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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 another dimension. It is a game that does not have to exist. PC gamers (hundreds of them, in keeping with SteamGraph ) are perfectly served by Counter-Strike: Source and CS 1.6 , content material with the decade-something of tuning and a focus those games have received.

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

In different words, GO's familiarity helps and hurts. Minor deviations from the CS you would possibly've known or liked are simple to identify. The MP5 is now the MP7, however it lacks the same clicky report and underdoggy "this is all I can afford, please don't kill me" personality. The TMP is changed by the MP9. Ragdoll physics do not persist after dying, curiously. You may't connect a suppressor to the M4 for some reason.

Particularly at long range, it takes a little more effort and squinting than it should to tell if I'm hitting somebody or not. And counterintuitively, bullet tracers, new in this model of CS, are an unreliable supply of feedback. They appear to path the trail of your precise bullet by a few microseconds. With rifles and SMGs, my eyes would wander away from my enemy and crosshairs--what I needs to be watching--and try to interpret where my bullets had been falling primarily based on the slightly-delayed, streaky particle effects. The small upside to tracers is that they mitigate camping a bit.

The adjustments made to present maps are intelligent 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 important hall. Adding a stairway to the underside of de_dust makes the route more viable for Terrorists while retaining that space's purpose 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 famous 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 expertise for mode design (Scavenge in Left four Dead 2, Payload in Team Fortress 2), Arms Race and Demolition are safe, unimaginative, and most of us have performed their predecessor. I would've beloved to see VIP situations revisited. It presents a ton of design headaches (in case your VIP isn't good, everybody hates them forever), however it's an experience that is absent from trendy FPSes.

However yeah, the new maps. Aesthetically, they're likeable. de_bank mirrors the indulgence of fighting around 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 dad or mum 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'm lamenting, I suppose, is that Valve and Hidden Path missed an opportunity to add a new classic map to the lineup--something that might've joined the legendary rotation of Office, Italy, Mud, Dust2, Aztec, Inferno, Nuke and Train. They could'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 enjoyable, however frivolous. They lack the personality, goal, or tactical advancedity 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 last particular person in your team 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 combating for honor. By chance 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 is preserved.

GO is a $15 ticket to reconnect with these sensations; it retains CS' spirit as a competitive game pushed by careful ways, cooperation, and individual heroics alike. It's still a game about positioning, timing, and, say, thinking critically about how much footstep noise you are generating. GO preserves CS' purity in that regard--it remains one of the only trendy shooters without unlockable content, ironsights, unlockables, or an emphasis on things like secondary firing modes.

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