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.
Updated Imageses
Its nearly a platitude, but the primary selling point for most FPS video game followups is the in-game graphics. It is clear that graphics don't "make" the game, but it is a characteristic that is greatly valued by FPS fans and is a characteristic that you're ensured to see in every first-person shooter sequel.
New Maps
Sure, a few map remakes here and there will not hurt, but a first-person shooter with learn here the same battle fields as its forerunner would not be that appealing to hardcore fans of the FPS gaming genre.
New Weapons
One of the characteristics that you are guaranteed to get with any FPS follow-up, that is not always a good 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 risk - and great or not, gamers will always find a means to whine about the new weapons in any FPS sequel.
New Narrative

New In-game Characters and Customization
With a new gaming narrative comes new characters and you can bet that just about every new FPS followup will feature new in-game characters or add new customization attributes for old-time favorites. 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 online multiplayer gaming has been around for awhile. Initially online gamers could just communicate through computer keyboard means, but then voice chat (and now video chat) came into play, creating a whole new slew of issues, although it was very advanced and helpful, too.
First person shooter gaming culture definitely has transformed since their first blossom. At the same time X-Box Live was becoming increasingly popular, too, 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 applications such as Ventrilo enabling PC gamers to use voice chat, which came in handy when playing games like the first "Call of Duty".
Initially individuals were really relaxed 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; typically this would function. The novelty of voice communications made many people really anxious - never had players been able to convey with entire strangers using their voice. Many players were apprehensive, and the idea of attempting to cyber-bully someone, for whatever reason, never stumbled upon their mind.
As time progressed, 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 stated before, most folks were really relaxed, but I did start to take notice of something - more people were becoming pests. There were more people creating issues by arguing, using obscenities and racial slurs, and instigating fights. I knew it was bound to happen - bad apples would always be around, so it had to be born. The anonymity of on-line multiplayer games was advantageous for these people, 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 deep first person shooter gaming. When I came back, I was quite astonished - individuals (of all ages I might add) were very crude. "Gamers", and I use the word loosely, were shouting and screaming. In the vestibule some folks would yell into their mic at the top of their lungs forClear reason. Someone would yell obscenities at another player without provocation. An apparent "gang mentality" had enveloped the FPS gaming community, which was clear when there was a group of players, sometimes a clan, that would try and cyber-bully other players for no clear reason.
Things increasingly have gotten worse, particularly within the Call of Duty series. The game itself was amazing, although unbalanced (but that is another story). Nonetheless, the community got very worse. I don't want to mention which each kid playing the game was ill mannered, however a large amount of the children would shout to the microphones (keep in your mind this game is rated "M For Mature", whereas these children were readily Socom. Some of these children are great, and may comprehend the obligation of using voice communication. Yet, in today's day in age, it seems that most kids cannot handle it - vulgar language runs wild, notably in games rated for a much higher age. The worst part is that parents subsequently get mad and attribute video game companies; But where did these children get these games? One time I visited GameStop and saw a mother purchasing Grand Theft Auto 3 for a child that looked no older than 13.
My love for these games simply grew, despite the download spiral of the online community. I went farther and purchased Halo Reach and Call of Duty: Black Ops. One time I got right 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 couple of his buddies, so he was looking to look "cool" I reckon. But still, when the introduction of voice communication came into play for FPS on-line multiplayer games, these things infrequently (practically never) occurred. Now it appears there is either a cyber-bully, loud mouth, or a screaming child in any and every lobby. It is hard to concentrate on game play when 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 majority of popular shooter games, I still adore these games. 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 enables players to selectively mute any player they pick inside a game. While this really does not solve all difficulties, it certainly helps.
Overall, however, the communities have gotten worse. I do not know just how much worse it can get, either. In the day when I first started playing Socom, many players shunned the concept of glitching/cheating online, as it entirely ruined the experience. I saw, even in that game, as time advanced that players were increasingly take action. Some cheats even let these cheaters to knock people out of games, become invincible, and also fly in the skies to rain down dread. Today, on X-Box Live, most cheats, glitches, and exploits are patched comparatively fast, which will be plausible since it's a pay-to-play system. And these were not little glitches, either.
In the end, as corny as it may sound, there is no honour in FPS online gaming.


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