Tuesday, September 20, 2011

A Look Into the Greastest Game Of All Time, Part I

Ladies and Gentleman, this is going to be an opinionated post, for those of the faint of heart, you may want to close this now, for I have found the greatest game of all time, and to put it a step above, its free. That's right, ladies and gentlemen, for a whopping $000 and 000 cents, you can now start to play Valve Software's greatest accomplishment: Team Fortress 2.For those of you whom may not have heard of this accomplishment in gaming, you can quickly run over to their blog: http://teamfortress.com/ for their new updates, most of which I will cover on this blog, but onto the main point, the game itself, a synopsis, and its versatility, this will be my first review of a game.


Team Fortress 2 is the child of Valve Software's creative team, headed by Robin Walker, the creator of the original mod for the Half-Life engine. The game is a class-based, cell-shaded, war game based on 1950's era art style. The game play is fluid, the artwork is fluid, and enough jokes and references to shake a stick at. But, best of all, Valve constantly updates the game, adding weapons for their nine characters (whom I will get to very shortly) which have various effects, from flamethrowers to mini-guns rocket launchers to shovels. Team Fortress 2 adds the idea of using everything but the kitchen sink as a weapon, some in the original style, some in a new futuristic style from other games, making TF2 a truly unique system.


To acquire items you can wait, receiving an item from the randomized drop system every hour or so until you hit the weekly cap of items. You can craft items, as newer items have a "blueprint” for crafting it or you can trade. But, trading's true value lies in one of TF2's greatest strength: customization of your character, in the form of hats. Hats range from a humble fedora for the spy to a Max's head (from the Sam & Max series) for all 9 classes. Some hats also have unusual effects, like an orbiting heart, sunbeams, and of course, flames.
For the main event, you have the classes. You have 9 classes, covering all of the forms of combat you could ever want, broken up into 3 categories: Offense, Defense, and Support.


On support, you have the Scout, first and foremost, a fast little guy from Boston. Out of all the classes, he runs the fastest, and has the biggest egos.  His greatest advantages are for “capping” the Intel, a variant of Capture the flag, capping control points, where he counts as two people, and generally annoying all classes, although he can’t take as much of a punch as most of the other classes, he still has the ability to be strong in a fight.


The Soldier, also known as Mr. Jane Doe, is slower than the average class, but a bit stockier in return. He comes with a rocket launcher, and the ability to be a game changer. The soldier’s primary objective is to destroy building, built by engineers, and to break up medics from their healing targets, (both of which are to be covered later.)


The Pyro, a mostly unknown class, has the power set things on fire with a fairly large ranged flame thrower, another item that he can get is the flare gun, giving him the power to shot flares, and cause burn damage, allowing the Pyro the chance at the kill even if the target gets away. His main objective is mostly checking for spies, general offense in war, and to be a watchdog for Engineers. Int part II, I'll finish the explanations of all classes, and get into the multiple game modes and user-made content.

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