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Institut Václava Klause

Counter-Strike: Global Offensive Game Assessment

Counter-Strike: Global Offensive Game Assessment

I've decided that Counter-Strike: Global Offensive is from one other dimension. It's a game that doesn't need to exist. PC gamers (hundreds of them, according to SteamGraph ) are perfectly served by Counter-Strike: Source and CS 1.6 , content with the decade-something of tuning and a focus those games have received.

But here's GO: stuffed with doppelganger Desert Eagles and de_dust déjà vu, quantum-leaping from some parallel timeline whose game industry briefly intersected with ours. Enjoying it is like running into a college crush at the supermarket. You immediately notice differences. Oh, you're married? Your hair looks different. But that experience of reconnecting is nice—they're largely still the person you admired throughout geology.

In other words, GO's familiarity helps and hurts. Minor deviations from the CS you may've known or cherished are simple 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 changed by the MP9. Ragdoll physics do not persist after death, curiously. You'll be able to't connect a suppressor to the M4 for some reason.

Especially at long range, it takes a little more effort and squinting than it ought to to inform if I am hitting someone or not. And counterintuitively, bullet tracers, new in this version of CS, are an unreliable source of feedback. They appear to path the path of your precise bullet by just a few microseconds. With rifles and SMGs, my eyes would wander away from my enemy and crosshairs--what I ought to be watching--and try to interpret where my bullets have been falling based on the slightly-delayed, streaky particle effects. The small upside to tracers is that they mitigate camping a bit.

The adjustments made to current maps are intelligent and careful, though. Cracked glass is more opaque, making it modestly more tough to go on a sniping rampage in areas like cs_office's predominant hall. Adding a stairway to the underside of de_dust makes the route more viable for Terrorists while retaining that area's objective of a bottleneck; moving the B bombsite closer to the center of the map discourages CTs from hiding deep of 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, but 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. Within the shadow of Valve's talent for mode design (Scavenge in Left 4 Dead 2, Payload in Group Fortress 2), Arms Race and Demolition are safe, unimaginative, and most of us have performed their predecessor. I might've beloved to see VIP situations revisited. It presents a ton of design headaches (in case your VIP isn't good, everyone hates them forever), however 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 round Burger Town in Trendy Warfare. de_lake and de_safehouse let you duel inside a multi-storied cottage and on its surrounding lawn. But tactically, they're trivial compared to their mother or father maps. Most of them are compact (de_shorttrain is literally an amputated de_train) and designed to help instant-motion, meat-grinder gameplay that reminds me more of Call of Duty.

What I am lamenting, I suppose, is that Valve and Hidden Path missed an opportunity to add a new traditional map to the lineup--something that might've joined the legendary rotation of Office, Italy, Dust, Dust2, Aztec, Inferno, Nuke and Train. They could've tidied-up lesser-known however beloved community maps like cs_estate or cs_crackhouse. Instead, the eight we get really feel more like paintball arenas--too fast, comparatively enjoyable, however frivolous. They lack the personality, objective, or tactical complexity of their predecessors.


Even with these questionable adjustments and shrug-inspiring new maps, GO produces quintessential Counter-Strike moments. Being the spear-tip of a rush with a P90. Being the last 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 growing the safety of your teammates. Knife fighting for honor. Accidentally blinding your team 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 driven by careful techniques, cooperation, and particular person heroics alike. It is still a game about positioning, timing, and, say, thinking critically about how a lot footstep noise you're generating. GO preserves CS' purity in that regard--it remains one of many only modern shooters without unlockable content, ironsights, unlockables, or an emphasis on things like secondary firing modes.

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