First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game features - and following are the five video game qualities you'll find in every first-person shooter sequel.
Upgraded Graphics
Its nearly a just click the following web site cliche, but the chief selling point for most FPS video game followups is the in-game graphics. It is clear that graphics do not "make" the game, but it is a feature that is significantly valued by FPS buffs and is a feature that you're guaranteed to see in every first-person shooter sequel.
New Maps

New Weapons
1 of the attributes that you are guaranteed to get with any FPS follow-up, that is not always a good thing, are new weapons. If you were supporters 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 threat - and great or not, gamers will always find a way to whine 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 storyline, 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 devotees will never detect it.
New In-game Characters and Customization

For more, read 5 New First-person Shooter Gaming Tendencies that Are Making FPSs More Addicting Than Ever, The Most Frustrating Real World Distractions for FPS Players, and Five Reasons Playing Split Screen in On-Line 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 problems, although it was very innovative and helpful, too.
First person shooter gaming culture definitely has changed since their first blossom. At the same time X-Box Live was becoming increasingly popular, also, so many online gamers were becoming accustomed to communicating and dealing with others through the means of voice communication. The PC had both defeat, with programs such as Ventrilo letting PC gamers to use voice chat, which came in handy when playing games like the original "Call of Duty".
Initially folks were really rested online - very few gamers would lash out, scream, yell, 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; ordinarily this would work. The novelty of voice communications made many people very anxious - never had players been able to communicate 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 advanced, so did the development of the shot community. I began 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 stated before, most people were very relaxed, but I did begin to take notice of something - more folks were becoming pests. There were more people creating problems by arguing, using obscenities and racial slurs, and instigating fights. I understood it was bound to occur - bad apples would always be around, so it had to be tolerated. The anonymity of on-line multiplayer games was beneficial for these folks, as they likely had to let out their emotions through this psychological cyber-vent. 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 profound first person shooter gaming. When I came back, I was rather astonished - folks (of all ages I might add) were very crude. "Gamers", and I use the word broadly, were yelling and screaming. In the lobby some people would cry into their mic at the top of their lungs forObvious motive. Someone would shout obscenities at another player without provocation. An clear "gang mentality" had enveloped the FPS gaming community, which was evident when there is a group of players, occasionally a clan, that would try and cyber-bully other players for no clear reason.
Things increasingly have gotten worse, especially within the Call of Duty set. The game itself was amazing, although unbalanced (but that is an alternative story). Nevertheless, the community got very worse. I don't need to say which every child playing the game was ill-mannered, however a large amount of the kids would cry to the microphones (keep in mind this game is rated "M For Mature", whereas these children were easily Socom. Some of those kids are wonderful, and will understand the obligation of using voice communication. Nevertheless, in today's day in age, it seems that most kids cannot handle it - vulgar language runs wild, particularly in matches rated for a much higher age. The worst part is the fact that parents subsequently get angry and attribute video game companies; But where did these youngsters 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 just 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, terrible approaches, yelling, screaming, and anxiety. One time I got into a lobby 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 few of his buddies, so he was looking to appear "cool" I imagine. But nonetheless, when the arrival of voice communication came into play for FPS on-line multiplayer games, these matters rarely (almost never) happened. It got to the point where my buddies as well as I might play in private chat so we did not need to listen to such things. It's hard to concentrate on game play once you possess a confirmed 12-year-old singing Justin Bieber lyrics in the top of his lungs.
Despite the deterioration of the online community in a bulk of popular shooter games, I still love these games. I still buy 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 muffle any player they select inside a game. While this will not solve all problems, it certainly helps.
Overall, though, the communities have gotten worse. In the time when I first started playing Socom, many players shunned the concept of glitching/cheating online, as it totally ruined the experience. I saw, even in that game, as time advanced that players were increasingly take action. Some cheats even allowed these cheaters to knock people out of games, become invincible, as well as fly in the sky to rain down dread. Today, on X-Box Live, most cheats, glitches, and exploits are patched comparatively quickly, which can be logical since it is a pay-to-play system. Yet, in Call of Duty: Modern Warfare 2, there was a time when every single match I went into players were glitching. And these were not small glitches, see this website either.
In the end, as corny as it may seem, there is no honour in FPS online gaming. A sanctuary which was once ran by players looking to better themselves or play competitively has turned into a cyber-abyss of cheaters, glitchers, and wild players screaming obscenities and causing unnecessary problems.


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