First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game attributes - and following are the five video game attributes you'll find in every first-person shooter sequel.
Updated Imageses
Its almost a platitude, but the main selling point for most FPS video Learn Even more game followups is the in-game graphics. It is clear that graphics don't "make" the game, but it is a feature that is significantly valued by FPS enthusiasts and is a feature that you are ensured 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
1 of the attributes that you are guaranteed 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 risk - and good or not, gamers will always find a way to whine about the new weapons in any FPS sequel.
New Narrative

New In-game Characters and Customization


Check out my site for more Tech and Gaming news.
By now on-line 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 problems, although it was quite innovative and helpful, too.
First person shooter gaming culture surely has transformed since their initial blossom. 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 conquer, with programs such as Ventrilo letting PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially individuals were quite relaxed online - quite few gamers would lash out, shout, cry, 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; typically this would work. The novelty of voice communications made many people very apprehensive - never had players been able to communicate 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 mind.
As time advanced, 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 on-line multiplayer Halo game. As said before, most folks were quite relaxed, but I did begin to take notice of something - more people were becoming pests. There were more folks creating issues by arguing, using obscenities and racial slurs, and instigating fights. I knew it you can look here was bound to happen - bad apples would constantly be around, so it had to be taken. The anonymity of on-line multiplayer games was beneficial for these people, as they probably had to let out their emotions through this emotional cyber-vent. Annoying to, you know, regular folks 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. While I played from time to time, I did not buy an X-Box 360 until the launch of Call of Duty: World at War, so I lost a lot of the progression of the FPS online community. When I came back, I was fairly astonished - folks (of all ages I might add) were incredibly primitive. "Gamers", and I use the word loosely, were shouting and screaming. In the lobby some people would shout into their mic at the top of their lungs forEvident reason. Someone would yell obscenities at another player without provocation. An clear "gang mentality" had enveloped the FPS gaming community, which was clear when there is a number of players, occasionally a clan, that will strive and cyber-bully other players for no clear reason.
Things increasingly have gotten worse, notably within the Call of Duty series. I really like the show, so I picked up the next 1 - Call of Duty: Modern Warfare 2. The game itself was fantastic, although unbalanced (but that is another story). Nevertheless, the community got incredibly worse. I don't need to say which every kid playing the game was ill mannered, however a large amount of the children would shout to the microphones (keep in mind that this game is rated "M For Mature", whereas these children were easily Socom. Some of these children are amazing, and can grasp the obligation of utilizing voice communication. Yet, in today's day in age, this indicates that most children cannot handle it - vulgar language runs uncontrolled, particularly in games rated for a higher age. The worst part is that parents afterward get mad and blame 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 looked no older than 13.
My love for these games simply grew, despite the download spiral of the online community. While some games had great communities still, most FPS games did not - they were rapidly deteriorating into oblivion. I went further and purchased Halo Reach and Call of Duty: Black Ops. One time I got into a anteroom in Call of Duty: Black Ops to truly have a guy attack me and another player for no reason. This cyber-bully was followed by a few of his friends, so he was attempting to seem "cool" I suppose. But nonetheless, when the advent of voice communication came into play for FPS on-line multiplayer games, these things seldom (practically never) happened. Now it appears there is either a cyber-bully, loud mouth, or a screaming child in any and every reception. It got to the point where my friends and I'd play in private chat so we did not need to listen to such things. It's hard to concentrate on game play when you are in possession of a confirmed 12-year-old singing Justin Bieber lyrics in the top of his lungs.
I still purchase them, and I still play whenever I get the chance. Fortunately many games (if not all) have added in the "Mute" attribute, which enables players to selectively mute any player they select inside a game. While this really will not solve all difficulties, it surely helps.
Overall, though, the communities have gotten worse. I do not know how much worse it can get, either. In the day when I first started playing Socom, many players shunned the notion 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 out of games, become invincible, as well as fly in the heavens to rain down horror. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively quickly, which will be legitimate since it is a pay-to-play system. However, in Call of Duty: Modern Warfare 2, there was a time when each game I went into players were glitching. And these were not little glitches, either.
In the end, as corny as it may sound, there is no honour in FPS on-line 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 disorderly players shouting obscenities and causing unnecessary problems.


Thanks for reading through the present article. To find out more about the object, please head over to our website. I'm sure that you are going to find out tons of more informative additional info.
There are no comments on this page.
Valid XHTML :: Valid CSS: :: Powered by WikkaWiki