Gotham City impostors is an overlooked gem of the FPS genre. With customization and improvisational strategy light years beyond TF2, it competes in the same space as Valve's champion WITHOUT a shred of developer support. That's right, this game is "Dead," in the sense kids who wonder what DSL was use the word about games. Every week, NO patch appears to incrementally increase the power of the loudest forum whiners. NO new cosmetic packages are released at $2.99 a pop. No season pass is up for sale, followed by DLC that is not included in it. In point of fact what Monolith did by "abandoning" GCI when it went F2P was give us the best of both worlds: A game that has neither a price tag nor active marketing/Pay to win tendencies. I wish more developers would abandon their games!
As to the actual gameplay, it's stellar in all the ways that are underrated today. The key thing is the custom loadouts: Any weapons, gadgets, support items, body types, and perks, can be combined. Any strategy can be supported. What pre-defined classes there are are totally optional and practically unused, as players are allowed to develop their own methods and build an improvisational, customized playstyle and support it fully with their gear. This would be like allowing the scout to carry the heavy's minigun in tf2, only it slows him down when it's equipped. Want to combine a sniper rifle with a shotgun and bear traps to defend your nest? No problem. Rather back your sniping up with a machine gun and some motion sensors? Equally good. Want to build your strategy around grappling above players' heads and then dropping your massive weight on them? Try it, let us know how it goes. Whatever you want to attempt is up to you.
The result has been a little bit of a vidication for me; people sometimes argue that balance in a pvp game can only be maintained by constant, active adjustment in the form of buffing and nerfing by patch. Well, GCI has had none of that, and yet the complaints about OP builds (such complaining is immortal and without limit) have largely migrated from one build to another another. No strategy is singularly overpowered; you can get in a GCI forum and listen to guys shout about how ten different things are completely broken and overpowered. In my book if there's ten ways to be overpowered, that's the same thing as ten balanced strategies, since no one of them asserts itself as standing above the others. When I first started playing GCI, divebombing mighties were considered impossibly cheap and unbalanced; now they're a footnote. And it hasn't happened through patches or "balancing"; it happened because players, lacking a mommy Monolith to rescue them, noticed the available ways to counter the scourge of the skies and used them. Liberty prevails!
Free yourself from dependence on your next fix of DLC! Cast off the shackles of developer "support"! The next time a game company holds out to you some shiny trinket saying "With this microtransaction, you will gain the power to defeat all who would oppose you!" bite that tempter's hand. And then come play GCI, we could use more players.