Showing posts with label strike. Show all posts
Showing posts with label strike. Show all posts

Thursday, 30 August 2012

Why ‘Real Death’ Beats the Hell Out of Respawning

Witnessing others act out this shameful deed, I’d scoffed at their stupidity. But here I was, playing Counter-Strike: Global Offensive, doing the exact same thing, glorying madly in my own blood-lust and sated revenge.

This was when I understood about how dying and killing means so much more in games where death is ‘real’, where there’s no respawning.

It was the sniper in Italy. The first time he got me I was strolling up a broad gallery like a goddamn idiot tourist. He blew my head off.

After waiting an age for the next game, kindling my bruised pride, I figured the bastard would play the same tactics. I was right. But he had a pal guarding his back with an SMG and, once again, I was forced to watch the game play out, fuming, helpless, literally lacking the facility to help.

The third time, I blew the guard away with a shotgun and cut the sniper’s throat. And that’s when I did it.

That’s when I stood over him pumping shells into his dead body.

Morons normally do this at the end of the game, a victory dance, when the shells don’t mean anything, when giving away your position doesn’t matter. But I’m a special kind of hot-tempered bloody idiot, so I was doing it half-way through the game, endangering myself and the mission.

In the end it didn’t matter. With the sniper dead, we won.

This is not the sort of primal reaction I've experienced in normal respawn FPSs, where dying doesn’t really matter.

Those games are merely about shooting, while Counter-Strike and its ‘real death’ kind are about killing.

Firing bullets into a corpse, even an avatar that rudely fails to reward you with disintegrating features, is a form of trophy-taking, a statement of power.

This kind of behavior is not the done thing in modern warfare, nor industrial, nor even chivalric battles. It’s what happens in primitive combat, the taking of heads, scalps, teeth, ears, genitals. It’s savage.

Shooting that sniper’s prone corpse, I was basically cutting off his dick so I could keep it in a jar of vinegar, along with all the others, like that Assyrian king way back when. (I keep my imaginary dead-dick-jar on the mantelpiece, next to the smiling seaside photograph of Aunty Pat.)

When you die in multiplayer arenas in Call of Duty, you are reborn, inconvenienced very slightly by a delay in the action, taking a tiny hit on your Kill/Death ratio.

If dying bugs the hell out of me, it must also rankle with the other guys too. He wants to live as much as I do.

When you die in Counter Strike, you’re dead. That’s it. You have to wait until the next mission. It’s only a few minutes, but it’s a long, long few minutes. You watch your team-mates soldier on without you, bumbling into a you-less world of dangers. When they lose, it’s your fault, at least partly. You failed, they paid the price.

Even on a purely selfish level, you are drumming your finger-nails, using your precious play-time to watch other people having fun.

It was my fault when that happened to me, of course, but I was going to make the sniper feel my frustration. That’s what we do, isn’t it?

So when you play Counter-Strike, you take the time and effort to avoid making dumb mistakes, to think about terrain, lines-of-fire, cover, fire-power, marksmanship, timing, strategy, tactics, teamwork. You use your eyes, your facility for silence or for sudden movement, you listen to the voice that says, ‘go back, not forward, get them later’.

You watch your buddies’ backs because when they die, you lose power.

The man says, “Stay frosty,” and you do just that, coldly going about your business, checking every corner.

You cooly watch as the stupid players charge down that alleyway firing off shots like a berserker, succumbing to the consequences of their own rashness. You profit from their lack of care.

Sooner or later you make a mistake or you come across someone who stayed frostier than you.

You awaken from the moment, not in a tense combat-zone, but in your front-room, watching some other guys play a videogame. You start yelling, nasty words that IGN's style-guide does not permit.

Respawn games? Yeah, you can play them carefully, but it just doesn’t feel this good, this real, when you’re effectively invincible. How could it? The consequences are so much less.

Of course, we use the word ‘real-death’ with the customary abandon of all videogame-mechanics argot. There’s nothing real about it, not even in the sense of ‘pretend-real’. Being dead here lasts only until the new game begins, the long-term consequences being slightly less moolah in your wage-packet to spend on guns, grenades, gear.

It’s a combat simulation, but it can’t simulate actual combat. Such would be a foolish claim. Even so, soldiers say the two things really missing from military games are that they encourage silly tactical behavior, like running around in the open firing off shotguns, and that they fail to encourage the core army ethic of the buddy system. Counter-Strike, at the very least, nods in this direction.

It’s a game, but Counter-Strike is still dry-of-mouth, carefully-does-it pretending, the kind that makes you really want to live long enough to hurt the other guys, to savour the moment of their defeat. It’s a game about staying alive as long as possible, taking a few of them out along the way. In the back of your mind, there are strategic concerns about bombs and hostages, but they are beside the point.

And here is where the difference really tells. Because what’s real for you is also real for them. Because if dying bugs the hell out of you, it must also rankle with the other guys too. He wants to live as much as I do.

It’s not the consequences of dying that makes Counter-Strike so awesome. It’s the consequences of killing, the way it really, actually screws up the bad guys and their nefarious schemes. It’s the pleasure I take from making the game end, for him.

So bye-bye sniper. You failed. You’re dead.

Counter-Terrorists Win.

I write opinions on games pretty much every weekday. You can follow me on Twitter to debate and argue about games. Or IGN.


Source : ign[dot]com

Monday, 27 August 2012

Counter-Strike: Global Offensive Review

Death is a great teacher. Failure in Counter-Strike: Global Offensive is, as it always has been for this series, the greatest way to learn where you should have gone, what you shouldn't have done, and how you could have done better. Counter-Strike players spend a lot of time learning -- consequently, they are always getting better.

Growth is an important factor in Global Offensive, especially if you're coming into Counter-Strike fresh or after a sabbatical. This is an extremely hardcore, skill-based first-person shooter, and it forces you to think differently than other modern shooters. If you’re a Call of Duty player, you’re going to need to change your play style to succeed here. Counter-Strike also tries developing into something new here as well, despite doing little to push itself beyond what it’s always done best. Global Offensive modifies old maps to keep veterans on their toes, and introduces official new modes that encourage different play styles for the first time in almost 15 years.

For the uninitiated, Counter-Strike: Global Offensive is a small-scale, team-based first-person shooter with permanent death. When a counter-terrorist kills a terrorist planting explosives in a classic Defusal match, or a CT escort swallows a sniper round in Hostage Rescue, the victim is dead for good and doesn't respawn until the next round. As such, players on both sides must exercise skill and care. The bomb objective, meanwhile, gives everyone a purpose. Of course matches end when everyone on a team is dead, but a clever and coordinated terrorist team will give the CTs the slip, plant their bomb, and protect the bomb site. Between rounds, everyone spends earned cash on better gear and guns, and the cycle continues.

Pieces of the Counter-Strike formula are dated at this point, but the superb heart and soul of Global Offensive is timeless. Teams are small, guns are lethal, and rounds are short. There's an addictive just-one-more-round quality to it, because there's a constant desire to do better than last time, to earn a satisfying kill, or to win in a new way. Call of Duty and Battlefield vets will wonder why they can't sprint to escape enemy fire or look down the iron sights to improve aim; Counter-Strike players will feel like they walked into their redecorated home. Certain map redesigns will catch hardcore fans off guard, but the changes are for the best -- the underpass choke point in de_dust, for instance, has a new escape route.

Even in the face of genre evolution, Global Offensive doesn’t care to adapt. CSGO is so dedicated to Counter-Strike's aging ideals despite market and trend changes that it brute-forces its way to success. Part of what makes it such an engaging competitive game is that killing in Global Offensive requires a wholly different skill set than other shooters. Everyone is limited to what they have and can see, with little room for character modification or on-the-fly advantages. Running and gunning is a useless play style, even if you've bought a helmet and kevlar that round, to the point that someone standing still is more likely to score the kill. Walking, crouching, or standing are your best bets to reduce the inaccurate spray of machine-gun fire.

Consequently, killing in Global Offensive feels good. There's a sickening sensation to dropping someone dead because you know they're not coming back. It's also satisfying knowing you used limited resources to play smarter than your victim. If players aren't watching corners, providing covering fire, or using smoke grenades and flashbangs, they're more likely to take a headshot from a more delicate and patient triggerman. The desire to experience that distinct feeling is a strong motivator to keep playing, even when you're getting steamrolled by an obviously better team.

If you've played Counter-Strike before, Global Offensive probably sounds a whole lot like Counter-Strike. Like Counter-Strike: Source before it, Global Offensive exists simply to modernize the look of the classic competitive shooter, while doing little to disrupt the core form and function. At the same time, it does enough to color outside the lines of tradition to justify your time and effort.

There's a sickening sensation to dropping someone dead because you know they're not coming back.

Fire is one of the most interesting new combat variables. Molotov cocktails and incendiary grenades either roast groups of guys or force them in another direction. Flames are a useful distraction or scare tactic, too. They're particularly useful during Demolition matches, which focus the fight at a single bomb site rather than giving terrorists two to pick between. The new and modified maps in this mode aren't as big as classic Counter-Strike arenas – entire sections have been cut off to direct teams toward a central location – but their thoughtful design is as intricate as ever. The Lake map is a standout -- there's a wide open yet densely populated yard around the bomb site, which is inside a sizable lakeside home with plenty of vantage points and hiding spots. To separate Demolition from Defusal, players can't buy between rounds. Instead, it takes a cue from the other new mode, Arms Race, in which each kill unlocks another weapon instantly. The better you do, the more you have to switch up the way you play, and because Demolition is so fast you'll need to be quick on your feet.

Arms Race can get out of control, but patience pays off.

Unlike other game types, Arms Race allows for respawns. It's the most chaotic and care-free mode in Global Offensive, with players throwing caution to the wind for the sake of climbing the kill ladder as quickly as possible. It's a shame there are only two maps in Arms Race -- a problem that will more likely persist on consoles than PC.

If you have the option, playing the PC version is unquestionably the best way to experience Counter-Strike: Global Offensive. Mods, mouse and keyboard, and the usual PC-only options are better than the ports. Plus, Valve is much better about long-term PC support -- it abandoned Team Fortress 2 on consoles, and Portal 2's level editor was PC exclusive. If you prefer to play on consoles, Global Offensive is the same great game, with the following special bits:

PlayStation 3

For those who want to play on PlayStation 3 but don’t want to deal with the imprecision of analog sticks, Counter-Strike: GO supports mouse and keyboard, giving it a pretty noticeable edge over the Xbox 360 version. If you’re feeling saucy, Move is another option, although nuance dies with the motion controller. Move is accurate, and your quick reflexes will score kills, but the unavoidable instability of holding a remote will give your cursor some seriously unpleasant wobble. Worse, moving the wand quickly can confuse the controller, which often and irritatingly misinterprets basic left/right looks as a want to turn around 180 degrees.

Xbox 360

Aside from the lack of keyboard/mouse input, the Xbox 360 version of Global Offensive is functionally identical to that on PS3 -- the new radial user-interface on both platforms is as elegant as it is on PC. Because it’s a hardcore competitive game, Counter-Strike blocks party chat in an effort to combat cheating, forcing players with headsets to play with friends or brave the Wild West of obscenity that is Xbox Live.


Source : ign[dot]com