First-person shooter sequels, "threequels", and "quadrequels" all have something in common; new in-game attributes - and following are the five video game qualities you'll find in every first-person shooter sequel.
Upgraded Imageses
Its nearly a cliche, but the chief selling point for most FPS video game followups is the in-game images. It is clear that graphics don't "make" the game, but it is a characteristic that is significantly valued by FPS fans and is a feature that you are guaranteed to find 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 supporters of the FPS gaming genre.
New Weapons
One of the features that you are ensured to get with any FPS follow-up, that is not always a good thing, are new weapons.
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 narrative, and there is ensured to be a new narrative or sequel of the original storyline in every first-person shooter game - even if most of the multiplayer devotees will never discover it.
New In-game Characters and Customization
With a new gaming story 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.
For more, read 5 New First-person Shooter Gaming Trends 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 on-line multiplayer gaming has been around for awhile. Initially on-line gamers could simply convey 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 definitely has transformed since their initial flower. It was the first game that came with a headset for the Playstation 2. At the same time X-Box Live was becoming increasingly popular, also, so many on-line 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 individuals were quite relaxed online - very few gamers would lash out, cry, 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; ordinarily this would operate. The novelty of voice communications made many people really nervous - never had players been able to communicate with entire strangers using their voice. Many players were apprehensive, and the idea of trying to cyber-bully someone, for whatever motive, never stumbled upon their head.
As time advanced, so did the evolution of the shot community. I began playing the new games that came out in the genre, most notably the ever-so-popular "Halo 2" - the first online multiplayer Halo game. As said before, most folks 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 knew it was bound to occur - bad apples would constantly be around, so it had to be endured. The anonymity of on-line multiplayer games was advantageous for these folks, as they likely had to let out their emotions through this psychological cyber-release. Annoying to, you know, routine folks such as myself and the bulk 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. 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 missed a lot of the progress of the FPS online community. When I came back, I was pretty astonished - people (of all ages I might add) were very rude. "Gamers", and I use the word broadly, were shouting and shouting. In the anteroom some individuals would cry into their mic at the top of their lungs forObvious motive. Someone would yell obscenities at another player without provocation. An evident "gang mentality" had enveloped the FPS gaming community, which was apparent when there was a group of players, sometimes a clan, that would try and cyber-bully other players for no clear reason.
Things progressively have gotten worse, particularly within the Call of Duty set. I enjoy the series, so I picked up the next one - Call of Duty: Modern Warfare 2. The game itself was superb, although unbalanced (but that is another story). Nonetheless, the community got very worse. I don't need to mention which every kid playing the game was ill-mannered, however a large amount of the children would cry to the mics (keep in mind that this game is rated "M For Mature", whereas these children were readily Socom. Some of those kids are great, and can comprehend the responsibility of using voice communication. Yet, in today's day in age, this indicates that most kids cannot handle it - vulgar language runs rampant, especially in matches rated for a higher age. The worst part is the fact that parents subsequently get angry and attribute video game companies; But where did these children acquire these games? One time I went to 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. These are the games in which I've seen the pinnacle of the decline of the FPS community - an abyss of vulgar language, horrendous approaches, yelling, shouting, and worry. One time I got into a reception in Call of Duty: Black Ops to truly have a guy attack me and another player for no motive. This cyber-bully was followed by a couple of his friends, so he was attempting to look "cool" I figure. But still, when the introduction of voice communication came into play for FPS online multiplayer games, these matters infrequently (practically never) occurred. It's hard to concentrate on game play when you are in possession of 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 love these games. I still purchase them, and that I still play whenever I get the opportunity. Luckily many games (if not all) have added in the "Mute" feature, her response which enables players to selectively muffle any player they pick inside a game. While this really will not solve all issues, it certainly helps.
Overall, though, the communities have gotten worse. I don't know just how much worse it can get, either. Back in the time when I first started playing Socom, many players shunned the thought of glitching/cheating online, as it totally ruined the encounter. I saw, even in that match, as time progressed that players were increasingly take action. Some cheats even let these cheaters to knock people out of games, become invincible, as well as fly in the sky to rain down terror. Now, on X-Box Live, most cheats, glitches, and exploits are patched comparatively fast, which is legitimate since it is a pay-to-play system. And these were not little glitches, either.
In the end, as corny as it may sound, there is no honor in FPS online gaming.


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