Updated Graphics
Its nearly a platitude, but the chief selling point for most FPS video game followups is the in-game images. It is clear that images do not "make" the game, but it is a feature that is greatly valued by FPS enthusiasts and is a feature that you're 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 damage, 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 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 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 hazard - and good or not, gamers will consistently find a means to whine about click the following internet page the new weapons in any FPS sequel.
New Storyline

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 characters do not matter because in an FPS game, you are the main character.

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By now on-line multiplayer gaming has been around for awhile. Initially on-line gamers could only communicate through 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, also.
First person shooter gaming culture surely has transformed since their first flower. I recall the when I first began playing first person shooters online; my first online shooter (players could, if they desired to, swivel between first and third person) was "Socom" for the Playstation 2. At the same time X-Box Live was becoming increasingly popular, too, so many online gamers were becoming accustomed to communicating and dealing with others through the means of voice communication. The PC had both beat, 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 people were quite 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, typically others would help break it apart and relax tensions; normally this would function. The novelty of voice communications made many people quite anxious - never had players been able to convey with complete strangers using their voice. Many players were concerned, 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 began 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 people were really relaxed, but I did start to take notice of something - more folks were becoming pests. There were more folks creating issues by arguing, using obscenities and racial slurs, and instigating fights. I understood it was bound to occur - bad apples would constantly be around, so it had to be born. The anonymity of online multiplayer games was beneficial for these people, as they probably had to let out their emotions through this psychological cyber-vent. Annoying to, you know, regular people 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. When I came back, I was rather astonished - people (of all ages I might add) were amazingly crude. "Gamers", and I use the word freely, were shouting and shouting. In the anteroom some folks would cry into their microphone at the top of their lungs forapparent reason. Someone would scream obscenities at another player without provocation. An obvious "gang mentality" had enveloped the FPS gaming community, which was obvious when there was a number of players, on occasion a clan, that would attempt and cyber-bully other players for no evident motive.
Things increasingly have gotten worse, notably within the Call of Duty series. I really like the series, so I picked up the next one - Call of Duty: Modern Warfare 2. The game itself was fantastic, although unbalanced (but that is another story). Nevertheless, the community got amazingly worse. I do not wish to say which every kid playing the game was ill-mannered, however a large amount of the children would scream into the microphones (keep in your mind that this game is rated "M For Mature", whereas these children were easily Socom. Some of these kids are amazing, and may get the obligation of utilizing voice communication. Nevertheless, in today's day in age, this indicates that most children cannot handle it - vulgar language runs rampant, especially in matches rated for a much higher age. The worst part is that parents then get angry and attribute video game companies; But where did these kids acquire these games? One time I went to GameStop and saw a mother purchasing Grand Theft Auto 3 for a child that seemed 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 fast 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 attitudes, yelling, shouting, and tension. One time I got right into a anteroom in Call of Duty: Black Ops to have a man attack me and another player for no reason. This cyber-bully was followed by a couple of his buddies, so he was trying to seem "cool" I figure. But nevertheless, when the introduction of voice communication came into play for FPS online multiplayer games, these things rarely (almost never) occurred. It got to the point where my buddies and I would play in private chat so we did not have to listen to such things. It's hard to center on game play just click the next website page once 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 bulk of popular shooter games, I still love these games. I still buy them, and I still play whenever I get the opportunity. Fortunately many games (or even all) have added in the "Mute" attribute, which enables players to selectively muffle any player they choose in just a game. While this really will not solve all problems, it certainly helps.
Overall, however, the communities have gotten worse. Back in the day when I first began playing Socom, many players shunned the idea of glitching/cheating online, as it totally ruined the encounter. I saw, even because match, as time advanced that players were increasingly take action. Some cheats even allowed these cheaters to knock people from games, become invincible, and also fly in the heavens to rain down terror. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively fast, which is logical since it is a pay-to-play system. However, in Call of Duty: Modern Warfare 2, there was a time when each and every match I went into players were glitching. And these were not small glitches, either.
In the end, as corny as it may seem, there is no honour in FPS online gaming. A haven 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 shouting obscenities and causing unnecessary problems.


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