Counter-Strike

New Counter-Strike's New ScreenshotsYou've seen the debut trailer, you've read Totilo's take on the game, now see the first eight screenshots for Valve's upcoming Counter-Strike: Global Offensive.


In case you're only just joining us, CS:GO is a new take on the venerable multiplayer shooter promising a few tweaks to the system, new weapons, new maps and even a casual mode for those either new to the game or returning after a long layoff brought about by fear and/or dislike of the game's experienced, hardcore fans.


There'll even be cross-platform multiplayer between PC and PS3, the latter able to use a mouse and keyboard (though the game will also be released on Xbox 360).



You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

New Counter-Strike's New Screenshots
New Counter-Strike's New Screenshots
New Counter-Strike's New Screenshots
New Counter-Strike's New Screenshots
New Counter-Strike's New Screenshots
New Counter-Strike's New Screenshots


Counter-Strike

The Counter-Strike: Global Offensive booth at the Penny Arcade Expo in Seattle is a madhouse. People are waiting on long lines to play it. But if you can't get in, you can at least watch it played on the big screen, through the largest crosshairs in town.



You can contact Stephen Totilo, the author of this post, at stephentotilo@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Counter-Strike

In case you need a little visual reference to go with Totilo's extensive hands-on with Valve's latest shooter, here's a debut trailer for the upcoming Counter Strike: Global Offensive.



You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Counter-Strike

An Hour with Counter-Strike: GOI've played Counter-Strike: Global Offensive and can now say it's for me, too.


On the eve of the public debut of its newest game, Valve Software let me into their ever-expanding offices in Bellevue, Washington to give me a sampling of four classic Counter-Strike maps as they've been remade for 2012's Counter-Strike: GO.


This was, I dare admit, the first time I've ever played Counter-Strike.


Forget my shame, and let me tell you how terrific an experience it was. There is a lot to this game that will be interesting to veterans and newcomers.


Even I knew before I put my hand to mouse and keyboard in a Valve testing lab today that Counter-Strike is a classic team-based first-person shooter. One side plays terrorists; one are counter-terrorists. The most popular mode and the one I played today is Bomb/Defuse. One of five terrorist players randomly gets the bomb and can place it; any of the five counter-terrorists can try to defuse it. The match ends when one team is wiped out or the bomb goes off.


CS: GO will launch with five maps for Bomb/Defuse mode, and two for the other classic franchise mode, Hostage Rescue. Those combined seven maps are all based on classic Counter-Strike 1.6 and CS: Source maps, in other words, maps from the two most popular earlier incarnations of the game.


The maps will be recognizable to series fans. Valve's designers have kept the best of them nearly intact, applying a graphical upgrade but leaving most of the level layout intact. The classic Dust 2, for example, looks improved but plays the same.


Another map, Nuke, has had some of its dead space removed, Valve's project lead on CS: GO, Ido Magal, told me. Areas where players would get lost have been tightened. The classic map Aztec has been altered to give terrorist players more cover and quicker paths to bomb placement areas. Dust has had a "sniper alley" fixed so that players can now run through a trench in that map while trusting that some bridges that span it and other obstructions will give them some cover.



If you're like me and a Counter-Strike novice, you'll notice none of the subtle changes in the game's maps. Valve is partially making the game for us, but also vetting many of their big and little changes through pro players in the massive competitive Counter-Strike community.


Players like me can cheer for the game's new Casual mode. In it, money is no object and players can buy weapons for each round without worrying about cost. They will be playing with voice-chat open to all players, on both sides and the ability to spectate any player's actions, again, from either faction, should they die and be watching the rest of the round as it plays out. Casual is, Magal and Valve writer Chet Faliszek explained to me, part of their and partner studio Hidden Path's effort to "lower the skill floor" for new players.


Veteran players will ideally appreciate the game creators' efforts to also "raise the skill ceiling." The overall idea is that Counter-Strike is considered, at Valve, to be a game about skill, one that doesn't sand over differences in player ability and always lets the player feel like they know why they died. I sure understood why I died and also why I was able to achieve a surprising number of kills during our Casual sessions. Weapons recoil and headshots remain paramount. Character movement is swift and the pace is indeed fast. Maps are clean and easy to rush through. Valve clearly wants nothing to obstruct the clarity of the play of the game. To wit: Faliszek explained to me that smoke and dust effects, which are prominent in the starting area of Dust, appear less frequently and with less opacity, as the round gets underway.


Experienced CS players may gravitate toward the game's Competitive mode, which drops the cross-team chat and spectating and intensifies the rounds, dropping round time from three minutes to two. In Competitive, money earned for success in a round does count and can be spent on weapons and armor for the next round.


For the new game, Valve will host its own servers. Fans can still host theirs and tweak the game, but Valve wants all of the players to be able to rely on having access to a consistent experience. On the Valve servers. CS: Go will play the way described here. And only on the Valve servers for PC and Mac—or on the console versions for Xbox 360 and PlayStation 3—will players be matchmade based on skill. Valve is using a system called ELO and will prioritize that skill ranking when matchmaking in the Competitive mode. It will prioritize your friends list when matchmaking for Casual.


On PC and Mac, Counter-Strike: GO players can expect the standard options you get with a Steam game and any of the control options you would have with a computer. On the Xbox 360, players will use a game pad. On the PS3, players can use the game controller, the PlayStation Move motion controller or even a mouse and keyboard. PS3, Mac and PC players will be match-made against each other, clumped by skill, regardless of input device or platform. (Valve didn't demonstrate the PS3-PC.Mac cross-play to me today, but they confirmed that that enticing bit of networking is something they are striving to include in the game.)


Counter Strike: Global Offensive will feature eight new weapons and seven classic maps.


Weapons:
Decoy Grenade
Molotov
IMI Negev
Taser
Tec-9
Mag-7
Sawed-Off
PP-Bizon


Classic Maps:
dust
dust2
aztec
nuke
inferno
italy
office


What Valve showed me and will be showing at both this week's Penny Arcade Expo and next month's Eurogamer Expo is a lot of CS:GO's nods to the past, through classic modes and tweaked and graphically improved classic maps. In the future we'll find out about new modes and maps associated with them, innovations to the formula about which the Valve guys dropped no hints, other than to mention that for some reason, on some undisclosed map, some players will be in the role of professional bank robbers.


But even in the content now being shown, fans will be able to spot differences all over the place. They will see that character models are dressed appropriately for their level's environment and, in time, Valve will ensure that all of the characters have small visual variations in their wardrobe to distinguish them from each other. Veterans will notice that in Casual or Competitive, bullets will now fire tracers, helping players learn and understand where the ammo from the game's various weapons is going and coming from. This will visualize the series' various realistic streams and arcs of bullets as guns fire, recoil and are subjected to simulated laws of physics.


Long time players will also spot new weapons and items. Among them is a taser gun, an expensive, one-shot, instant-elimination gun that Faliszek described as a weapon that is used to humiliate. Players on either side can use a decoy, a bundle of firecrackers, sort of, that looks like a player on the mini-map and lets off the sounds of guns being fired. But it doesn't look like a player and doesn't make the sound of footsteps. A third new item is the molotov cocktail which fills an area with fire and smoke, briefly, the first CS item, Magal explained to me, that is designed to slow another team down. There will be more new weapons, but those are the ones I spotted.


The game is set to go into beta this October. Attendees of PAX and the Eurogamer Expo will get Beta codes they can redeem later, and Valve will provide fans other means, not yet announced, to get into the game. Through the beta, which is PC only, and through dialogue with more players of all levels, they want to tweak and perfect this game. As Faliszek and Magal showed me CS:GO, they frequently referred to stats in the game that might change. That's the point of the beta and the continued dialogue, to determine, for example, if bombs should detonate in 45 seconds, as they did in the build I played, or if that time will be shortened to 35 in Competitive mode. Defusal is currently 10 seconds. Decoys last about five.


The process of give and take is constant for this game, the Valve guys told me. For example, Valve was going to eliminate the ability to get armor, but was talked out of it by Source players. So they added them in, made them cost money for Competitive mode, made them free for Casual and they think they've solved the problem. For now, Valve is confident that they've made the right decision to eliminate random spawn points on all maps, a trait of the old games they think the community agrees led to unfair advantages. Feedback and the reams of data Valve has collected from players of earlier incarnations of the game can still change and influence any of this.


Valve and Hidden Path are attempting to expand the Counter-Strike audience with CS:GO, roping in more console players while also creating something that is supremely refined for computer veterans. I was impressed with how streamlined everything felt and how pleasant a session of Casual was, leaving me without the feeling of shellshock I often get during my rare dalliances with competitive shooters and instead with the satisfaction of playing an efficiently-made game with an amiable crew.


Counter-Srike: Go is scheduled for a first quarter 2012 release on the PC, Mac, Xbox 360 and PlayStation 3. It will be download-only. Faliszek couldn't tell me what it'll cost. They're worrying about making a great game first, he told me. They'll sweat the other details later. (But! Magal added: they won't be selling in-game hats.)


We'll have more on Counter-Strike: Go in the coming days here on Kotaku.



You can contact Stephen Totilo, the author of this post, at stephentotilo@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Counter-Strike

Real Details on the New Counter-Strike from Pros Who've Played ItValve Software revealed the existence of the newest Counter-Strike today, but the company seemed a bit shy on specifics, saying that next year's Counter-Strike: Global Offensive would bring new weapons, gameplay modes and maps to the extremely popular competitive shooter.


Thankfully, some of Counter-Strike's most dedicated players, the professionally competitive type, are going hands-on with CS: GO this week at Valve HQ, giving us an early look at some of the game's big changes.


ESEA News' Craig "Torbull" Levine offered up the game's first in-depth hands-on report from a "pre-beta" build of Counter-Strike: Global Offensive, writing that Valve is "keen on hearing the input from top [Counter-Strike Source] players to make CS GO an e-sports title."


Bastian Veiser, product manager for the ESL Pro Series, says he's also in attendance at Valve's CS GO playtest, writing on Twitter that it's not just Counter-Strike Source players offering their feedback to Valve. "There 'are' 1.6 players around," he assures fans of the other active Counter-Strike fanbase.


Levine writes that Valve plans to include both "casual and competitive games modes" in Counter-Strike: Global Offensive with dedicated servers and a built-in matchmaking system. The first CS GO map that the small group of Counter-Strike enthusiasts played was the iconic "de_dust," which game designer Jess Cliffe reportedly said was being "overhauled to become competitively played."


The next Counter-Strike sounds visually overhauled as well, with Levine writing that "maps look beautiful, the player skins and animations are smooth, and the gun models are cool!" Veiser tweeted that the game was apparently "based on the Portal 2 Source engine."


"We got to play dust, dust2, inferno, and nuke," Levine writes, confirming the existence of the series' best known maps. Valve reportedly also confirmed that "de_train" would be included in Global Offensive's map rotation among other unspecified maps.


The next Counter-Strike will also reportedly add some new weapons to its arsenal, including a "new heavy machine gun rifle, new pistols, and a new shotgun." Valve is also experimenting with two new grenade options, a pricey Molotov cocktail—designed to block rushes and do area of effect damage—and a decoy grenade that emits gunfire sounds intended to confuse players who rely on audio cues to determine player positioning. Given the controversy that surrounded the inclusion of Counter-Strike's since-removed riot shield, it's going to be very interesting to see how Valve and Hidden Path integrate all-new weapons and tactics into the series' tried and tested existing components.


Levine also touched on the gameplay nuances of CS GO in his write-up, writing that the new title had a "feel" distinguishable from both Counter-Strike 1.6 and Counter-Strike Source, saying "pro players seemed surprisingly happy with the player player movement and feel of the game."


Valve is also reportedly experimenting with weapons that have "situational value." Instead of players committing solely to the strongest, most reliable options—the AWP, Desert Eagle, AK-47 and M4A1—it appears that the game's developers intend to make sub machine guns, shotguns and pistols viable purchases. Levine writes that CS GO will have "adjustable weapon variables," which sounds like an easier way for Valve to tweak values of each weapon for improved balance.


Finally, according to Veiser, Valve may be planning a closed, invite-only beta test for Counter-Strike: Global Offensive in the coming months. Attendees of this month's PAX Prime and the Eurogamer Expo (late September) will have a chance to go hands on with the game.


Counter-Strike: Global Offensive is "targeted" for an early 2012 release on the Xbox 360's Xbox Live Arcade, the PlayStation 3's PlayStation Network, Mac and PC in early 2012.


Hands on With Counter-Strike: Global Offensive [ESEA New]



You can contact Michael McWhertor, the author of this post, at mike@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Counter-Strike

New Counter-Strike is Real, hits PS3, Xbox 360, Mac and PC in Early 2012The Counter-Strike: Global Offensive rumors were true. Valve Software announced the game today and already added a listing for it to Steam.


In a press release, Valve said that "CS: GO features new maps, characters, and weapons and delivers updated versions of the classic CS content (de_dust, etc.). In addition, CS: GO will introduce new gameplay modes, matchmaking, leader boards, and more."


The team-based shooter game is "targeted" for an early 2012 release on the Xbox 360's Xbox Live Arcade, the PlayStation 3's PlayStation Network, Mac and PC in early 2012.


"Counter-Strike took the gaming industry by surprise when the unlikely MOD became the most played online PC action game in the world almost immediately after its release in August 1999," Valve spokesman Doug Lombardi said in today's announcement. "For the past 12 years, it has continued to be one of the most-played games in the world, headline competitive gaming tournaments and selling over 25 million units worldwide across the franchise. CS: GO promises to expand on CS' award-winning gameplay and deliver it to gamers on the PC as well as the next gen consoles and the Mac."


The game is being co-developed by Valve and Hidden Path Entertainment (the latter of whom worked with Valve on updates to Counter-Strike: Source, the game's most recent major release) and will be playable at PAX Prime in two weeks in Seattle as well as at the London Games Festival Eurogamer Expo in late September.


Interesting. I wonder what those Valve protesters are thinking right now. They were demanding a long-lost sequel from Valve, weren't they?


Counter-Strike

Is Valve Releasing a New Counter-Strike Game?Out of nowhere, there's rumours flying around tonight that Valve is on the cusp of revealing a new game.


It's not Episode 3, but for many, it will be the next best thing: a new Counter-Strike game.


Most of the chit-chat so far is based around testers (and eSports commentators) having very recently got some hands-on time with the rumoured project at Valve HQ. Some of them even pausing to take happy snaps of the trip.


All of the testers are involved in some way or another with the eSports scene, in particular competitive Counter-Strike gaming, and have apparently been down at Valve HQ giving their thoughts on a current build of the project.


Its full name is supposedly Counter-Strike: Global Offensive, and is due out in Q1 2012. Whether it's a major update to the existing Counter-Strike or an all-new title isn't clear yet. According to the testers, some of the changes it would be making to the series' tried and tested formula would be new guns, new grenades, revamped maps and free ammo.


Oh, and the fact it'll be running on an updated version of Valve's Source Engine. And hats? No word yet on hats.


We've contacted Valve for more info, and will update if we hear back.


Counter-Strike: Global Offensive [ESEA News]



You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Counter-Strike

Artist Wants to Make a Life-Size Replica of Counter-Strike's 'Dust' for Us to Play InAram Bartholl has a habit of bringing the most recognizable things from our virtual worlds into reality. He created the first-person shooter glasses. He installed replicas of Need for Speed Underground 2's flashing neon arrows and Counter-Strike's crates in public spaces. Now he wants to construct one of the world's most played multiplayer maps, "de_dust" in the real world—at actual size.


Aram Bartholl's video game projects have typically been of a smaller scale. He's built recreations of weapons from World of Warcraft and sculpted versions of the floating nicknames that display above a player's head in that online game.


He's gone bigger, though, with "Map" his replica of the Google Maps pin icon.


Bartholl's goal for Dust is to build a one-to-one scale replica made of unpainted concrete, measuring 115 x 110 x 15 meters (377" by 360" and nearly 50" tall). The Berlin-based artist has filed a proposal with the Rhizome Commissions Program seeking a grant to aid in the construction of Dust, "making this map accessible as a large scale public sculpture."


Part art piece, part museum, Bartholl argues that his Dust project "will represent a petrified moment of cultural game space heritage."


That grant money would pay for research, creation of small scale models and promotion of the construction of Dust. The actual cost of creating a real world copy of Dust that we could walk around in? Well, that will require much more than the $5500 Bartholl is seeking.


Why rebuild a video game map in the real world? Here is a portion of Bartholl's argument for Dust.


Computer games differ from other mediums such as books, movies or TV, in that spatial cognition is a crucial aspect in computer games. To win a game the player needs to know the 3D game space very very well. Spatial recognition and remembrance is an important part of our human capability and has formed over millions of years by evolution. A place, house or space inscribes itself in our spatial memory. We can talk about the qualities of the same movies we watched or books we have read. But millions of gamers experienced the same worlds in computer games. They all remember very well the spaces that they've spent a great deal of time in.


Computer game architecture and game maps have become a new and yet undiscovered form of cultural heritage. How many people in the world have seen the real Time Square, the Kaaba in Mecca or the Tiananmen Square with their own eyes? Millions of players share the experience of the same computer games and 3D spaces they have ‘lived' in for a significant amount of time in their lives.


A computer game map like ‘de_dust' appears to be more real than many other places in the world such as artificially constructed places like supermarkets, airports or cities like Dubai. Unlike current computer games (with their endless worlds and terrains), game spaces of the 1990's were still limited in size due to graphic card and processor power limitations. A respectively small and simple map like ‘de_dust' offered a high density of team play with repetitive endless variations.


Dust, one of Counter-Strike's most popular maps, was first released in 1999 by level designer Dave Johnston. No word yet on when or where the real-life version of Dust might show up.


Link Chevron Dust [Rhizome - thanks, Riley!]


Counter-Strike

Then perhaps you'll find the game Orion: Prelude of interest. It combines Tribes and Counter-Strike influence with a feature few sci-fi shooters are brave enough to include: Tyrannosaurus rex. Perhaps you'll be interested enough to fund it.


The developers of Orion: Prelude, a multiplayer shoot 'em up that includes familiar space soldier armor, but also includes jet packs and dinosaurs, are hoping you'll financially support their game. They plan to bring Orion Prelude to Steam, Xbox Live Arcade and PlayStation Network, but first need to fund a multiplayer beta and "bring a polished build to this years Game Developer Conference."


Orion Prelude's development team, Spiral Game Studios, name-check some multiplayer greats in their pitch for the shooter: Quake II, Counter-Strike, Starsiege: Tribes, Unreal Tournament ('99). But if you don't know those games, think Halo: Reach meets Jurassic Park.


Spiral has started a Kickstarter funding project if you'd like to see Orion Prelude made. Watch the trailer—but prepare for some overused Inception music—to see if this is your cup of tea.


ORION Prelude [Kickstarter]


Counter-Strike

Now we know how Freddie Wong, star of many a YouTube gun fight, is able to land so many head shots.


From the same group of filmmakers (that are inexplicably not making awesome, big budget action movies) responsible for Modern Warfare: Frozen Crossing, the real life Portal gun video and many more fine short films that appeal to our sensibilities comes... this, a demonstration of how silly an aimbot would look in real life.


Bunny hopping too. Also ridiculous.


...