First-person Read Alot more shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game attributes - and following are the five video game features you'll find in every first-person shooter sequel.
Upgraded Graphics
Its practically a platitude, but the main selling point for most FPS video game followups is the in-game images. It is clear that graphics do not "make" the game, but it is a feature that is significantly valued by FPS fans and is a characteristic that you are ensured 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. 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 supporters 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 ensured 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 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 attributes for old-time favorites.
For more, read 5 New First-person Shooter Gaming Trends 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 online multiplayer gaming has been around for awhile. Initially on-line gamers could only communicate through computer keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of difficulties, although it was quite innovative and helpful, also.
First person shooter gaming culture certainly has changed since their initial blossom. I recall the days when I first began 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. The PC had both conquer, 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 individuals were very relaxed online - very few gamers would lash out, cry, cry, howl, or instigate fights through the voice communication. And, if someone did instigate a fight, generally others would help break it apart and relax tensions; normally this would work. The novelty of voice communications made many people quite concerned - never had players been able to convey with entire strangers using their voice. Many players were concerned, and the idea of trying to cyber-bully someone, for whatever reason, never stumbled upon their mind.
As time advanced, 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 on-line multiplayer Halo game. As stated before, most people were really 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 understood 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 individuals, as they likely had to let out their emotions through this psychological cyber-vent. Annoying to, you know, regular 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 release of Call of Duty: World at War, so I missed a lot of the advancement of the FPS online community. When I came back, I was fairly astonished - folks (of all ages I might add) were amazingly primitive. "Gamers", and I use the word loosely, were crying and shouting. In the lobby some people would shout into their microphone at the top of their lungs forClear motive. Someone would shout obscenities at another player without provocation. An obvious "gang mentality" had enveloped the FPS gaming community, which was clear when there was a group of players, sometimes a clan, that would try and cyber-bully other players for no clear motive.
Things progressively have gotten worse, notably within the Call of Duty set. The game itself was great, although unbalanced (but that is another story). Nevertheless, the community got very worse. I do not desire to mention which every kid playing the game was ill-mannered, but a large quantity of the children would cry into the mics (keep in your mind that this game is rated "M For Mature", whereas these children were try this website easily Socom. Many of these children are great, and can grasp the responsibility of using voice communication. Yet, in today's day in age, this indicates that most youngsters cannot handle it - vulgar language runs wild, especially in games rated for a much higher age. The worst part is the fact that parents then get angry and attribute video game companies; But where did these children get these games? One time I visited GameStop and saw a mother buying Grand Theft Auto 3 for a kid that seemed 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 rapidly deteriorating into oblivion. One time I got 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 attempting to appear "cool" I reckon. But nonetheless, when the advent of voice communication came into play for FPS online multiplayer games, these matters seldom (practically never) occurred. Now it seems there is either a cyber-bully, loud mouth, or a screaming child in any and every lobby. It got to the point where my friends as well as I'd play in private chat so we did not have to listen to such things. It is hard to concentrate on game play if you have 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 adore these games. I still purchase them, and I still play whenever I get the chance. Luckily many games (if not all) have added in the "Mute" attribute, allowing players to selectively mute any player they pick within a game. While this will not solve all difficulties, it certainly helps.
Overall, though, the communities have gotten worse. Back in the day when I first began playing Socom, many players shunned the notion of glitching/cheating online, as it completely ruined the encounter. I saw, even because game, as time advanced that players were increasingly take action. Some cheats even let these cheaters to knock people from games, become invincible, as well as fly in the sky to rain down dread. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively rapidly, which is plausible 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 online gaming. A harbor that was once ran by players looking to better themselves or play competitively has turned into a cyber-abyss of cheaters, glitchers, and boisterous players yelling obscenities and causing unnecessary difficulties.


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