Updated Graphics
Its practically a platitude, but the chief 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 characteristic that is significantly valued by FPS enthusiasts and is a characteristic that you are guaranteed to see 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
1 of the features that you are ensured to get with any FPS follow-up, that is not always a good thing, are new weapons.
New Narrative

New In-game Characters and Customization
In part, new characters and customization go hand in hand with new graphics, but in the big 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 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 surely has changed since their initial blossom. I remember the when I first started playing first person shooters online; my first on-line shooter (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. 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 first "Call of Duty".
Initially people were very rested online - quite few gamers would lash out, cry, 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; typically this would work. The novelty of voice communications made many people quite apprehensive - 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 motive, never stumbled upon their head.
As time progressed, so did the development 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 folks were very relaxed, but I did begin to take notice of something - more folks were becoming pests. There were more folks creating problems 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 tolerated. 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, routine folks such as myself and the bulk 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 progress of the FPS online community. When I came back, I was rather astonished - folks (of all ages I might add) were unbelievably rude. "Gamers", and I use the word freely, were yelling and shouting. In the vestibule some folks would cry into their microphone at the top of their lungs forEvident rationale. Someone would scream obscenities at another player without provocation. An evident "gang mentality" had enveloped the FPS gaming community, which was apparent when there is a number of players, sometimes a clan, that will try and cyber-bully other players for no obvious reason.
Things progressively have gotten worse, especially within the Call of Duty series. The game itself was excellent, although unbalanced (but that is another story). Yet, the community got very worse. I do not wish to express that every child playing the game was ill mannered, but a large amount of the children would cry to the microphones (keep just click the next post in mind this game is rated "M For Mature", whereas these children were easily Socom. Some of those kids are amazing, and will comprehend the obligation of utilizing voice communication. However, in today's day in age, this indicates that most children cannot handle it - vulgar language runs uncontrolled, notably 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 mummy purchasing Grand Theft Auto 3 for a kid that appeared 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 however, most FPS games did not - they were quickly deteriorating into oblivion. I went further and purchased Halo Reach and Call of Duty: Black Ops. One time I got into a reception in Call of Duty: Black Ops to have a guy assault me and another player for no motive. This cyber-bully was followed by a couple of his friends, so he was looking to appear "cool" I figure. But nevertheless, when the advent of voice communication came pop over to this site into play for FPS on-line multiplayer games, these matters seldom (almost never) happened. Now it appears there is either a cyber-bully, loud mouth, or a screaming child in any and every reception. It's hard to concentrate on game play if you possess a confirmed 12-year old singing Justin Bieber lyrics in 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 muffle any player they pick inside a game. While this really does not solve all problems, it surely helps.
Overall, however, the communities have gotten worse. I don't understand just how much worse it can get, either. Back in the time when I first started playing Socom, many players shunned the notion of glitching/cheating online, as it completely ruined the encounter. I saw, even because 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 sky to rain down dread. Today, on X-Box Live, most cheats, glitches, and exploits are patched comparatively fast, which is reasonable 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 honour in FPS online gaming. A harbor that was once ran by players looking to better themselves or play competitively has become a cyber-abyss of cheaters, glitchers, and unruly players crying obscenities and causing unnecessary problems.


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