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Counter-Strike: Global Offensive Game Review
I've decided that Counter-Strike: Global Offensive is from another dimension. It is a game that does not have to exist. PC gamers (1000's of them, according to SteamGraph ) are completely served by Counter-Strike: Supply and CS 1.6 , content material with the decade-something of tuning and attention those games have received.
However this is GO: full of doppelganger Desert Eagles and de_dust déjà vu, quantum-leaping from some parallel timeline whose game business briefly intersected with ours. Taking part in it is like running into a college crush on the supermarket. You immediately notice differences. Oh, you're married? Your hair looks different. However that have of reconnecting is pleasant—they're mostly still the particular person you admired throughout geology.
In other words, GO's familiarity helps and hurts. Minor deviations from the CS you might've known or cherished are easy to identify. The MP5 is now the MP7, but it lacks the same clicky report and underdoggy "this is all I can afford, please do not kill me" personality. The TMP is replaced by the MP9. Ragdoll physics do not persist after dying, curiously. You'll be able to't connect a suppressor to the M4 for some reason.
Particularly at lengthy range, it takes a little more effort and squinting than it should to tell if I am hitting someone or not. And counterintuitively, bullet tracers, new in this version of CS, are an unreliable source of feedback. They seem to path the path of your precise bullet by a number of microseconds. With rifles and SMGs, my eyes would wander away from my enemy and crosshairs--what I should be watching--and try to interpret the place my bullets were falling primarily based on the slightly-delayed, streaky particle effects. The small upside to tracers is that they mitigate camping a bit.
The changes made to present maps are clever and careful, though. Cracked glass is more opaque, making it modestly more difficult to go on a sniping rampage in areas like cs_office's foremost hall. Adding a stairway to the underside of de_dust makes the route more viable for Terrorists while retaining that space's objective of a bottleneck; moving the B bombsite closer to the middle of the map discourages CTs from hiding deep in their spawn point.
Considering these smart adjustments to basic maps, it's puzzling that GO's "new" mode and the new maps bundled with it are so gosh-darn mediocre. Half of GO's sixteen total maps are new, however they're all locked to the Arms Race (a rebrand of the well-known community-created mod GunGame) and Demolition (GunGame sans insta-respawn, plus bomb defusal) modes.
After 50 hours logged, I've stopped enjoying these modes completely. In the shadow of Valve's expertise for mode design (Scavenge in Left 4 Dead 2, Payload in Team Fortress 2), Arms Race and Demolition are safe, unimaginative, and most of us have played their predecessor. I might've liked to see VIP situations revisited. It presents a ton of design headaches (in case your VIP is not good, everyone hates them forever), but it's an expertise that's absent from fashionable FPSes.
But yeah, the new maps. Aesthetically, they're likeable. de_bank mirrors the indulgence of combating around Burger Town in Modern Warfare. de_lake and de_safehouse let you duel inside a multi-storied cottage and on its surrounding lawn. However tactically, they're trivial compared to their mum or dad maps. Most of them are compact (de_shorttrain is literally an amputated de_train) and designed to help prompt-motion, meat-grinder gameplay that reminds me more of Call of Duty.
What I'm lamenting, I assume, is that Valve and Hidden Path missed an opportunity to add a new traditional map to the lineup--something that could've joined the legendary rotation of Office, Italy, Mud, Dust2, Aztec, Inferno, Nuke and Train. They may've tidied-up lesser-known but beloved community maps like cs_estate or cs_crackhouse. Instead, the eight we get really feel more like paintball arenas--too fast, comparatively fun, however frivolous. They lack the personality, goal, or tactical complicatedity of their predecessors.
Even with these queryable adjustments and shrug-inspiring new maps, GO produces quintessential Counter-Strike moments. Being the spear-tip of a rush with a P90. Being the final particular person in your staff and feeling the glare of your teammates as you attempt to win the round. The sensation of each kill you make rising the safety of your teammates. Knife preventing for honor. By accident blinding your crew with a misguided flashbang and getting everyone killed. Building a rivalry with an AWPer over the course of a match. All of that's preserved.
GO is a $15 ticket to reconnect with these sensations; it retains CS' spirit as a competitive game pushed by careful techniques, cooperation, and individual heroics alike. It is still a game about positioning, timing, and, say, thinking critically about how much footstep noise you're generating. GO preserves CS' purity in that regard--it remains one of the only fashionable shooters without unlockable content, ironsights, unlockables, or an emphasis on things like secondary firing modes.
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