Team Fortress 2 – First Impressions

18 Sep

This isn’t the Team Fortress you remember.

If you played the previous version, which would be just when Valve was opening up the almost brand new Half-Life game to the mod community, then you’ll know what I’m talking about.

This game is campy, cartoony, fast, and most of all, fun. Valve has done a wonderful job with the art direction. Each character model is easily distinguishable from all others. I’ve only had the opportunity to play a few of the maps, but from what I see, some of the old ones have returned, while the new ones have a nice, tight flow to them.

I can’t really judge if Valve has done their job in balancing the classes. There isn’t a real difference in the amount of skill of those online at the moment, so most of the matches degenerated into a huge free-for-all. In fact, one of my gaming associates (and regular here on peter-hodges.com) feels that game is too much of a run’n'gun thing. Since this game style caters to my strength, I shan’t complain, but the older iteration of Team Fortress was certainly more strategic.

I had a ball tonight using the “emote” button for each class (default mapped to the “G” key). Each class has a slightly different emote for each weapon that they hold. I would highly recommend that you try it.

Since I’m primarily interested in the continuation of the Half-Life 2 story (with episode 2), I was going to get TF2 whether I play it or not. I’m glad to see that I’m enjoying the game (at least so far), and that Valve has done it again with a unique multiplayer experience. I don’t think this game will de-throne Counter-Strike as the reigning champ, but it should develop a healthy community.

I’ll write a little more about it later, after I’ve had a chance to play a bit more.

One Response

  1. Damian says:

    I finally played this a bit last night. I really enjoy the game, and the art direction was an awesome choice. I too recommend the liberal use of the G key during gameplay. There’s nothing like setting up a turret behind a blind corner, having friends help upgrade it, and then jumping out in line of sight of the enemy and doing a “country shuffle dance number” to lure people forward to their doom.

    As for class balance I think it’s pretty decent so far. About the time I would think that the demo class was overpowered (when i learned to detonate the sticky bombs with mouse button 2), a spy would come along a stick a knife in me. I think the scout class is underplayed right now, but I also feel that as more good fps players get a feel for the double jump they’ll play the class more. Hands down for me, I like being a healer. Now if only I could teach people to push forward when I get my “uberhealing” beam ready.

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Peter Hodges

Exploring the Craft of Writing