First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game features - and following are the five video game attributes you'll see in every first-person shooter sequel.
Updated Graphics
Its practically a cliche, but the primary selling point for most FPS video game followups is the in-game images. It is clear that images don't "make" the game, but it is a characteristic that is significantly appreciated by FPS fans and is a feature that you're ensured to find in every first-person shooter sequel.
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 fans 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 enthusiasts 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 danger - and great or not, gamers will always find a means to complain about the new weapons in any FPS sequel.
New Storyline

New In-game Characters and Customization


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By now on-line multiplayer gaming has been around for awhile. Initially online gamers could just communicate through keyboard means, but then voice chat (and now video chat) came into sneak a peek at this website play, creating a whole new slew of problems, although it was quite progressive and helpful, too.
First person shooter gaming culture definitely has changed since their initial blossom. I recall the when I first began playing first person shooters online; my first online shot (players could, if they needed 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 defeat, with programs such as Ventrilo permitting PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially individuals were really rested online - quite few gamers would lash out, scream, cry, 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; typically this would operate. The novelty of voice communications made many people very nervous - never had players been able to communicate with entire strangers using their voice. Many players were anxious, and the idea of trying to cyber-bully someone, for whatever reason, never stumbled upon their head.
As time advanced, so did the evolution 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 folks were becoming pests. There were more individuals creating difficulties 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 endured. The anonymity of online 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, 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. 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 lost a lot of the advancement of the FPS online community. When I came back, I was fairly astonished - individuals (of all ages I might add) were incredibly crude. "Gamers", and I use the word loosely, were shouting and screaming. In the anteroom some folks a fantastic read would cry into their mic at the top of their lungs forapparent rationale. Someone would scream obscenities at another player without provocation. An obvious "gang mentality" had enveloped the FPS gaming community, which was clear when there was a group of players, on occasion a clan, that would try and cyber-bully other players for no evident reason.
Things increasingly have gotten worse, especially within the Call of Duty set. The game itself was fantastic, although unbalanced (but that is an alternative story). Nevertheless, the community got incredibly worse. I do not want to express which every child playing the game was ill-mannered, however a large amount of the kids would cry to the mics (keep in your mind this game is rated "M For Mature", whereas these kids were readily Socom. Some of these children are amazing, and may get the responsibility of using voice communication. Nonetheless, in today's day in age, this indicates that most youngsters cannot handle it - vulgar language runs wild, especially in games rated for a much higher age. The worst part is that parents then get angry and attribute video game companies; But where did these children acquire these games? One time I went to GameStop and saw a mummy purchasing Grand Theft Auto 3 for a child that seemed no older than 13.
My love for these games just grew, despite the download coil of the online community. I went further and bought Halo Reach and Call of Duty: Black Ops. One time I got into a anteroom in Call of Duty: Black Ops to really have a guy attack me and another player for no reason. This cyber-bully was followed by a couple of his friends, so he was looking to appear "cool" I reckon. But nonetheless, when the advent of voice communication came into play for FPS online multiplayer games, these matters rarely (almost never) happened. It's hard to concentrate on game play when you have a confirmed 12-year old singing Justin Bieber lyrics at the top of his lungs.
I still buy them, and I still play whenever I get the opportunity. Fortunately many games (if not all) have added in the "Mute" attribute, which enables players to selectively muffle any player they choose within a game. While this will not solve all difficulties, it surely helps.
Overall, however, the communities have gotten worse. I do not understand how much worse it can get, either. Back in the time when I first began playing Socom, many players shunned the notion of glitching/cheating online, as it completely ruined the experience. I saw, even in that match, as time advanced that players were increasingly take action. Some cheats even enabled these cheaters to knock people out of games, become invincible, and also fly in the sky to rain down dread. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively rapidly, which will be legitimate 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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