The Orange Box offers more value for
money than any RRP package in history.
Valve and EA could have charged through
the nose, but wisely kept it honest. It’s the
best £50 you’ll ever spend.
SCORE
19/DEC/07
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TEAM FORTRESS 2 VIDEO
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Eight years in development.
Eight bloody years. Work on
Team Fortress 2 began back
when we were teenagers (ahem) and
shooters didn’t get much better than,
well Team Fortress, which itself was just
a popular mod. When it comes to it,
rating a game that’s sat in development
for such an obscene amount of time
ultimately means you’re either looking
at a world-beating classic or a game
so detached from its original idea that
the end product is a shadow of its
intended brilliance. Given the quality of
The Orange Box so far and considering
Valve’s illustrious career to date,
however, it’s pretty obvious which side
of the fence Team Fortress 2 falls on.
This puppy clearly rocks.
Don’t let those cel-shaded, good
looks fool you, though. It might look a
bit like The Invisibles on acid, but you
couldn’t find a more serious shooter
on the 360 (or the PC for that matter).
Its feet are firmly grounded in tactics,
communication and teamwork. Make
no mistake; this is hardcore.
Anyone who’s taken a look at Valve’s
comic teaser trailers (one of which is on
this month’s disc) will already be very
familiar with the art direction Valve took
with the sequel. It’s actually quite hard
to stress quite how impressive they are.
There’s a very strong comedy element
which Valve used to spectacular effect at
every turn, but there’s also a real sense
of clarity that comes with it. It’s a treat
for the peepers whichever way you look
at it, but its visual flair also manages to
filter through to the gameplay.
So bold are the graphics and the
character models, that a quick glance
around the corner or a brief glimpse of
an enemy turning a bend is all that’s
needed to get a grasp of the situation.
Sniper top-left, two Pyros up front.
From the bumbling, bulbous Heavy
to the svelte, imp-like Scout, each of
Valve’s nine characters are instantly
recognisable. Beyond simply helping you
to judge your tactical advantage, their
visual styling speaks volumes as to how
they play – the graphics intuitively point
to their strengths and weaknesses. The
Scout might be very hard to hit due to
his amazing speed, but before you even
pull the trigger it’s clear that a couple of
good, clean shots will kill him, while the
complete opposite is true of a Heavy.
So which class is for you? Noobs will
probably look to the Soldier, the Heavy
or the Pyro to get their fix early on.
All three characters play an important
role in the proceedings, but their place
is up front, all guns blazing – cannon
fodder to a limited extent. Although
mastering any class in TF2 requires
hours of practice, they’re nowhere near
as challenging as the more technically
demanding roles of the Medic, Engineer
and the Spy. This is where rounds are
won and lost. The Engineer’s ability
to set up sentry guns in defensive
positions and then move forward to
build weapons and health dispensers
(and even teleports) in the thick of the
action turns a normal battle into a RTSstyle
race for domination over key map
locations. While there’s nothing stopping
anyone jumping in for half an hour of
mindless fragging, as your skills and
fundamental understanding of your role
develops, so does your taste in classes.
So what of weak links? Our only
real complaint is the inclusion of just six
maps. Given the depth of gameplay and
nine classes to master, there’s more than
enough to keep the most demanding
player amused well into the new year,
just in time for Valve and MS to offer a
downloadable map pack or two. Hint.
Assuming you read reviews in the
classic ‘see score, read if bothered’
sense, you’ll probably have noticed that
the big fat ten adorning the score box
nearby is actually for The Orange Box in
its entirety. Why? Simply put, our online
experience of Team Fortress 2 was a
controlled one. Everything was played
on Valve’s network and the ‘in-house’
nature of the environment doesn’t make
for truly objective criticism of an online
game. A score at this early stage would
be lunacy, no matter how sweet the
action seems.
Despite knowing full well that Valve
as a developer has more than enough
experience to provide a faultless online
experience (and Microsoft’s end, though
not without its faults, can be trusted
to follow through) we’ll reserve final
judgement for when we can play the
game in the wild, without Valve’s hand
holding and without a dozen co-playing
developers going easy on us in an effort
to make us look good.
That said, we can say without much
further justification that this could be
the next Counter-Strike, and it almost
certainly has the balls to challenge
the mighty Halo 3 for ultimate onlinegaming
supremacy. Take our advice
and look out for our final word on the
matter next month…
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