I donât remember the specifics of this game, but snowballing is definitely not helpful.
Though what I really liked about older games, e.g. CS 1.6 is how it was purely skill-based and unforgiving. When I started playing, I barely had kills, was always dying. Then over time I became very good, and it was an incredibly rewarding experience.
It taught me that you can become great in almost anything, if you (1) have the motivation/discipline to keep persevering through failures, and (2) dedicate enough time to practice. A very valuable life lessons that kids these days are not getting from most games, as they are focused on opening their parentâs wallet for the newest shitty skins.
Yeah, this was my experience with Unreal Tournament 2004, at first you are the punching bag, but you learn, quicker than you may think, how the game works, and you will get better and better at it.
UT2004 is my all time favourite game, I bought it on the original 6 CD release, then on Steam for the convenience, and even later on GOG to get a DRM free version.
How does a game having mtx mean they can't learn the lessons you think they should? Counter Strike is largely the same game it's always been and it has skins. Your own example refutes the statement you made.
Not really. For example they added more comeback mechanics: The whole team being able to craft banners if they have a support legend and you now respawn with both your guns and your armor.
I reread the wiki about it. Do you mean arena mode? Haven't played it and probably haven't been around when it launched. From the description it sounds a bit weird.
I wrote it mostly from my memory about it's battle royale. It gave me a little of the same chills I had with OG shooters, and has nearly everything anon disliked about Quake.
I didn't play much quake or its sequels back in the day, but wasn't the respawn really quick? Maybe I never played against pros on the times I did play, and I did play free for all rather than tdm, where the inability to camp every weapon spawn balanced things out a little bit.
Most of my favorite memories of Quake and Unreal are in CTF, Team Fortress, and InstaGib. All the modes where you didn't have to scavenge for weapons being camped by someone who got there first/was on the server before you.
Later on in Q3A's life, though, they just straight up gave everyone everything and the pickups were just for ammo. That's currently how it is.
But if you think that's what killed those games: Explain the current trend of Battle Royales and Extraction Shooters. It's the same thing but bigger.
Thats one of te reasons I only played instagib. I have tons of hours in Q3 but half of it was in defrag, 49% in instagib and the rest in the normal modes.
CS2 made deathmatch FFA only and it's the most braindead thing I've ever seen. Every time you spawn you get at most one kill before getting your head blown out by the 3 other guys staring right at where you spawned
Deathmatch is where you go to practice your aim. It would be better practice if you didn't spawn with 3 guys staring at you. You will die, no amount of skill is going to let you kill 3 people before they kill you.