First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game attributes - and following are the five video game qualities you'll see in every first-person shooter sequel.
Upgraded Graphics
Its practically a platitude, but the primary 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 greatly appreciated by FPS fanatics and is a feature that you're ensured to find in every first-person shooter sequel.
New Maps
Sure, a few map remakes here and there will not damage, 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 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 attributes that you are guaranteed to get with any FPS follow-up, that is not always a good thing, are new weapons.
New Storyline

New In-game Characters and Customization
With a new gaming story comes new characters and you can bet that just about every new FPS followup will feature new in-game characters or add new customization attributes 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 chief character.

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By now online multiplayer gaming has been around for awhile. Initially on-line gamers could simply 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 very advanced and helpful, also.
First person shooter gaming culture surely has transformed since their initial blossom. The PC had both conquer, with programs such as Ventrilo allowing PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially people were really rested online - very 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; ordinarily this would operate. 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 apprehensive, and the idea of attempting to cyber-bully someone, for whatever reason, never stumbled upon their thoughts.
As time progressed, so did the evolution of the shooter 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 individuals were quite relaxed, but I did begin 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 constantly be around, so it had to be tolerated. The anonymity of online multiplayer games was beneficial for these individuals, as they probably had to let out their emotions through this emotional 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 deep first person shooter gaming. When I came back, I was pretty astonished - people (of all ages I might add) were unbelievably crude. "Gamers", and I use the word loosely, were yelling and crying. In the foyer some individuals would cry into their mic at the top of their lungs forapparent rationale. Someone would scream 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, on occasion a clan, that would strive and cyber-bully other players for no evident reason.
Things progressively have gotten worse, notably within the Call of Duty set. I adore the show, so I made my day picked up the next 1 - Call of Duty: Modern Warfare 2. The game itself was fantastic, although unbalanced (but that is another story). Yet, the community got very worse. I do not need to state which every child playing the game was ill-mannered, however a large amount of the children would shout to the mics (keep in mind that this game is rated "M For Mature", whereas these children were easily Socom. Some of these kids are amazing, and will understand the responsibility of utilizing voice communication. Yet, in today's day in age, it seems that most youngsters cannot handle it - vulgar language runs rampant, particularly in games rated to get a much higher age. The worst part is that parents subsequently get angry and attribute video game companies; But where did these children get these games? One time I went to GameStop and saw a mother purchasing Grand Theft Auto 3 for a kid that looked no older than 13.
My love for these games simply grew, despite the download coil of the online community. While some games had great communities however, most FPS games did not - they were quickly deteriorating into oblivion. These are the games in which I have seen the pinnacle of the decline of the FPS community - an abyss of vulgar language, horrendous perspectives, yelling, shouting, and anxiety. One time I got right into a foyer in Call of Duty: Black Ops to have a man attack 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 think. But nevertheless, when the advent of voice communication came into play for FPS online multiplayer games, these things seldom (practically never) occurred. Now it appears there is either a cyber-bully, loud mouth, or a screaming kid in any and every lobby. It is hard to concentrate on game play when you are in possession of a confirmed 12-year old singing Justin Bieber lyrics at the top of his lungs.
I still purchase them, and that I still play whenever I get the opportunity. Luckily many games (or even all) have added in the "Mute" feature, allowing players to selectively mute any player they pick inside a game. While this does not solve all issues, it surely helps.
Overall, however, the communities have gotten worse. In the time when I first began playing Socom, many players shunned the idea of glitching/cheating online, as it entirely ruined the experience. I saw, even because game, as time advanced that players were increasingly take action. Some cheats even enabled these cheaters to knock people from games, become invincible, and even fly in the sky to rain down dread. Now, on X-Box Live, most cheats, glitches, and exploits are patched relatively rapidly, which can be legitimate since it is a pay-to-play system. And these were not little glitches, either.
In the end, as corny as it may sound, there is no honor in FPS on-line gaming. A haven 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 shouting obscenities and causing unnecessary issues.


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