CS:GO – The Problem, In a Nutshell

Since its’ release, I’ve been playing an awful lot of CS:GO, the latest remake of Counter Strike. I have history with the original source material. I was part of the first ever public-server game of Counter Strike way back in the day and I’ve been playing, on and off, ever since.

I’m not very good. That’s not the point.

Anyway, that confession out of the way, let’s move on. There’s a lot to say about GO, some of which I’ll doubtless say in a fuller review in time. There’s no silencers any more. There are molotovs now. Weapons feel floaty but it’s all very pretty. I especially like the way the teams are defined with a uniform look and feel but a randomness that marks each player as individual. Something I was pushing for when I used to work on the occasional mod back in the days of Quake 3 and Elite Force.

The problem though is the AWP. The problem that has plagued CS throughout living memory. In the picture above we see five members of a team of eight players hiding in the same spot with the same sniper rifle. That’s five of the surviving six members of the team. Who are not doing their job. Who are camping, for kill count.

CS:GO is already plagued with pistol/sniper scripts. To prevent abuse of the AWP’s one-hit kill power, the developers took out the target reticle (the little + in the center of the screen) when carrying a sniper rifle but not being zoomed in. To combat this certain players wrote a script that automatically switches from pistol to rifle, fires a shot and switches back. In other words they’re aiming with the reticle as normal but firing a one-hit kill sniper rifle.

I’ve said it before, Counter Strike would be a vastly improved game if the developers put a limit on the number of AWPs purchasable by any one team and put a delay on switching to the weapon before firing. Perhaps a little animation of the player removing the lens caps from the AWP’s scope, just a half-second delay to prevent pistol scripts.

Until such time, however, remember to throw a molotov up into the sniper’s nest.

On The Brink Of Something


Brink was a game that I had followed with some interest. Its’ setting and surrounding story could have been almost written with me in mind. Set in a dystopic future where a utopian floating city called The Arc has collapsed under the burden of the needy and desperate into out-and-out civil war. It’s reminiscent of the floating city state in Snow Crash.

Of course this is all set dressing. The grist of the game is the conflict between The Arc’s ‘Security’ and ‘Resistance’, the rag tag group who are forced to live in the shipping container and rusting-hull shanty towns that surround the city proper.

Then there’s the fact that what we’re looking at is an 8 vs 8, class-based conflict with staggered objectives through interesting and fascinating environments built with idTech. It’s not as special as the hype from Splash Damage and Bethesda may have had you believe, but it’s good solid gameplay of a kind I enjoy.

This all combined to make a game that seemed right up my alley. Then they revealed their parkour system. A button that when held down not only makes you character sprint but also enables them to freely traverse the environment, free-running style. I was a huge Mirror’s Edge booster and I’m a fan of the environment navigation in Assassin’s Creed. I was hooked.

Then I second guessed myself.

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