was fairly astonished - folks (of all ages I might add) were unbelievably primitive. "Gamers", and I use the word broadly, were crying and crying. In the foyer some individuals would cry into their microphone at the top of their lungs forEvident rationale. Someone would shout obscenities at another player without provocation. An apparent "gang mentality" had enveloped the FPS gaming community, which was apparent when there was a number of players, on occasion a clan, that will attempt and cyber-bully other players for no obvious motive.
Things increasingly have gotten worse, particularly within the Call of Duty series. I really like the show, so I picked up the next one - Call of Duty: Modern Warfare 2. The game itself was fantastic, although unbalanced (but that is another story). Nonetheless, the community got very worse. I do not desire to express which each child playing the game was ill-mannered, but a large quantity of the kids would shout into the microphones (keep in your mind that this game is rated "M For Mature", whereas these children were readily Socom. Some of those children are great, and may understand the duty of using voice communication. Nevertheless, in today's day in age, this indicates that most children cannot handle it - vulgar language runs rampant, notably in matches rated for a much higher age. The worst part is that parents afterward get angry and blame video game companies; But where did these children get these games? One time I went to GameStop and saw a mom purchasing Grand Theft Auto 3 for a kid that appeared no older than 13.
My love for these games simply grew, despite the download spiral of the online community. While some games had great communities still, most FPS games did not - they were rapidly deteriorating into oblivion. These will be the games in which I've seen the pinnacle of the decline of the FPS community - an abyss of vulgar language, horrible dispositions, yelling, shouting, and anxiety. One time I got right into a reception in Call of Duty: Black Ops to have a man assault me and another player for no reason. This cyber-bully was followed by a few of his friends, so he was wanting to look "cool" I guess. But still, when the arrival of voice communication came into play for FPS online multiplayer games, these things infrequently (almost never) happened. It's hard to concentrate on game play when you have a confirmed 12-year old singing Justin Bieber lyrics in the top of his lungs.
I still buy them, and that I still play whenever I get the chance. Luckily many games (if not all) have added in the "Mute" attribute, which allows players to selectively mute any player they pick within a game. While this doesn't solve all difficulties, it certainly helps.
Overall, however, the communities have gotten worse. I don't understand just how much worse it can get, either. Back in the time when I first started playing Socom, many players shunned the concept of glitching/cheating online, as it completely ruined the encounter. I saw, even in that match, as time advanced that players were increasingly do it. Some cheats even allowed these cheaters to knock people from games, become invincible, as well as fly in the sky to rain down horror. Today, on X-Box Live, most cheats, glitches, and exploits are patched relatively fast, which is valid since it's a pay-to-play system. And these were not small glitches, either.
In the end, as corny as it may sound, there is no honor in FPS on-line gaming.


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