First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game features - and following are the five video game features you'll see in every first-person shooter sequel.
Updated Imageses
Its nearly a cliche, but the primary 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 appreciated by FPS enthusiasts and is a feature that you are 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. 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 fans of the FPS gaming genre.
New Weapons
1 of the features that you are ensured to get with any FPS follow-up, that is not always a great thing, are new weapons. If you were lovers of previous games, it is likely that you got used to how the first game's weapons were balanced and depending on the new weapons added to an FPS sequel, you may very well be taking a hazard - and good or not, gamers will consistently find a way to complain about the new weapons in any FPS sequel.
New Story
While most FPS gamers flock to new first-person shooter games for the multiplayer, there are still some that are in it for the story, and there is ensured to be a new story or continuation of the original storyline in every first-person shooter game - even if most of the multiplayer fans will never see it.
New In-game Characters and Customization
In part, new characters and customization go hand in hand with new graphics, but in the large scheme of things, new click the following internet page characters do not matter because in an FPS game, you are the chief character.

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By now on-line multiplayer gaming has been around for awhile. Initially on-line gamers could only convey through keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of difficulties, although it was quite advanced and helpful, also.
First person shooter gaming culture surely has changed since their first blossom. The PC had both defeat, 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 folks were quite rested online - quite few gamers would lash out, shout, 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; usually this would operate. The novelty of voice communications made many people very anxious - never had players been able to convey with entire strangers using their voice. Many players were concerned, and the idea of attempting to cyber-bully someone, for whatever reason, never stumbled upon their thoughts.
As time progressed, so did the development of the shot community. I started playing the new games that came out in the genre, most notably the ever-so-popular "Halo 2" - the first on-line multiplayer Halo game. As said before, most individuals were very relaxed, but I did begin to take notice of something - more people were becoming pests. There were more folks creating problems 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 endured. 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, routine 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 profound first person shooter gaming. When I came back, I was fairly astonished - people (of all ages I might add) were incredibly rude. "Gamers", and I use the word freely, were crying and shouting. In the reception some folks would yell into their microphone at the top of their lungs forEvident motive. Someone would shout obscenities at another player without provocation. An apparent "gang mentality" had enveloped the FPS gaming community, which was apparent when there was a number of players, occasionally a clan, that will strive and cyber-bully other players for no obvious motive.
Things progressively have gotten worse, especially within the Call of Duty series. The game itself was excellent, although unbalanced (but that is an alternative story). Yet, the community got incredibly worse. I don't want to mention which every kid playing the game was ill mannered, but a large quantity of the children would cry to the mics (keep in mind this game is rated "M For Mature", whereas these kids were readily Socom. Some of those children are wonderful, and may grasp the duty of using voice communication. However, in today's day in age, it seems that most youngsters cannot handle it - vulgar language runs rampant, especially in games rated for a higher age. The worst part is that parents subsequently get mad and attribute video game companies; But where did these children acquire these games? One time I visited GameStop and saw a mummy buying Grand Theft Auto 3 for a child that appeared no older than 13.
My love for these games only grew, despite the download coil of the online community. While some games had great communities still, most FPS games did not - they were rapidly deteriorating into oblivion. These will be the games in which I have seen the pinnacle of the decline of the FPS community - an abyss of vulgar language, awful approaches, shouting, crying, and strain. One time I got into a foyer in Call of Duty: Black Ops to really have a man 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 still, when the arrival of voice communication came into play for FPS online multiplayer games, these matters seldom (practically never) occurred. It got to the point where my friends as well as I might play in private chat so we didn't need to listen to such things. It is hard to center on game play if you possess a confirmed 12-year old singing Justin Bieber lyrics at the top of his lungs.
I still purchase them, and I still play whenever I get the chance. Fortunately many games (or even all) have added in the "Mute" feature, which allows players to selectively mute any player they choose within a game. While this really does not solve all issues, it surely helps.
Overall, however, the communities have gotten worse. I don't understand just how much worse it can get, either. In the day when I first began playing Socom, many players shunned the thought of glitching/cheating online, as it entirely ruined the encounter. I saw, even in that game, as time progressed that players were increasingly do it. Some cheats even let these cheaters to knock people from games, become invincible, and also fly in the skies to rain down horror. Today, on X-Box Live, most cheats, glitches, and exploits are patched comparatively rapidly, which will be valid since it is a pay-to-play system. And these were not small glitches, either.
In the end, as corny as it may seem, there is no honor in FPS online gaming.


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