Updated Graphics
Its nearly a cliche, but the chief selling point for most FPS video game followups is the in-game images. It is clear that graphics don't "make" the game, but it is a feature that is greatly appreciated by FPS buffs and is a feature that you're guaranteed to find in every first-person shooter sequel.
New Maps
New maps can be hit or miss depending on how they are made and the maps of any FPS sequel can make or break a game.
New Weapons
One of the features that you are ensured to get with any FPS follow-up, that is not always a great thing, are new weapons. If you were fans 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 threat - and good or not, gamers will consistently find a way to whine about the new weapons in any FPS sequel.
New Narrative
While most FPS gamers flock to new first-person shooter games for the multiplayer, there are still some that are in it for the story, and there is guaranteed to be a new story or sequel of the initial storyline in every first-person shooter game - even if most of the multiplayer enthusiasts will never detect it.
New In-game Characters and Customization
With a new gaming storyline comes new characters and you can bet that just about every new FPS followup will feature new in-game characters or add new customization features for old-time favorites.

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By now on-line multiplayer gaming has been around for awhile. Initially online gamers could only communicate through keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of issues, although it was quite advanced and helpful, too.
First person shooter gaming culture surely has changed since their initial flower. It was the first game that came with a headset for the Playstation 2. The PC had both beat, with applications such as Ventrilo allowing PC gamers to use voice chat, which came in handy when playing games like the original "Call of Duty".
Initially folks were really rested online - quite few gamers would lash out, shout, yell, howl, or instigate fights through the voice communication. And, if someone did instigate a fight, normally others would help break it apart and relax tensions; normally this would work. The novelty of voice communications made many people really apprehensive - never had players been able to convey with entire strangers using their voice. Many players were anxious, and the idea of attempting to cyber-bully someone, for whatever reason, never stumbled upon their thoughts.
As time progressed, so did the development of the shot 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 really discover here relaxed, but I did begin to take notice of something - more folks were becoming pests. There were more individuals creating issues by arguing, using obscenities and racial slurs, and instigating fights. I understood it was bound to happen - bad apples would always be around, so it had to be born. The anonymity of online multiplayer games was advantageous for these people, as they likely had to let out their emotions through this mental cyber-vent. Annoying to, you know, routine folks such as myself and the bulk 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 launch 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 - individuals (of all ages I might add) were incredibly rude. "Gamers", and I use the word freely, were yelling and shouting. In the vestibule some folks would cry into their mic at the top of their lungs forapparent reason. Someone would shout obscenities at another player without provocation. An apparent "gang mentality" had enveloped the FPS gaming community, which was obvious when there is a group of players, sometimes a clan, that would attempt and cyber-bully other players for no obvious motive.
Things increasingly have gotten worse, especially within the Call of Duty set. The game itself was superb, although unbalanced (but that is an alternative story). However, the community got unbelievably worse. I don't desire to convey that every child playing the game was ill mannered, but a large quantity of the children would scream into the microphones (keep in your mind that this game is rated "M For Mature", whereas these kids were readily Socom. Many of these children are great, and can understand the duty of utilizing voice communication. try what he says Nonetheless, in today's day in age, this indicates that most youngsters cannot handle it - vulgar language runs wild, especially in games rated to get a much higher age. The worst part is the fact that parents then get mad 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 child that looked no older than 13.
My love for these games only grew, despite the download spiral of the online community. While some games had great communities still, most FPS games did not - they were quickly deteriorating into oblivion. One time I got into a anteroom in Call of Duty: Black Ops to have a guy attack me and another player for no reason. This cyber-bully was followed by a couple of his friends, so he was looking to seem "cool" I guess. But still, when the introduction of voice communication came into play for FPS online multiplayer games, these matters infrequently (practically never) occurred. It is hard to center on game play when you are in possession of a confirmed 12-year-old singing Justin Bieber lyrics in the top of his lungs.
I still buy them, and I still play whenever I get the opportunity. Luckily many games (or even all) have added in the "Mute" attribute, which enables players to selectively muffle any player they pick in just a game. While this will not solve all issues, it certainly helps.
Overall, however, the communities have gotten worse. In the day when I first started playing Socom, many players shunned the thought of glitching/cheating online, as it completely ruined the encounter. I saw, even in that match, as time progressed that players were increasingly do it. Some cheats even allowed these cheaters to knock people from games, become invincible, and also fly in the skies to rain down terror. Now, on X-Box Live, most cheats, glitches, and exploits are patched relatively fast, which is logical since it is a pay-to-play system. Nevertheless, in Call of Duty: Modern Warfare 2, there was a time when each and every game I went into players were glitching. And these were not small glitches, either.
In the end, as corny as it may sound, there is no honour in FPS on-line gaming.


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