Updated Imageses
Its almost a platitude, but the primary selling point for most FPS video game followups is the in-game graphics. It is clear that images do not "make" the game, but it is a feature that is greatly appreciated by FPS enthusiasts and is a feature that you are guaranteed 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.
New Weapons
One of the characteristics that you are ensured to get with any FPS follow up, that is not always a great thing, are new weapons. If you were buffs 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 hazard - and great or not, gamers will consistently find a way to whine about the new weapons in any index 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 narrative, and there is guaranteed to be a new storyline or continuation of the initial narrative in every first-person shooter game - even if most of the multiplayer devotees will never see it.
New In-game Characters and Customization


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By now on-line multiplayer gaming has been around for awhile. Initially online gamers could just communicate through computer keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of problems, although it was quite progressive and helpful, too.
First person shooter gaming culture certainly has changed since their initial flower. I recall the when I first started playing first person shooters online; my first online shooter (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 programs such as Ventrilo enabling PC gamers to use voice chat, which came in handy when playing games like the original "Call of Duty".
Initially folks were quite rested online - very few gamers would lash out, scream, cry, 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 work. The novelty of voice communications made many people really anxious - never had players been able to convey with complete strangers using their voice. Many players were anxious, and the idea of trying to cyber-bully someone, for whatever reason, never stumbled upon their head.
As time progressed, so did the evolution of the shot community. I started 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 people were quite relaxed, but I did begin to take notice of something - more individuals were becoming pests. There were more folks creating issues by arguing, using obscenities and racial slurs, and instigating fights. I knew it was bound to happen - bad apples would always be around, so it had to be tolerated. The anonymity of online multiplayer games was advantageous for these people, as they probably had to let out their emotions through this emotional cyber-release. Annoying to, you know, routine folks such as myself and the majority of other gamers out there. At that time, compared to today, 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 progress of the FPS online community. When I came back, I was quite astonished - folks (of all ages I might add) were incredibly primitive. "Gamers", and I use the word loosely, were crying and shouting. In the vestibule some individuals would yell into their microphone at the top of their lungs forClear motive. Someone would yell obscenities at another player without provocation. An clear "gang mentality" had enveloped the FPS gaming community, which was evident when there is a number of players, occasionally a clan, that will attempt and cyber-bully other players for no apparent motive.
Things progressively have gotten worse, notably within the Call of Duty series. I enjoy the series, so I picked up the next 1 - Call of Duty: Modern Warfare 2. The game itself was amazing, although unbalanced (but that is another story). Yet, the community got incredibly worse. I do not desire to express which every kid playing the game was ill-mannered, however a large amount of the kids would scream into the mics (keep in your mind that this game is rated "M For Mature", whereas these children were readily Socom. Some of those children are amazing, and will understand the duty of utilizing voice communication. Nevertheless, in today's day in age, this indicates that most children cannot handle it - vulgar language runs wild, particularly in matches rated for a much higher age. The worst part is the fact that parents subsequently get mad and blame video game companies; But where did these children acquire these games? One time I visited GameStop and saw a mom buying Grand Theft Auto 3 for a child that seemed no older than 13.
My love for these games simply grew, despite the download coil of the online community. One time I got right into a anteroom in Call of Duty: Black Ops to truly have a guy assault me and another player for no motive. This cyber-bully was followed by a few of his friends, so he was looking to seem "cool" I think. But nonetheless, when the advent of voice communication came into play for FPS on-line multiplayer games, these things seldom (almost never) happened. It got to the point where my friends and I would play in private chat so we didn't need to listen to such things. 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 I still play whenever I get the opportunity. Luckily many games (or even all) have added in the "Mute" attribute, which allows players to selectively mute any player they choose in just a game. While this really doesn't solve all problems, it certainly helps.
Overall, however, the communities have gotten worse. I do not understand how much worse it can get, either. In the day when I first began playing Socom, many players shunned the notion of glitching/cheating online, as it totally ruined the experience. I saw, even because game, as time progressed that players were increasingly take action. Some cheats even enabled these cheaters to knock people out of games, become invincible, and also fly in the skies to rain down horror. Today, on X-Box Live, most cheats, glitches, and exploits are patched relatively quickly, which will be valid since it is a pay-to-play system. And these were not little glitches, either.
In the end, as corny as it may seem, there is no honour in FPS online gaming. A sanctuary that was once ran by players looking to better themselves or play competitively has turned into a cyber-abyss of cheaters, glitchers, and unruly players shouting obscenities and causing unnecessary issues.


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