There has never before been a multi-player game so god damn fun. Yes, that includes random public servers. I’m going to make it very clear from the start here; I’ve not truly enjoyed multiplayer gaming since 2000, with some Counter-Strike and Half-Life Deathmatch action. When I got back into the MP scene in 2002, it had changed. Rather than the nerd filled servers I loved who needed to know how to configure TCP/IP settings to get to the game, any idiot with a few bucks could get online and into my gaming. Or with his mom’s credit card. My tactical battle or just for fun free-for-all was filled with douches who run around like crackmonkeys and say things like “fuk u nub” and throw out racial epithets. Of course, fulfilling any sort of team role was gone.
Team Fortress 2 has changed that. Asshats? Once in a while. But Valve has made a scoring system that discourages mavericks, and encourages proper teamwork and balance. Hell, an unbalanced team vs. a balanced one WILL lose. If you get greedy, you don’t win. It’s about time a game figured out how to do that.
The basics of TF2 are extremely simple. 9 classes, with their own strengths and weaknesses, are selectable. Some are suited toward defense, some offense, some both. 6 maps are present at this point, all of which are excellent. Every map has two teams vying for opposing objectives. One is a capture the flag style map, where players retrieve an item from the enemy base, and bring it back to theirs. Other modes are control points, where players must stay in a small area for a certain amount of time to take ownership of it. Those come in a variety of forms, but the basics are the same. Sometimes a map has one team purely defending and one attacking; others have the control points up for grabs that both teams are after. Every map is different and plays well. The maps are, especially by today’s standards, small. They’re also fast, easily learned, and full of alternate routes and choke points. Rather than the half-hour slogs of the modern Battlefield game, for example, a scout, the game’s fastest class, can cross most maps in one minute. Slower classes need all of two in many cases. The action only stops when you die, and then only for up to 20 seconds, depending on your performance and your teams. A team or player doing better results in faster respawn times. The mechanic keeps the action coming in waves, which helps to somewhat organize teams without feeling artificial.
Classes are distinct in the methods needed to play them effectively(not to mention rack up the points), but the curve surprisingly gentle. Most of the time, it’s a case of learning the weapon ranges and speeds. Rockets fly far but slow, shotguns have a light spread but are only effective at close to medium range, and flamethrowers are useless beyond point blank, but at that point, nothing survives. Medics, on the other hand, don’t do a lot of damage ranged, though their melee(and all melee attacks in TF2, really) is very effective. However, they rack up the points for healing teammates, granting temporary invulnerability, and whenever they’re healing someone, they get points for a kill assist. Proper teamwork between any classes can get that bonus too, where one player gets points for helping another with a kill. Like most everything in the game, it aids the teamwork immensely, and helps prevent maverick players from being a problem.
The game’s style is fast paced and insane. Giant explosions, spies wearing paper masks to blend in with their enemies, and medics that use guns to heal people are the order of the day. Ragdolls have never been used better in my opinion, with people routinely dropping off railings and sliding down stairs, or at points flying across a map from the combination of being stabbed in the back and blasted with a rocket.
The level of detail is insane, yet everything is amazingly simple. Every class has a very distinct silhouette, allowing instant recognition. The unique weapons every class gets, as well as a few secondaries that are shared, are clearly defined, so players know immediately what they’re up against. The system is incredibly effective and well designed. Characters all have a bit of a light halo effect, bringing them out against backgrounds, and simple, cartoonish shaders that give the game the look of a CGI movie, and the game’s brilliant simply adds to that. Particles and gibs galore, and a smooth motion to everything, particularly smoke trails and fire.
Weapons are all nice and shiny, and look very…unique. Each weapon is clearly recognizable as a certain basic kind of weapon, but looks highly customized. Flamethrowers using gas pump handles as triggers, for examples, or a belt fed sub-machine gun that fires hypodermic needles.
Little additions in the world make all the difference too. Lit signs pointing out directions to capture points or signs. Neon lighting an area. Blue bases tend to have cool colors and be made of stone or cement, where red bases are warm tones, often wooden in design. Little things, like a wire and a battery mounted to a blinking sign pointing to the battlements, add to the immersion and depth of the world. It’s a highly fictional, stylized world that manages to feel possible, despite the fact soldiers are launching themselves up in the air with their own rockets, or that scouts are jumping when they’re already in mid-air. The world has a real sense of self, with old, busted facades on the outside, and high tech spy bases inside.
Audio is a real treat too. While the game has the pre-requisite booms and gunshots, masterfully done, it’s the voices that truly bring things to life. Every character, every god damn one of them, is unique. They all have personalities which, while exposed in Valve’s clever “Meet the” series, come out in the middle of the game, depending on circumstances, or even at player command.
The days of every quick chat key(3 categories with 9 or 10 each) having the same voice are gone, completely gone, and even the information they present varies now. Anyone in voice range will not only see the basic message in their text block(be it “Incoming!” “Medic!” or “Spy!”), but they’ll hear it from that character. Each a different tone, a different accent. Australian snipers, Scottish demolitions experts, and large, Russian heavy weapons guys, and a medic who seems to have been trained by the SS, considering his demeanor and accent. Players can activate taunts as well, with animations unique to each weapon. But to truly add to the life, messages can differ if there’s a targeted player. Hitting the spy function will call out an appropriate class from the character. The soldier, for example, may yell “There’s a traitor among us!” in general, or if targeted, “That sniper’s not one of ours!”
Even in the middle of combat, the taunts and yells come out, prompted by clever AI which serves for create them depending on in-game conditions. Characters will yell if they’re on fire. Snipers have been known to thank people for standing still, HW guys revel in the sheer amounts of blood, and my personal favorite, the soldier has been known to yell, when on a rampage “If God wanted you alive, he wouldn’t have made me!” Throw in some pure Brooklyn smack talk from the scout, or maniacal laughter from the pyro, and everything comes alive. There is absolutely no multiplayer game that has ever managed such a level of depth to a world. No more generic characters with different guns, or slight cosmetic differences. No more clone armies. Sure, everyone within a class looks alike, but those classes are so unique it works with the game’s total look and feel of a demented cartoon. This is Pixar combined with Industrial Light and Magic, and a very, very large dose of PCP and roid rage, all perfectly streamlined thanks to an immensely talented team at Valve. Even the facial animation, which serves to match the taunts, works. Serious looks, excitement, desperation, or a complete psychotic break, are visible. Nothing serves as a warning better than a blood-splatter giant of a man with a huge open grin and bellowing laughter whose gun is the size of some of the smaller characters.
Feedback is constant in TF2. Encouragement abounds, in so many forms. Sure there are the vocal taunts, which are great. There’s also information about who killed you, where you are in the picture the game takes of the event, and notable things you did. It keeps track of your stats, telling you how many kills, how many captures, how many defenses, among many other stats. The best, perhaps, is the revenge system. Players who keep killing someone else without being killed in return will get bonus points and a message, for example, “ZekeDMS is DOMINATING wzrd!” But it goes both ways, the dominator gets an icon over his head to clearly mark him for revenge. Those frustrating losses wash away when the message “wzrd just got REVENGE on ZekeDMS!” pops up for all to see, and the points pop up with a bonus.
Damage is obvious when dealt, blood sprays, people fly from explosives, and pyros can set people ablaze. Critical hits show up too, which have a random element to them for the most part. Snipers always get critical hits for headshots, and spies get critical, always deadly hits, with a knife in the back. Other classes get random hits, and the odds increase depending on performance. Kill streaks, high scores, or defenses and captures, doing anything properly for the team, really, will increase the odds of a critical hit, which does massive damage and can let even the weakest offensive attacks become fatal to the toughest classes. A nice electric buzz, and a team-colored effect covers the projectile(s), as well as the words “Critical Hit!” in big green letters over someone’s head.
Just in case players are a bit confused, the voice of the overlord is always letting people know what’s going on, like when the intelligence(aka, the flag/briefcase) is being captured, a control point is in dispute, or any other key information. There’s a guide up pointing to the general location of the intel, or the capture progress of any points. It’s all very clear for new guys, and the situation is, at all times, obvious.
I really lack any complaints. Some would say there aren’t enough maps, but there are 6 really fucking good ones, as opposed to 20 maps that are good but people only play 2 of them. I think Valve knows all about that, what with Counter-Strike’s obsessive De_Dust playing, and every Team Fortress Classic server left being pure 2_fort. The game can run a little rough for some people, but the scalability of the Source engine is obscene, and any serious problems are rare. There are lots of players, there’s an easy learning curve and instant fun, with deeper tactics easily learned. The game balances offense and defense well, never leaving players feeling bored and useless in a fight, everyone matters. The game would be fun if it was red and blue stick figures, but the addition of actual characters, characters who have more personality than most of the squad mates in the modern team shooter(with exception for Republic Commando), and so many touches that make the world solid, it puts it completely over the top.
Team Fortress 2 gets five canes, and the golden cane which I just made up, but is going to be presented to games which are worthy of the top score and still a little more. Enjoy it, Valve.