Upgraded Graphics
Its nearly a platitude, but the main selling point for most FPS video game followups is the in-game graphics. It is clear that images don't "make" the game, but it is a feature that is significantly appreciated by FPS buffs and is a feature that you're guaranteed to see 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 features that you are ensured to get with any FPS follow-up, that is not always a great thing, are new weapons.
New Storyline
While most FPS gamers flock to new first-person shooter games for the multiplayer, there are still some that are in it for the storyline, and there is guaranteed to be a new story or sequel of the original narrative in every first-person shooter game - even if most of the multiplayer buffs will never notice it.
New In-game Characters and Customization
With a new gaming narrative 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. In part, new characters and customization go hand in hand with new images, but in the large scheme of things, new characters do not matter because in an FPS game, you are the main character.

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By now online multiplayer gaming has been around for awhile. Initially online gamers could only convey 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 innovative and helpful, too.
First person shooter gaming culture certainly has changed since their initial blossom. I remember the when I first started playing first person shooters online; my first on-line shot (players could, if they wanted 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 online gamers were becoming accustomed to communicating and dealing with others through the means of voice communication. The PC had both overcome, 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 individuals were quite rested online - very few gamers would lash out, scream, yell, howl, or instigate fights through the voice communication. And, if someone did instigate a fight, typically others would help break it apart and relax tensions; normally this would work. The novelty of voice communications made many people very concerned - never had players been able to convey with complete strangers using their voice. Many players were anxious, and the thought of attempting to cyber-bully someone, for whatever reason, never stumbled upon their head.
As time advanced, so did the development of the shot community. I started playing the new games that came out in the music genre, most notably the ever-so-popular "Halo 2" - the first online multiplayer Halo game. As said before, most people were quite relaxed, but I did start to take notice of something - more people were becoming pests. There were more people creating difficulties 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 taken. The anonymity of on-line multiplayer games was advantageous for these people, as they likely had to let out their emotions through this mental cyber-release. Annoying to, you know, regular people 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. When I came back, I was quite astonished - individuals (of all ages I might add) were amazingly crude. "Gamers", and I use the word broadly, were crying and crying. In the reception some individuals would yell into their mic at the top of their lungs forapparent motive. Someone would shout obscenities at another player without provocation. An noticeable "gang mentality" had enveloped the FPS gaming community, which was apparent when there was a number of players, sometimes a clan, that would try and cyber-bully other players for no apparent motive.
Things increasingly have gotten worse, notably within the Call of Duty set. The game itself was excellent, although unbalanced (but that is an alternative story). However, the community got incredibly worse. I don't want to convey that every kid playing the game was ill-mannered, but a large quantity of the kids would cry into the mics (keep in mind this game is rated "M For Mature", whereas these children were readily Socom. Some of these children are amazing, and may grasp 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 games rated for a much higher age. The worst part is the fact that parents afterward get mad and blame video game companies; But where did these children acquire these games? One time I went to GameStop and saw a mummy buying Grand Theft Auto 3 for a child that looked no older than 13.
My love for these games simply grew, despite the download coil of the online community. I went farther and bought Halo Reach and Call of Duty: Black Ops. One time I got into a reception in Call of Duty: Black Ops to truly have a guy attack me and another player for no motive. This cyber-bully was followed by a couple of his buddies, so he was looking to appear "cool" I guess. But nevertheless, when the arrival of voice communication came into play for FPS online multiplayer games, these matters seldom (almost never) occurred. It is hard to concentrate on game play if you possess a confirmed 12-year-old singing Justin Bieber lyrics at the top of his lungs.
Despite the deterioration of the online community in a majority of popular shooter games, I still love these games. I still purchase them, and that I still play whenever I get the opportunity. Fortunately many games (if not all) have added in the "Mute" attribute, which enables players to selectively muffle any player they pick in just a game. While this really doesn't solve all difficulties, it surely helps.
Overall, though, the communities have gotten worse. I do not know just how much worse it can get, either. Back in the time when I first started playing Socom, many players shunned the thought of glitching/cheating online, as it totally ruined the experience. I saw, even in that match, as time advanced that players were increasingly take action. Some cheats even enabled these cheaters to knock people out of games, become invincible, and even fly in the sky to rain down panic. Today, on X-Box Live, most cheats, glitches, and exploits are more.. patched relatively fast, which will be legitimate since it is 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 online gaming. A sanctuary which was once ran by players looking to better themselves or play competitively has turned into a cyber-abyss of cheaters, glitchers, and disorderly players yelling obscenities and causing unnecessary difficulties.


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