Sunday, March 17, 2013

Hats Make the World Go 'Round

Perhaps one of the most successful first person shooters is the famed Call of Duty. However, if you're one of the "few" that prefer other such games, then you should try Team Fortress 2. The game is a fairly simple concept similar to many first person shooter games; choose the way to play, customize your character, shoot the opposition. However, there are obvious differences in the way the two games are played.

First of all, the class system is vastly different. Most games in the genre have preset classes that become more customizable as different weapons and items are unlocked or bought using in-game credits. Team Fortress 2 on the other hand has nine set classes that each have a specified weapon type that it can use. These classes are divided up into three groups. Offensive classes are mainly used for mobility and, well, offense. The subcategory is made up of the Scout, the Soldier and the Pyro. Defensive classes are best used to defend or block the movement of opposing forces and are made up of the Demoman, the Heavy and the Engineer. Supporting roles are there assist their fellow teammates through other means, unable to hold the line steadily themselves. Their makeup consists of the Medic, the Sniper and the Spy.

The second difference is the weapon system. As I mentioned in the above paragraph, most first person shooters use a leveling system to unlock weapons which are then available for purchase with credits. Also, while there are preset classes, they can usually be altered to fit any purpose the player desires. The weapons that are unlocked also tend to get stronger along the way. This is completely contradictory to the system incorporated into Team Fortress 2. The number of items received is based on a "time played" basis, receiving an item every thirty to seventy minutes with an average drop rate of one drop every fifty minutes. Also, most items are tied to a certain class, as each class serves its own individual purpose within the group. There's also no distinct tier of weapons system, as each is supposed to have its advantages and disadvantages for balance reasons.

The third main difference is the style of play. While games such as Call of Duty and Halo have other modes, the most played always seem to be kill the other guys or free for all. Team Fortress 2 doesn't have this. Instead, they have more goal-oriented modes. The most basic of these is King of the Hill. The goal of this is to capture and hold a main control point in the center of the map that is locked for one minute. After that, the first team that holds it for three minutes (non-consecutive minutes count) wins. The second mode is called Capture the Flag. Each team has a briefcase that they must protect and bring their opponent's briefcase back to their base. The third method of play consists of two different styles. In Standard Control Point, both teams start with two points and must claim all points, including the center point that locks at the beginning. In Attack/Defend, one team starts with all control points while the other attempts to reclaim them. The fourth game mode is also divided into two parts. Payload maps require one team to "push" a cart carrying a bomb along a track to the enemies' base while they try to stop you. Payload Race is a similar concept, but both teams are attempting to push a cart towards the opposing base.

The final and perhaps most important difference that separates this game from others is the requirement of teamwork. In order to win, you have to have the ability to know which class is needed when and be prepared to switch to that class even if it's not your best class. It offers an additional challenge that isn't found in many other first person shooter games.

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