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	<title>Dan Norton&#039;s blog &#187; Reviews</title>
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	<lastBuildDate>Sat, 06 Aug 2011 15:20:09 +0000</lastBuildDate>
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		<title>Team Fortress 2, Revisited</title>
		<link>http://www.dannorton.com/index.php/2011/06/06/team-fortress-2-revisited/</link>
		<comments>http://www.dannorton.com/index.php/2011/06/06/team-fortress-2-revisited/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 03:48:34 +0000</pubDate>
		<dc:creator>Solanrius</dc:creator>
				<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://www.dannorton.com/?p=65</guid>
		<description><![CDATA[I&#8217;m not going to waste any time attempting to convince you that Team Fortress 2 is great- if you don&#8217;t think so, you&#8217;re either completely uninterested in the genre of collaborative man-shooting, or you&#8217;ve never played it, or you are just sort of hate &#8220;good&#8221; in any instantiated form. Instead, I&#8217;d like to look at a couple [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not going to waste any time attempting to convince you that <a href="http://www.teamfortress.com">Team Fortress 2</a> is great- if you don&#8217;t think so, you&#8217;re either completely uninterested in the genre of collaborative man-shooting, or you&#8217;ve never played it, or you are just sort of hate &#8220;good&#8221; in any instantiated form. Instead, I&#8217;d like to look at a couple of the things that make the game as good as it is. This is also, of course, an old game, so I&#8217;ll try and justify the late review by talking a bit about what&#8217;s changed since my last visit.<span id="more-65"></span></p>
<p><a href="http://www.gamesetwatch.com/2009/03/column_the_interactive_palette_10.php">Some people</a> smarter than myself have already explored the topic of identity inside Team Fortress 2- the fact that each character class is given a voice and style that evokes their qualities as a team member. This goes a loooong way in the charm factor for the game, with players able to take deep satisfaction in fulfilling not only their job, but their personality at the same time.</p>
<p><a href="http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf">Much has been written</a> about the art style as well- that glossy, WW2-propoganda-meets-Pixar look that brings levity and lightness to a game that essentially is an undending series of violent acts. For players who find muddy brown and soot gray &#8220;grittiness&#8221; tiring, the ability to escape rigid military aesthetics feels like a minor miracle. Can you REALLY use materials other than brushed metal and green lazers to construct a UI? Amazing!</p>
<p>The game itself has a stable PC player base now, even though it&#8217;s been out for years. I recently dipped back in, and was surprised at two things:</p>
<ol>
<li> It was as fun as ever. I didn&#8217;t know the new maps, and even old maps had evolved new routes and strategies, so I stuck with playing a medic for much of my time, following those who were more knowledgeable&#8230;but I felt at home and useful right away.</li>
<li>The DLC was intoxicating. There were a LOT of new weapons, with minor, lateral variations of functionality that were extremely intriguing. Within a couple hours I had decided that I would hop into the MannCo shop and pick up the medieval medic set. And a key for a crate I found. And a hat.</li>
</ol>
<p>One thing that TF2 really, really nails I think is the richness of the classes in terms of their mechanics. The classes aren&#8217;t just minor variations of projectiles, but actually span entirely different sets of strategic goals and real-life complimentary abilities. You can apply a knowledge of map layout with patience and planning and be a great Engineer. You can be cunning and subtle as The Spy. You can be a walking machine gun turret as a Heavy. You can stay out of the firefight (more or less) and offer pure support as the Medic. Classes compliment and counter each other in elegant ways, and you will likely find a nice swath of three or four classes that speak to your personal muse of slaughter.</p>
<p>Another thing that makes this game so great is that Valve has not sat idly by since the release of the Orange Box. The game has expanded in a variety of ways, including findable items, crafting, trading, and perhaps most importantly, exploration of the lore. I know! <a href="http://wiki.teamfortress.com/wiki/Administrator">Lore in a FPS</a>! The announcer, Hale Saxton, and the story of Red and Blue have unfolded across media, and it&#8217;s been hilarious and fascinating.</p>
<p>So, if perhaps you&#8217;ve never played, I humbly suggest you give it a shot- the engineer, pyro, and medic classes are great ways to hop in without worrying about your twitchy-shooty skills. If you&#8217;ve put the game away and stepped back into the endless stream of new games, you might consider dusting off Steam, hopping in, and seeing what&#8217;s new (hint: <a href="http://img16.imageshack.us/img16/9265/jarate.jpg">jars of urine</a>, kabuto helmets, and remote controlled machine guns).</p>
<p>And if you manage to find your way onto a payload map and you&#8217;re taken out by Sol&#8217;s fast-deployed,  remote controlled turret&#8230;I told you not to touch that darned thang!</p>
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