Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Added an additional diagnostic message when a player is dropped from a server due to Steam authentication failure
  • Added "startmovie" support for resolutions above 2048x2048
  • Fixed a client crash caused by running "startmovie" with the h264 codec without having QuickTime installed
  • Fixed a client crash related to rendering replays

Team Fortress 2
  • Reorganized the tabs in the Mann Co. Store into Bundles, Guns, Hats, Misc, Tools, and Maps to make it easier to find specific items
  • Added a new Hot Items tab to the Mann Co. Store to show real-time popularity of items in the Mannconomy
  • The Diamondback now correctly gets guaranteed crits if an Engineer changes class while their buildings are sapped
  • Fixed a bug that would cause the Gunslinger to draw a normal Engineer hand first-person sometimes when wielding other weapons
  • Fixed a server crash related to bots
  • Fixed a client crash related to breakables/gibs
  • Added item sets to the GetSchema WebAPI
  • Updated the Spiral Sallet to be equippable by all classes
Counter-Strike


From its humble roots as a conduit for Counter-Strike back in 2003 to its current status as a digital delivery juggernaut with over 30 million subscribers, Steam's rise has been little short of remarkable. With an estimated 70 per cent share of the entire PC market, Valve's store has transformed a small developer into one of the games industry's most powerful players.


However, while serious challenges to its dominance have been few and far between in recent years, the playing field suddenly seems to be getting a little more crowded. EA's decision to launch its Origin store back in June presents the biggest threat to Steam's dominance yet, especially if it sets a precedent that other publishers will follow.


But has Steam built an unassailable lead? Is EA shooting itself in the foot? Or does the impending digital revolution spell the end for its good will-driven market monopoly? Eurogamer spoke to a number of key players in the PC download market, Valve and EA included, to find out.


First things first, the Steam faithful may well argue that there's no need for an alternative. Steam's brilliant, right? Accessible, developer-friendly, passionate about its content and offering good value for money, it's the fat cat it's okay to like. Certainly, you'll have trouble finding anyone willing to argue that it doesn't deserve its success, whether they be a developer, commentator or competitor.


"Steam's secret weapon is that the people at Valve just seem to understand games and their audience on a level far beyond that of most large companies, and this is evidenced in which games get promoted on the service and the overall feel of the experience," neatly surmises Supergiant Games' Grag Kasavin, whose delightful action RPG Bastion recently launched on the service.


"In spite of Steam's size, it feels more like buying games from a hobby shop than from a strip mall. I think this comes from Valve taking the long view of the business, and placing customer satisfaction as a high priority."


"The reason it has won is that it has delivered a service that everyone wants and that everyone likes," adds Nicholas Lovell, director of consultancy outfit GAMESbrief. "It just works. It makes life really easy."


But however good it is at what it does, healthy competition is vital. Not only because it drives innovation, keeps prices down and helps grow the PC market, but also because a Steam-only future might not be the level-headed utopia we'd all like to imagine.


"Any monopoly is dangerous," insists Lovell. "It's all well and good we think Steam are the good guys today, but Google used to be the good guys. They used to be the upstarts, and now we're all a bit afraid of them. The good guys, once they get into power, can become the not-so-good guys.


"Any time somebody can stifle what comes to market by their choices, it's an issue. If - and I'm not saying this is happening yet - Steam goes, 'I don't like your game', then it can just stop an indie from getting their game into a meaningful marketplace.


"At one level, they've got an infinite shelf space and they can stock as many things as they like, but at another level there's only a limited number of sales, there's only a limited number of front pages, there's only a limited number of business development people willing to sign the contract," he continues.


"They can just say 'we don't want to do that'. They start being able to censor what they distribute. When one person can effectively say yes or no over whether a product gets shipped, that's a dangerous place."


So, what are the chinks in Steam's armour? Where should the competition be focusing its efforts? The consensus seems to be that anyone wanting a shot at the title is in for a monumental struggle. Valve's store has a huge, contented customer base that will prove very hard to shift.


"Steam is dominant because they were early, executed well, and keep improving the service, with very high customer satisfaction," explains Wedbush Morgan analyst Michael Pachter.


"It will be difficult for anyone to topple them. The analogy is Bing to Google search. It doesn't really matter how good the competitor is if switching costs exist, as most people who are perfectly satisfied won't bother to check out the competition."









If anyone does have the stomach to properly take on Valve, they'll likely have to have very deep pockets. Indeed, when asked what he'd do if wanted to mount a serious challenge, Get Games boss Graeme Struthers cheerfully concedes, "If I really wanted to take on Steam I'd have to go and find a colossal amount of money and buy them."


Not only will a competitor need to court publishers by offering them a bigger cut of the back-end, but they'll also have to pass on some meaningful savings to customers. And with Steam hardly pillaging gamers' wallets as it is, that's a bar many will be unable, or unwilling, to crawl under.


Blizzard veteran and current Runic Games boss Max Schaefer doesn't provide much more in the way of comfort for any would-be usurpers. He tells Eurogamer that their best hopes probably lie in Valve slipping on a proverbial banana skin and doing something to alienate its userbase.


"I think Steam benefits from being an agnostic platform - they push other people's games as much as they do their own. Unless Steam screws something up. That's a way things could change - if they do something that horribly annoys its customers. People don't have a terribly large emotional attachment to where they're clicking to buy their stuff. Right now most things that they want are on Steam. It's sort of a self-fulfilling situation - since everyone is there, that's where everyone goes."


However, there is certainly one area where competitors might be able to find a little elbowroom. Steam's dark, slick aesthetic is largely geared towards the male, core-orientated user. That leaves a huge swathe of the world's gaming population up for grabs, says Theodore Bergquist, CEO of Steam rival Gamersgate.


"Steam has pretty much locked in the hardcore market," he admits. "On the other hand, if Steam has five million paying customers and there are 90 million PC players in the US, it's easy to see who you should go chasing for.


"The next generation of digital buyers are not hardcore gamers, they are more casual consumers in the sense that they don't care about all the overlay features in a platform, they don't want to download a client, and they don't see the point of being locked in. They want to keep it simple - download and play - and they care more about price and selection, rewards and support, things Gamersgate are focusing on."


The other key factor in Valve's success is content. Tying a must-have game exclusively to the platform worked wonders for the developer with Counter-Strike. Attempting to replicate that honey trap is another possible angle of attack. And sure enough, this is where EA's Origin initiative comes in. Of course, the jury is still out on whether forthcoming BioWare MMO Star Wars: The Old Republic is that killer app, but its absence from Steam is undoubtedly a blow for Valve.


Like it or not, EA's Origin store could prove but a taste of things to come, and it may well be single-publisher stores such as these that eat into Steam's bottom line rather than more conventional competition. As digital delivery increasingly becomes the industry standard for PC, it's natural for slow-on-the-uptake publishers to want to make up some ground and wrestle control of their games back from third parties. With a hefty percentage of a game's asking price being skimmed off by Valve, who can blame Riccitiello for wanting to strike out on his own?


"In the traditional physical retail distribution channel, a publisher has to give up 35 per cent of the top-line price in order for the retailer to get their margin for distribution, in addition to the overhead and production costs to manage a physically distributed item. Publishers have accepted that, mostly because they can't do it themselves," explains EEDAR analyst Jesse Divnich.


"In a digital environment, however, the barriers to create a distribution outlet are much smaller. Anyone could create their own digital storefront and pocket the distribution fee that is standard through outlets like Steam - or pass the savings on to consumers."


EA itself argues that not only does it have a right to get involved, but that the arrival of Origin on the download scene is actually a boon for the industry at large


"I am actually a big believer that competition is always good for the consumer," insists EA's European boss Uwe Intat.


"It's not as simple as competition drives prices down. It can but doesn't necessarily have to. But certainly, competition drives creativity because competitors have to come up with innovation. Usually to be successful you put the consumer into the centre of your thinking and of your innovation. So, to have different competitors out there it's usually better for the consumer.









"There are different strengths that people bring to the party. We understand our consumers in our games best. A traditional retailer, depending on what space it's in, if it's just games or it's games and music and movies, they have a broader consumer portfolio, so they understand people in many more categories a little less deep. We understand our people in our category very deep.


"So it should be a nice and innovation-stimulating competition out there, which at the end is good for the consumer."


Perhaps unsurprisingly, not everyone shares that view. Good Old Games, which happily ploughs its own niche as a provider of classic retro titles, reckons that you, the customer, will be the biggest loser if the market continues to break up.


"If in the long run all the big publishers are going to follow EA's strategy I think the market will become very complex and become a big puzzle for the consumer," explained CEO Guillaume Rambourg.


"The gamer is like any other consumer - like you or me going to the supermarket to buy food, for example. If in the future you had 50 shops - one to buy vegetables, one to buy fruit, one to buy pasta, one to buy coffee, we would all go crazy. We have to keep the market and the offers simple for consumers.


"And to go further, we have to keep consumers happy - this should be the bottom line for the industry, the obsession of the industry. Are the consumers going to be happy if there are 50 different places to buy 50 different products? I don't think so to be honest."


So, how big a threat does Origin pose to the established order? Well, while it's undoubtedly a thorn in Valve's side, it's unlikely to be able to offer the same breadth of content as Steam, despite EA's claim that it hopes to lure third parties onto the platform. While, at a stretch, a few second tier publishers might be willing to hand over control of their IP to a competitor in return for added visibility, you can bet Bobby Kotick would sooner offer up his first born.


However, Divnich reckons a publisher of EA's stature has enough original content and a high enough profile to run a profitable ecosystem.


"It may be fair to say that this is a Wal-Mart versus mall scenario, where consumers who just want a simple one-stop-shop experience typically prefer the Wal-Marts and Targets of the world, and those looking for specialty items or prefer bargain hunting will spend the time jumping from one mall store to the next."


Further market splintering is likely as the switch away from boxed product gathers pace, especially if/when consoles ditch discs and go download-only too. And it's not just major publishers that Valve needs to worry about. Indies - who've played a big part in the Steam success story - are at it too. Did Notch need Steam's help to make Minecraft one of the most profitable games of all time? Nope.


Sure, your average indie needs the exposure that Steam's frontpage can offer, but increasingly it's their own sites that are providing Valve with stiff competition, rather than alternative online stores. Schaefer tells us that although Steam accounted for 65 per cent of all Torchlight sales, the second biggest contributor was the Runic Games site.


The other wolf that Steam needs to keep from its doors is piracy. That's another article for another day, but as long as Ubisoft and its ilk insist on invasive, customer-baiting DRM in their downloads, it's a threat that isn't going to go away.


And what is Valve's take on all this hoopla? Typically, it's taking the high ground, ignoring the scrapping going on in its wake and, like GOG's Rambourg suggests, keeping its focus on what has put it in the enviable position it sits in today: its customers.


"We've never really found it helpful to us to set up somebody else as a competitor and then try to evaluate ourselves against that," company president Gabe Newell told Eurogamer at Gamescom earlier this month.


"Sometimes if feels like you're constraining yourself to the mistakes and good decisions of other people rather than just focusing on customers and what you should be doing for them. So we don't often find it really helpful to sit down and say, well, these guys are our competitor and they're doing this so we should do this.


"There are a lot of companies that, if you identify yourself as a competitor to them, you're going to follow them right into the ground. It's like, oh, they're doing this, let's do this, too. Arggh! What happened to the music genre? We have a billion dollars in plastic. Yay! Customers are a lot more helpful than competitors in making good decisions."


While Steam might not have the market all to itself any more, with that attitude, PC gamers can only hope it continues to be a leader, rather than a follower, for years to come.

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: Source - contact@rockpapershotgun.com (Jim Rossignol)

Help, my gun is on fire!Valve just released a batch of screenshots for CS:GO, so here they are. Click for full size. Some of them seem to have already been released in some capacity, but others are new to me, at least. I do like a good balaclava. (more…)

Announcement - Valve
Click here to watch the new trailer for Counter-Strike: Global Offensive. To celebrate the new CS: GO trailer, the Counter-Strike franchise is 75% off this weekend!

"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," said Doug Lombard, VP of Marketing at Valve. "For the past 12 years, it has continued to be one of the most-played games in the world, headlining 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."

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 - contact@rockpapershotgun.com (Alec Meer)

Friday saw the sudden news of a brand new, all-formats Counter-Strike game, which in PC gaming news terms is probably the equivalent of simultaneously swearing in a crowdpleasing new president and announcing a world war. The coming months will be characterised by both excitement and rage, I don’t doubt. What we don’t know is much about it, other than that it’s broadly going to be CS with new stuff. Turns out, Valve have been quietly showing Counter-Strike: Global Offensive (I don’t know how long it’s going to be until I stop initially typing ‘Global Agenda’) to pro-gamers to get their thoughts on how it’s shaping up. Craig ‘Torbull’ Levine from ESEA is one of the lucky few, and he’s shared a few details on what to expect from a game Valve are claiming will fit alongside, rather than replace, CS 1.6 and CS:S.
(more…)

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.
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