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+ funny animations
+ wonderful characters
+ successful effects
+ great detailed environments
+ Excellent cartoon-style graphics
+ classes works together
+ rock, paper, scissors principle
+ each class has good balanced skills
+ good 5.1 effects
+ great voice output
+ funny intro song
+ big battlegrounds
+ 9 different classes
+ many maps
+ more weapons
+ crafting system
+ good mix between shooting and crazy optic
+ exciting conquest under pressure
Team Fortress 2 is loaded with action. It's diverse, fun, challenging, and offers plenty of strategy and depth without bogging down the gameplay. What is really fascinating about the game is how the developers were able to take what is essentially an unsociable first-person shooter and turn it into a frag fest.
The interaction among characters is dynamic, as each of the various classes has distinct abilities and weapons that are invaluable to the team as a whole.
There are so many ways to exploit these unique abilities that each match is different every time. Not to mention that when the opposition changes things up, the game dynamics are kicked into overdrive.
The core action pits two teams of players against each other in a battle to capture points, move a cart, or steal a briefcase. The objective is always very straightforward; it's the interplay between the nine playable classes that makes things so varied and interesting.
The speedy scout, the militant heavy, the diligent engineer, the conniving medic, the pesky sniper, the sneaky spy, the feisty pyro, the explosive soldier.
In TF2, each class has roughly three main ways of attacking - a primary weapon (the Heavy's minigun, Pyro's flamethrower, Engineer's sentry gun, etc.) and secondary (various classes have shotguns, others pistols, while the Demoman has a highly effective mine thrower) and melee weapons (the Scout's bat, the Medic's bonesaw, and so on). Though classes now possess fewer means of attacking, the resulting gameplay feels much more focused. Each class has a very clearly defined role and the means to ensure they perform successfully. The only limiting factor is, of course, how effectively your team meshes together.
The Engineer also has that flexibility. As a support unit, the ammo- and health-dispensing stations it produces are great for maintaining forward positions, while the teleports it can set up help reinforce them. But these things are also important in defence, along with the all-powerful sentry guns, which completely disrupt an attacking team's momentum until they're cleared.
The Medic, for example, is one of the easiest classes to play as in the game, but also the most important in the right hands. His "medi-gun" is useful for healing team-mates in advanced positions, but the other element of it is the ability to build up "uber-charge". Medic-and-Heavy combinations are great for holding down capture-points, or assaulting them in more claustrophobic settings, while other combinations yield other benefits.
Stages look just as good as the character models, with sometimes blocky stage designs completely offset by an gorgeously realized artistic style. It's such a strong style that you can't help but wish more had been done with the 1950s spy / espionage theme.
The graphics are astounding. Using a stylized cartoon look, the game instantly sets itself apart, not only from the original version but all other games in the genre. Each character looks different, which makes them easy to keep track of visually. They also animate differently and with a lot of variety. The humor works in a game like this that is so potentially serious. Sentry guns as they're being erected will cause you to actually stop playing the game and just watch as the various parts lock into place like a Transformer.
Critical hits, for instance, which pop out of your gun in the form of glittering bullets (or grenades, or rockets) cause green "critical hit" text prompts to pop up over your target's head. Special animations or occurrences surrounding a critical hit that giving you that satisfied feeling that you accomplished something special.
Sound design is great as well, with nice little touches like the Demoman's Scottish accent, and the Scout's urgent cries for a medic.
Weapon sounds boom, making firing even a Scout pistol a thrilling experience, and make more or less useless weapons like the Medic's syringe gun fun to shoot.
The music, of which there is very little, blends perfectly with the visuals when it does play, strengthening TF2's artistic vision even further.
Anyone signing up to Team Fortress 2 for the first time now will be part of an ever-expanding community, something that Valve have smartly steered but also learned from. Its hell of a game. With its powerful artistic style and blazingly quick, yet accessible gameplay. PLAY IT!
Sorry for my bad english. This is my review account, because the low playtime.
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