Counterstrike Global Offensive Beta First Impressions and Review
By Tim. S
Few gaming series’ have
enjoyed such an enduring legacy as has Counterstrike. From its humble origins
as a mod released in 1999 for Valve’s hugely successful Half Life, creators Minh
‘Gooseman’ Le, and Jess ‘Cliffe’ Cliffe could have never foreseen the legions
of diehard fans that ensued, nor their own ascension to cult-icon heroes.
Counterstrike as a series is
something I’ve had a very personal connection to over the years; Counterstrike
first entered my life way back in the year 2000, when it was only in Beta 7
release; I was 14 at the time and the Sydney Olympics were all over the TV;
from my older brother, I’d heard of a new game, an add-on for Half Life (which
I’d only played through earlier that year) which created an unbelievable new
experience; after he’d installed it, I couldn’t believe what I saw; an
ultra-realistic online multiplayer game played with real people around the
world. It was an experience like no other.
Now officially out of Beta
phase, Counterstrike: Global Offensive has seen official release across the
world, and fans everywhere are absorbing and processing this new experience
with wide-ranging feedback reaching extremes on each end, with some players
hailing it as the greatest online experience yet, while others deride it as a
cheap cash-in attempt on the recent Call of Duty styled gameplay.
For the uninitiated,
Counterstrike is an online multiplayer game pitting a team of Terrorists and
Counter-terrorists against each other in a variety of worldly locations and
scenarios; for instance, one level, set in ancient Aztec ruins involves the
terrorist faction fighting their way into a historic site to complete their
team objective of planting a bomb, while the Counter-terrorist team must
eliminate all the terrorists, and, if the bomb has been armed, defuse it before
it detonates.
And wild gunfights. All the time. |
Another scenario involves a
scenic old Italian neighborhood, where Terrorists have taken a group of hostages;
it’s up to the Counter-terrorist team to fight through the Terrorist faction,
and rescue the hostages by making contact with them and leading them to an
extraction point. The Terrorists must prevent the Counter-terrorists from
reaching and rescuing the hostages. As simple as it sounds, further
complexities arise amidst a detailed economic system revolving around money earned
from eliminating enemies, as well as completing objectives and winning rounds,
which allow you to purchase better weapons and equipment. Money is still awarded
to the losing team, though not as much. The scenarios take place across a
number of rounds on a singular map,
Perhaps equally legendary to
the Counterstrike phenomenon are it’s hard-core community of followers, who,
irrelevant of other gaming releases and milestones continue to slug it out in
the most raw of all Counterstrike experiences; the very first iteration,
Counterstrike 1.6 affectionately referred to simply as ‘1.6’. In that sense, I
don’t expect the old diehards to warmly accept the latest addition to the
Counterstrike family; it’s already experienced significant criticism from the
old guard about the new sense of weapons handling, and its new environmental
and character designs.
I remember back in
highschool, after the seeds of Counter-strike had been sewn throughout, it
became commonplace for kids to sneak off during lunch break into the netcafes
in the city to game on for the rest of the afternoon; kids would be drawing
their favourite guns inside their folders, and discussing new strategies at
recess; it single-handedly spawned the internet café culture; it brought otherwise
isolated people together. It wasn’t always good, numerous stories surfaced
about people getting stabbed in net cafes over cases of alleged cheating or
‘hacking’ accusations. However, the culture prevailed, and internet cafes have
remained a safe haven for gamers of all calibers since Counterstrike opened the
doors for everyone.
A big question I had about
the veritable resurrection of the Counterstrike franchise was “What relevance
does Counterstrike have in today’s gaming climate?” Gaming has changed in
absolutely unpredictable ways since the last iteration, Counterstrike: Source
was released in 2004; the overall culture and expectations of online
multiplayer videogaming has changed; it’s easy to say that 2004 was a simpler
time for gaming, and in some ways that may be true, but in the years that
followed, many developments took place- the proliferation of World of Warcraft
became something of a black hole for gamers, as well as a rise in networked
console gaming, and being on the cusp of release of the Nintendo DS, promising
global multiplayer meant that gamers had more choices than ever for their
networked gaming fixes; and I’ll admit, I did my fair bit of straying from the dingy
estates, the sunset oilrigs, and the sandy dusts of Counterstrike in search of
greener pastures; Yet, I always find myself returning, like some kind of homing
pigeon, to the series that piqued my interest in networked gaming so long ago.
A major focus for Global
Offensive’s firearms was to simulate more realistic weapons handling and
ballistics, and it’s worked to great effect; the feel of the weapons is much
tighter than in previous iterations, and the general behavior of firearms feels
like it’s based off more real-world observations than arbitrary calculations.
He also murdered me. Many many times. |
A friend and regular game
bud, Disruptr commented to me after his first round that the game felt more ‘aggressive’
than previous iterations, that the combat felt closer and more “in your face”
than before, and I tend to agree. A few little changes, like distance fog,
scoped weapons having a more limited field of vision, plus most sub-machine
guns and shotguns granting significantly higher monetary rewards (and the
camper’s favourite – the AWP granting significantly reduced monetary return on
kills), as well as the knife’s new ability to potentially grant (extremely
lucrative) one-hit kills all attest to the fact that you’ve more reasons than
ever before to get right up close and personal.
But I got him! Sorta.. |
One point I picked up on
early beta feedback was that some players felt the environment was too
‘distracting’ or detailed, over previously simpler visual schemes for levels;
geometrically, the classic levels have hardly changed from their Counterstrike:
Source counterparts, but technologically, Global Offensive showcases significantly
improved visuals, sporting highly detailed shadow effects, an advanced lighting
engine, high-poly player models and custom, map-specific skins and voice
samples for both the terrorists and counter- terrorist teams.
In some ways, the beta
feedback is indeed accurate; with higher levels of atmospheric particle effects
and distance fog (presumably to discourage ‘campers’ – players who occupy a
single location for a prolonged length of time), combined with a more detailed,
vibrant environment means that there are potentially more things that can be
mistaken as enemies.
However, I don’t think
that’s an entirely bad thing- it helps to keep the experience fresh, and gives
veteran players something new to learn and process- exactly what do enemies
look like? What do environmental artifacts look like? What do
decals/environmental skins look like? I think it works to keep things fresh and
exciting.
Another element that keeps
the experiences of maps unique is the map-specific Terrorist and
Counter-terrorist skins and voice samples; this creates a deeper sense of
immersion and sense of place than in the previous iterations. Aside from the
sense of immersion, the unique player skins actually provide a vital role of
differentiating friendly players from the enemy faction, as each side is
designed around a specific colour scheme and general ‘shape’ that’s
distinctively different from the opposing team; this was personally one of my
biggest gripes with previous iterations of Counterstrike, as I’d felt certain
player models looked far too similar, and though most servers ran with Friendly
Fire set to off (so teams can’t damage each other), this often led to many
misfired shots; while this may sound negligible since no damage was dealt, I
felt it was actually quite disruptive to the gameplay, as players adopted a
‘shoot everything that moves’ mentality, which risked players being left
under-armed to deal with potential enemies approaching, as well as undermining
careful target discrimination.
Most CS:GO beta servers I
played actually had Friendly Fire switched on, which was met with significant
hostility from most players, as those migrating over from Counterstrike Source
were far too used to friendly units not dealing damage; and since Friendly Fire
on the final release varies from server to server, it’s definitely worth
getting your aim right and not shooting everything in sight (use that RADAR,
people!).
However, with Counterstrike
Global Offensive it isn’t all praises I’m singing; infact, there’s a few
incredibly frustrating elements of the game; firstly, at the time of writing
this there’s been no major distinctions between the pre-release Beta, and the
commercial release; though there’s been some tweaks to the weapons handling and
recoil patterns, flinching/aim punch when damage is taken, as well as improved
netcode and a creative slew of selectable punishments for team-killers; the
game just doesn’t feel substantially progressive from its Beta form. No new
weapons, no new skins, no new modes, maps, or anything.
I was hoping from release
that there would at least be some new maps (hell, not even NEW maps, just some
recreations of old fan favourites would have sufficed); instead we’re stuck
with the eight ‘Classic’ maps (recreations of six defusal maps, and two hostage
rescue maps), and eight ‘Arsenal’ mode maps. As I mentioned above, I didn’t
care for the Arsenal modes; it baffled me why Valve chose to include this
server mod as an official game mode, while ignoring one of the series’ most
unique gameplay modes – Assassination. I don’t get why this mode has never
resurfaced since its humble origins in the original Counterstrike’s Beta (with
five maps, cut down to only as_oilrig in the final release).
This sight still breaks my heart |
Counterstrike was the game
that changed the face of networked videogames; it brought people together, it
introduced an unprecedented level of precision and tactical response never
before seen in games, and has secured one of the most devout followings of all
time.
How does this stack up now,
12+ years after the original release of the game that changed the world? At the
end of the day, you can’t reinvent the wheel that is Counter-strike, though you
can recast it with new alloys, retread it, or replace the rubber altogether
with a much smoother driving Kevlar blend. It drives smoother, feels better and
looks nicer, though not essentially a fresh experience.
With the resurrection of
Counterstrike, I hope we can look forward to a fresh beginning, a new
Counterstrike experience with ongoing developer and community support, the same
kind of support that Valve juggernauts such as Left 4 Dead 2 and Team Fortress
2 have enjoyed. I can only hope that soon, new content packs will emerge addressing
the limited map roster. The new weapons are a welcome addition and handle
nicely. I can only sit and wait in anticipation of what brave new directions
the series will take with this new breath of life.