Counter-Strike is a lot like high school. There are a lot of cliques. Fights break out in the hallways. Everybody is concerned with looking cool. And now, with Global Offensive’s latest update, people are able to decorate the covers of their books (guns) with stickers.
Let’s imagine that my time here at RPS thus far can be split into The Wire-style themed television seasons. The first season was all about FIFA and Football Manager and foot-to-ball related things. This second season is all about Counter-Strike: Global Offensive. It’s not my fault; I just find it really interesting.
Counter-Strike: Global Offensive‘s Steam Workshop is full of custom-made maps for the veteran multiplayer shooter, but under normal circumstances those maps can only be played on certain, custom servers. Operation Bravo takes eight of those community maps and makes them playable on official, ranked matchmaking servers in Casual, Deathmatch and Competitive game modes. For $6/ 3.50.
2014 would seem to be the year in which the games industry has another crack at making primarily multiplayer shooting games work all over again. There’ve been a few false starts in the past, but Destiny and Titanfall are some super-big, super-fat attempts at achieveing enormous mass market success from shooters where narrative takes a backseat. Now Evolve joins the ranks of big games looking for a piece of glossy, next-generation COD-seasoned pie, and it comes from Turtle Rock Studios, those former Valve chums who did the heavy lifting on the original Left 4 Dead. (more…)
It seems like only yesterday that I was writing about development of new maps for Counter-Strike: Global Offensive. Which is fair but slightly inaccurate, as it was actually Tuesday that I wrote about that. Now the maps are available to play as part of CS:GO’s Winter Offensive update, alongside the first batch of community-made weapon skins to be added into the game. (more…)
INT: Valve HQ, midnight. GABE NEWELL, DOUG LOMBARDI, MARC LAIDLAW, CHET FALISZEK, ERIK WOLPAW, ROBIN WALKER, SAXTON HALE and MR G. MANN sit astride their genetically-engineered red and black-striped lynx, supping liquid gold from goblets carved out of velicoraptor skulls.>
NEWELL: Gentlemen! I have gathered you here today to discuss my gravest concern. The day we have long awaited is here.
ALL: [Anxious muttering, some shouting.]>
NEWELL: [Holds up a hand. The room falls quiet immediately.]> No, please, silence. It’s true. The time has come. We have made… [bows head. In pride? In shame? In reverence?>] We have made enough money. We need no more. There is nothing we could do with more. Nothing is beyond our reach. Our work is done. Complete our last remaining project, and then we shall shut the doors on our mighty empire. (more…)
Dave Johnston is best known for creating de_dust and de_dust 2, but he also made other maps for Counter-Strike. No, I’m not talking about cs_tire, the reddish-brown retirement home which was cut from an early beta. (That’s me establishing my CS credentials). I mean de_cbble, the quaint castle-set map.
Over on the Counter-Strike: Global Offensive blog, the CS:GO team have written about their work in re-creating and updating de_cbble for the new game, alongside an entirely new map they’re adding soon. They say mean things about the old de_cbble. (more…)
I have sniped a Terrorist across the full length of A-Long. I’ve hidden behind the squeaky door on Nuke, unmoving, for almost two minutes before scoring an ace with a P90. I’ve won and lost last-minute nailbiters. But until the most recent Dreamhack tournament I’d never staked an AK-47 on a match before and I’d never really got under the surface of Counter-Strike: Global Offensive.
Hit the jump to commit to a competitive game
Readers. I crawled to the end. You warned me. After part one of the diary, you really did warn me.
At the beginning, I thought Half-Life was the best game I’d ever played. There were so many finely crafted moments; so many things I learned. I avoided reading the slightest thing on it. I wanted it unsullied. As time went on in Half-Life, I gradually realised that each level is a discrete little chocolate box of incidents, scripted events, little puzzles and touches. There is so much attention to detail in the way that everything is centred on the player’s experience, how to psyche you out, how to spook you, how to mess with you. And then, as each new level drags on, you begin to wonder what it is you’re aiming for. By the time you reach Xen, you’re done. By the time you get to gonad beast, you’re completely, oh so really, done. But wasn’t it something? But wasn’t it really something>? (more…)
Valve have learnt their lesson from Diretide: don’t deny the Dota 2 community their holiday celebrations. That means that Frostivus is back. The holiday event is traditionally quite lovely. Last year’s Frostivus started normally before being taken over by The Greeviling, an update and game mode in which players can use their Greevil a secondary hero. At this point, I’d normally make a crack about how I don’t understand any of this and don’t care, but truthfully, I do> understand it. It’s just easier to be flippant than explain all the context. Instead, this time, I’ll take door number three and link to the Dota 2 wiki page about the Greeviling event.