Counter-Strike
Counter-Strike Global Offensive Pro Tip AWP


At least, that's probably the sort of nomenclature you'd reap from public servers after applying the skills picked up from Team Dynamic marksman Keven "AZK" Larivière for Counter-Strike: Global Offensive's one-hit wonder AWP sniper rifle. As part of Valve's Pro Tip video series, Larivière spills the bullets on the best uses of a sniper's superior oversight, when each of the two zoom levels come most in handy, and how shooting the legs off a careless opponent equates to a high-caliber "tsk-tsk."

The real secret of a successful AWPer, however, probably lies with mastering quickswitch tics in a cacophony of deployment noises, as Larivière's lightspeed weapon swapping both defies and defines efficiency. Its mesmerizing effect probably lulls unaware victims into an easy kill like a rubber-armed spider.
Counter-Strike
Counter-Strike Global Offensive - confused soldier in suburbia


An excitable post on the Counter-Strike blog announces that Counter-Strike: Global Offensive will be free to everyone from today through until Sunday to celebrate the climax of the Electronic Sports World Cup.

"This weekend? CS:GO is free. Download it. Play it. Love it. It’s free. Who knows, we might even put it on sale if you want to keep playing after this weekend," say Valve. They've recently updated their spectator tools with GOTV, an in-game service that should let you check out the pro action happening in Paris this weekend. If you're suitably inspired, you can start climbing the ranks and taking on CS regulars.

If you've never played Counter-Strike before, you won't have to worry too much about running into crack sharpshooters right away. "Ranked players will only meet Free Weekend players skilled enough to climb into their skill group." In the meantime, Valve have put out another Pro Tip video to give you a head start while the client downloads.

Counter-Strike
Counter-Strike Global Offensive TV lines of action


The GO TV client for Counter-Strike: Global Offensive will launch before the Electronic Sports World Cup finals kick off on November 1. That's according to a tweet from the official CS:GO twitter feed spotted by PCGamesN. "Everyone will have a chance to watch the show," say Valve. They've posted a screenshot of GO TV in action, which includes some tactical squiggles over a map, suggesting that casters will have the terrible power to draw anything they like live on the internet.

The ESWC is set to conclude next week during the Paris Games Week. Find out more about the tournament on the ESWC site, and grab the full schedule here.

Counter-Strike: Source
Counter-Strike Global Offensive pro tip video


Valve have sat down with Area 51's Semphis and a video camera to talk through some pro strategies for improving your odds in Counter-Strike: Global Offensive. Semphis offers detailed advice about how to fire the AK-47 at different ranges, and shows some of his favourite grenade arcs. Advice like "aim above the third strut to get a smoke grenade to the Library" is exactly the sort of precise instruction that'll come in handy the next time you find yourself rushing around that corner on de_inferno.

This is the first in a series of Pro Tip videos that Valve plan to film as they travel around visiting teams. Valve seem to be warming to the idea of producing films. They announced that they're working on a Dota 2 e-sports documentary earlier in the year. It'd be great to see some Dota 2 tips videos from Valve as well, but who knows what they'll do next.

Counter-Strike
Counter-Strike Global Offensive Vertigo map


Valve updated Counter-Strike: Global Offensive today with two additional maps and a refit of the Classic Competitive matchmaking system. Vertigo, a classic Defusal map, returns with a Source facelift to its multi-leveled mayhem and shadowy camping nest corners, while Monastery chills things out with an Arms Race among the snowy promenades of a windswept temple.

Classic Competitive matchmaking now involves queuing up until 10 player matches are found before starting a game. Group queuing and matchmaking with friends are also possible through a "Play with Friends" option. Head over to Global Offensive's website for a short FAQ on the new matchmaking.
Counter-Strike
unrealtourney


Epic Games frontman Cliff Bleszinski conducted a crowdsourced interview with Reddit over the weekend in the popular "Ask Me Anything" subreddit. A number of noteworthy responses cropped up regarding Bleszinski's thoughts on revisiting older IPs, modding's explosive popularity, and (though very definitely not announcing this) an open-world reboot of Unreal, among other answers. Check out a few choice quotes below:

On the potential for a Jazz Jackrabbit reboot:

"Not any time soon. We're (fortunate) slaves to our success here at Epic with great franchises like Gears of War and Infinity Blade. It seems like a risky bet: Could we see a 2D platform game return and really move that many units, or would it just be a cult hit?

"We make games as a labor of love, but we also try to weigh the choice of what we build based upon a solid understanding of the business. How could Jazz exist and flourish in this market? I don't know, honestly. One idea that George Broussard and I discussed years ago was to bring back Jazz as an FPS, Jumping Flash style. But yeah, we'll do that in our 'spare' time."

When are we getting a return to the PC FPS glory that was Unreal?

"It seems as if you're asking about two entirely different games. The first Unreal was more of a single player exploratory experience whereas Unreal Tournament was a multiplayer focused game with a 'ladder' for the single player. Both have their strengths and weaknesses.

"I was quoted recently on a Fortnite panel about the first Unreal and what a reboot might look like. Having really grown into a big Bethesda fan lately (Skyrim rocked my world), I couldn't help but wonder what a reboot of Unreal would be like if it was more 'SciFi-Rim.' Sure, there would be shooting involved, but exploration would almost be more important. Get back to that sense of wonder that the first game had. (Caves and castles and crashed ships are basically your dungeon instances, whereas the 'overworld' is less intense.) Put it on a high-end PC, and prepare yourself for amazing visuals never before seen in real time.

"As far as a new UT, it's hard to say. Shooters and their sequels are a tricky beast. Often you wind up upsetting your core whenever you make a sequel because sometimes you change things the users didn't want changed, or the users are so very in love with their memory of the original game that there's nothing you can do to live up to the first game. This happened with Counter-Strike: Source, Quake 2, Unreal Tournament 2003, and heck, even Halo 2. All that said, I do personally believe that Unreal Tournament 3 suffered a bit from an identity crisis in regards to whether or not it was a PC or console game.

"So if, when? I don't know, honestly. We're understaffed right now for all of the projects we've got going on, so I can't say if or when it may happen. I do love that IP, and I do hope to return to Na Pali some day.

"P.S.: The delta between the current crop of consoles and a high end PC is incredibly obvious now. Looking at Hawken at PAX versus the other console games and this difference is startling. FYI, Fortnite is a PC-first game."



If there's one current trend (DLC, pre-order exclusives, etc.) you could change in the game industry, what would it be and why?

"I'd make sure there's still a place for survival-horror games to exist and floursh. There have been a few that have come back (Amnesia comes to mind), but by and large the genre has almost vanished. Fatal Frame 2 and Silent Hill 2 are two of my favorite games of all time.

"I believe that one of the main factors for this is the blockbuster-hit driven nature of the business that we have in a disc-based market. You're either Call of Duty, Skyrim, or Gears, or it seems like you're a 'campaign rental' or a used game. When we get to a digitally delivered world, I'd wager that there will be room for, say, a 20 dollar short and fun and scary experience to emerge."

What do you think of DayZ, and as a successful game designer, do you consider the success of games like DayZ, Minecraft, and Kerbal Space Program changing the way you think about gamers and how to design for them?

"I haven't had a chance to play DayZ myself, but I've seen the viral videos. That mod is a prime example of my theory stating, 'Bugs notwithstanding, there's a direct correlation between how cool your game is and how many interesting YouTube videos it can yield.' I loved the 'Never trust anyone in DayZ, especially if they have a helicopter' video. Pure gold.

"So, put the survival and social aspects aside for a second and step back and consider that we're in a world where a mod like that can blow up thanks to the connected nature of the world in which we live. A handful of guys can now have a great idea for the next big thing and put it out and it can explode seemingly overnight! We had seen this before with mods like Counter-Strike, but it's only become more and more frequent lately.

"My wife and I were very hooked on Minecraft for months. It's brilliant, and I have a lot of respect for Notch and the crew at Mojang, and I find it thrilling that unique games like the aforementioned can flourish now."

You have unlimited funds and processing power. What film/novel/comic book would you make into a game?

"Firefly."
Counter-Strike
New muzzle flashes: firey, good.


I’ve determined that Counter-Strike: Global Offensive is from another dimension. It’s a game that doesn’t need to exist. PC gamers (thousands of them, according to SteamGraph) are perfectly served by Counter-Strike: Source and CS 1.6, content with the decade-something of tuning and attention those games have received.

But here’s GO: full of doppelganger Desert Eagles and de_dust déjà vu, quantum-leaping from some parallel timeline whose game industry briefly intersected with ours. Playing it is like running into a college crush at the supermarket. You immediately notice differences. Oh, you’re married? Your hair looks different. But that experience of reconnecting is pleasant—they’re mostly still the person you admired during geology.

In other words, GO’s familiarity helps and hurts. Minor deviations from the CS you might’ve known or loved are easy to identify. The MP5 is now the MP7, but it lacks the same clicky report and underdoggy “this is all I can afford, please don’t kill me” personality. The TMP is replaced by the MP9. Ragdoll physics don’t persist after death, curiously. You can’t attach a suppressor to the M4 for some reason.

I’m not particularly bothered by this stuff; I don’t need the MP5 reproduced precisely as it existed in 2004 or 2000 to live a fulfilling life. What does bug me are some small but significant changes to firing feedback. When you shoot someone in GO, they don’t wince. There’s a sneeze of blood, and audio that conveys that you’re hitting them if you’re within a certain range. But they don't do this, and I don’t understand the decision to omit a flinch animation on character models.

Especially at long range, it takes a little more effort and squinting than it should to tell if I’m hitting someone or not. And counterintuitively, bullet tracers, new in this version of CS, are an unreliable source of feedback. They seem to trail the path of your actual bullet by a few microseconds. With rifles and SMGs, my eyes would wander away from my enemy and crosshairs--what I should be watching--and try to interpret where my bullets were falling based on the slightly-delayed, streaky particle effects. The small upside to tracers is that they mitigate camping a bit.



de_dust2.0
The changes made to existing maps are clever and careful, though. Cracked glass is more opaque, making it modestly more difficult to go on a sniping rampage in areas like cs_office’s main hall. Adding a stairway to the bottom of de_dust makes the route more viable for Terrorists while retaining that area’s purpose of a bottleneck; moving the B bombsite closer to the center of the map discourages CTs from hiding deep in their spawn point.

Considering these smart adjustments to classic maps, it’s puzzling that GO’s “new” mode and the new maps bundled with it are so gosh-darn mediocre. Half of GO’s 16 total maps are new, but they’re all locked to the Arms Race (a rebrand of the famous community-created mod GunGame) and Demolition (GunGame sans insta-respawn, plus bomb defusal) modes.

After 50 hours logged, I’ve stopped playing these modes completely. In the shadow of Valve’s talent for mode design (Scavenge in Left 4 Dead 2, Payload in Team Fortress 2), Arms Race and Demolition are safe, unimaginative, and most of us have played their predecessor. I would’ve loved to see VIP scenarios revisited. It presents a ton of design headaches (if your VIP isn’t good, everyone hates them forever), but it’s an experience that’s absent from modern FPSes.



But yeah, the new maps. Aesthetically, they’re likeable. de_bank mirrors the indulgence of fighting around Burger Town in Modern Warfare. de_lake and de_safehouse let you duel inside a multi-storied cottage and on its surrounding lawn. But tactically, they’re trivial compared to their parent maps. Most of them are compact (de_shorttrain is literally an amputated de_train) and designed to support instant-action, meat-grinder gameplay that reminds me more of Call of Duty.

What I’m lamenting, I guess, is that Valve and Hidden Path missed an opportunity to add a new classic map to the lineup--something that could’ve joined the legendary rotation of Office, Italy, Dust, Dust2, Aztec, Inferno, Nuke and Train. They could’ve tidied-up lesser-known but beloved community maps like cs_estate or cs_crackhouse. Instead, the eight we get feel more like paintball arenas--too fast, relatively fun, but frivolous. They lack the personality, purpose, or tactical complexity of their predecessors.

Pure
Even with these questionable adjustments and shrug-inspiring new maps, GO produces quintessential Counter-Strike moments. Being the spear-tip of a rush with a P90. Being the last person on your team and feeling the glare of your teammates as you try to win the round. The feeling of each kill you make increasing the safety of your teammates. Knife fighting for honor. Accidentally blinding your team with a misguided flashbang and getting everyone killed. Building a rivalry with an AWPer over the course of a match. All of that is preserved.

GO is a $15 ticket to reconnect with those sensations; it retains CS’ spirit as a competitive game driven by careful tactics, cooperation, and individual heroics alike. It's still a game about positioning, timing, and, say, thinking critically about how much footstep noise you're generating. GO preserves CS' purity in that regard--it remains one of the only modern shooters without unlockable content, ironsights, unlockables, or an emphasis on things like secondary firing modes.



Atop that, there are some touches that rejuvenate the game we’ve been playing for 12 years. The new scoreboard is terrific. There’s both a server browser and a party system, if you prefer that. There’s a slider for scaling the UI. New players can practice against bots offline. And although a few of the weapon models are unambitious (the Nova and sawed-off shotguns look like drug store toys; the AWP and the Scout resemble one another a little too closely), I love that there’s multiple sets of character models for both teams--cs_office and cs_italy’s Terrorists and Counter-Terrorists look and sound completely different.

I expect you’ll like most of the new weapons, too: the PP-Bizon is a cheap, 64-shot SMG. The MAG-7 shotgun is slow-firing (and slow-reloading, as it’s magazine-fed) but absolutely deadly. I like that heavy machine guns are no longer total novelties, and are viable in a few situations. The Molotov and incendiary grenade fold into Counter-Strike’s core concept (iterating on tactics between rounds) beautifully because they’re throwable walls of fire that can deaden the momentum of successful enemy tactics.

In summary: go, go, go. I’m hopeful that the competitive community will fill in the map and mode gaps left by Valve and Hidden Path. Zombie Mod is a good start.
Counter-Strike: Source
Counter-Strike Global Offensive cinematic


The Counter-Strike: Global Offensive cinematic is just under four minutes long. It's easy to forget how much time goes into making these short teaser videos, so Valve have released a behind-the-scenes montage showing mo-cap actors performing military manoeuvres on a mat in a warehouse, a full orchestra recording the backing track and tiny details being tweaked in the Source Filmmaker. The video editing tools Valve released recently really are the same as the ones they use in-house. I can't wait to see some of the community entries for this year's Saxxy Awards.



And here's the finished product

Counter-Strike
Counter-Strike Global Offensive - confused soldier in suburbia


Counter-Strike: Global Offensive is out in just six hours, giving us the chance to jump into a buffed and polished rendition of a classic, which is nice. A beta patch arrived yesterday adding a zombie model that will be used in the Zombie mod, which will be playable with CS:GO later today. It also added a weapons course, which provides basic training in CS:GO's guns and gadgets.

The patch also cleans up the UI a bit and fixes a few bugs. Check out the patch notes and the cinematic trailer Valve released at Gamescom last week below.


Gameplay:

• Added the Weapons Course to the game.

UI:
• Voice notification can now show more players talking.
• Updated the freeze panel to no longer show the heath for your killer in competitive mode.
• Added an option in the menu to disable the game instructor messages.
• Update to the player info panel to no longer show achievement alerts.
• Update to the leaderboard screen to default to “Friends” filter.
• Added the “Total Games Played” leaderboard category.
• Updated the Play With Friends screen:
-- Made the chat window bigger so text is no longer cut off.
-- Adjusted the size of dimming when the focus changes between friends list and lobby list. It used to obscure the friends list and a little of the chat. Now it only obscures the friends list.

Bug Fixes:
• Updated the radio command panel so that the radio panel doesn't end up at the top of the screen during a mode that doesn't have a money panel.
• Set Classic Casual deadtalk to 0 to encourage fair play.
• Fixed the freeze panel dynamic positioning that would allow it to go too high.
• Fixed a missing text string displayed when player is not connected to Steam in leaderboards.
• Fixed a bug where the Mag7 could be bought by Ts via console commands.
• Fixed a bug where adding favorite server was not functional in the Community Server UI.
• Fixed a bug in the Play With Friends lobby where using left and right on keyboard or gamepad made the screen unresponsive.
• Fixed a bug in the Play With Friends lobby where typing in the Chat window would cause player names to flicker in the friends list.
• Fix for voice/chat/radio messages. Better unified the handling of voice and chat messages.
-- Chat messages now correctly use sv_allchat (instead of sv_alltalk), which should be more consistent with other source games.
-- Team-only communications now are not affected by sv_allchat/sv_alltalk, which means that private communications to one's team stay private, regardless of game mode.
-- Team-only communication is also not overridden by sv_full_alltalk, which allows teams to privately communicate strategy during warmup time and intermission.
-- Radio commands are considered team-only, so these should still be usable for tactics during games with sv_alltalk enabled (e.g. casual).
-- Spectators no longer hear team-only communications, except when sv_spec_hear is mode 2 (hear/see comms of the spectated teams).

Audio:
• Increased the audible range of the c4 plant and disarm sounds.
• Fixed audio randomly chirping/screeching on certain levels.

Matchmaking:
• Tuned lobby distance computations when performing matchmaking.
• Exposed a convar ("mm_csgo_community_search_players_min") for community quick match to look for community servers having at least specified number of human players already playing.

Community:
• Shipped zombie model to support the Zombie Mod
Counter-Strike
counter strike


On the eve of Valve hitting go on Counter-Strike: GO, I thought it'd be useful to revisit why the once-mod continues to have its hooks in so many of us. Just like true love or a really outstanding taco, explaining what makes Counter-Strike good can be inexplicably tough to put into words. Go on, try. "It's, uh...tense? The guns feel nice. ...Teamwork?" Told you.

Read on for some notes on why I think Counter-Strike continues to be a classic. We'll have a CS:GO review up later this week.
SHORT ROUNDS


Prompts the player to iterate on tactics; creates context for winning streaks, losing streaks, ties, coming from behind to win.
Death is a time-out to reflect on the next round, creates oscillation between tension (being judged/spectated by teammates) and relief (watching/judging your teammates).


WEAPONS THAT "HAVE A MIND OF THEIR OWN"


Takes skill, time to understand + control weapon behavior.
High-fidelity hitboxes—where you aim matters fundamentally.
But alternately, firing recklessly (spraying) can produce lucky kills.
Uncertainty is fun (“Who’s going to win this shootout?”).



EXCELLENT MAP DESIGN


Fixed spawns; easy to orient yourself (complexity rarely goes beyond two or three routes), nameable landmarks (“double doors,” “bridge,” “back office,” “near spawn,” “at B”).
Constructive asymmetry; when sides swap, they also typically swap tactics sets/roles (cs_assault: Ts are well-protected defenders, CTs are sieging).
Map design carefully tuned to account for player movement speed—equidistant chokepoints. CTs + Ts arrive at chokepoints if they both leave the spawn area with knives out. (e.g.: On cs_office as CT, if I’m going to snipe, I have to sprint to the outdoor hallway to get eyes on main hall in order to give myself an opportunity to catch Ts moving from their spawn to garage).
CS' levels generally have a totally pristine appearance: they generally don't bear any evidence of combat until the round actually begins. This "blank slate" not only creates opportunities for the environment to convey valuable tactical information about what's happened (bullet holes, cracked windows, opened doors, broken grates, turned-over filing cabinets), but damaging the world itself can be inherently fun.



PURCHASING SYSTEM


Players can buy weapons and equipment at the start of a round. This is a system that suits competitive play and builds a metagame throughout a match, and it makes the decision to not spend/be conservative a cost/benefit decision (typical second round choice: save up and hope to loot a rifle from a dead player, or spend now and be better-armed).


MEANINGFUL COUNTER-TACTICS


In most situations, snipers can be countered by smoke/flash grenade, flanking, synchronized teamwork, or planting the bomb.
In some situations, rushing can be countered with good positioning, waiting and listening, and/or long-range weapons.



CULTURE

Dead players form an instantaneous graveyard chat room/peanut gallery/sideline. This shared social space with opponents creates an opportunity for rivalries or other relationships to form between players (clan recruitment, heckling, complimenting).
Weapons have reputations or even stigmas; knifing or pistoling someone wielding an AWP might be seen as a David/Goliath scenario.
Zany maps (de_rats, Mario Kart), sprays, and server mods that offset the seriousness, create opportunities for pranking.
...