We were directly contacted by VALVE during the month of July, they wanted to invite the entire team to show us their last project. We didn't have more information about the goal of this trip, or the others players invited, but one thing was sure : VALVE don't send invite for nothing !
The meeting took place in Bellevue, USA from 10th to the 14th of August, in the VALVE headquarters in Seattle. We took off from Roissy, wednesday at noon, and after a short stop in Amsterdam and more than twelve hours of flight we have landed in Seattle at 4 p.m PST. A car was waiting for us, to took us to an awesome Hyatt hotel ! We had one room for each player !
THE ROOM EACH PLAYER GOT
Valve has apparently chooses only actors of the CSS scene, do you know why ?
VALVE wished to invite actors of the new generation, Counter-Strike 1.6 is not very young any more … And then CS:GO works on the Source engine, it was thus more relevant to make it tested by players evolving on this engine. Finally, a part of the program was dedicated to the updates of Counter-Strike Source which will continue to evolve in the next months . However, according to the rumours which we hear since our return, players of CS 1.6 could also be invited in the future.
Do you think Counter-Strike : GO will answer to your expectations?
We hoped to test a game which would allow to gather both CS 1.6 and CSS communities in competition and the discovery of CS:GO clearly disappointed us. Indeed, the game is different from the last versions of Counter-Strike and aims mainly at the market of consoles and casuals gamers. On CS:GO the players consoles can face PC players according to their rank with the introduction of the matchmaking system.
We will speak now speak about this new game, what were your first impressions ?
The first day, we were not clearly excited by the game which was presented to us : Kevlar was removed from the buy menu to be automatically supplied to every player each round. The money cycle was inconsistent, we gained only $500 by round what meant that it was necessary to save during more than 10 rounds without buying anything to offer itself a sniper. A single Kit of diffuse was automatically supplied to a random player. Molotov cocktails also made their appearance, far too powerful : 5 seconds in its area of action was enough to lose 100 HP. The drop of the weapon was atrocious, we could not even aim at somebodyin cloe combat. There was also an omnipresent fog which prevented us from seeing an enemy in more than ten meters.
Here are the defects we noticed because they remove all the main tactical elements of the game.
The second day, the developers had taken note of our remark and had corrected numerous bugs during the night to propose us a quite different game ! We thus began to find a less random aim although at long only distance, but only the first bullet was precise. The money cycle was made more playable, we could finally buy more than a Deagle or a MP5. The fog was almost non-existent thei time. Molotov cocktails caused much fewer damages, they attacked at first Kevlar before the precious HP.
This version is not the one who will be proposed in October, VALVE was very opened to our feedbacks, we do not doubt that the beta version will be more encouraging !
According to the interviews the graphics were sharply improved and the movements are more fluid, is it true? Is the game going to be greedier than CSS for our computers?
It's true, the graphics were slightly improved, the Source Engine was optimized and pushed to its maximum but do not wait for the graphics of Battlefield 2 or 3.
Maps were modified and decorated with numerous details which no doubt will cost more power than CSS. For example, the sand of dust2 disappeared for the benefit of the asphalt of a city at war, much darker but with more details than our mythical map. Helicoptersare flying in the sky … For summary the the maps are unchanged, there is however some variants and more details.
The effect of fluidity is established by the addition of "Motion Blur", it is created when you do a fast movement with your mouse.
To conclude, the game is certainly more beautiful than CSS but does not compete with what is present on the market.
What about the gameplay?
For the weapons, we note the arrival of a new arsenal : Taser, decoy grenade (which feigns a shooting rifle), the molotov (which burns during some seconds and slowed down the opponent). All the weapons were also remodelled and their power was equalized, P90 or MP5 are as powerful as the traditional rifles AK or M4. Also, the one shots with the AK are finished or the 2bullets with M4, these two weapons were made like Uzi on CSS!
Fro the grenades, the throw is clearly similar to Counter-Strike Source and the damages are still in the course of regulation but should get closer to CSS.
The money cycle is upset by the automatic supply of Kevlar, and the defuse kit is randomly supplied..
As you can realize it CS:GO aim directly to a casual target.
The presence of the decoy grenade was very controversial, what do you think about it ?
Honestly, its utility is very reduced. The noise is always the same, at the end of 15 min of game, we understand that this is the sound of a decoy grenade … The only exploitable thing is that we can mask the noise of a player who runs or to divert the attention of an opponent for a couple of seconds.
However regarding this an idea was raised to Valve about the grenade possibly copying the loadout of a player on the server and using gunsounds based on them.
We hear that de_train will only have a single BP ?
We were not able to play on de_train which was not finished yet. But the developers said to us that there would be a single BP, less train and place to hide for a more balanced map.
How will the matchmaker work ?
To use this module, it will be necessary to choose the location (West Coast, East Coast, Europe), the game mode (Casual or Competition), the map and to look for a solo match or in team.
According to your results, it will be awarded to you a number of points which will serve to elaborate a ranking, when you will look for a match you will be associated with people of the similar ranking.
It is only on this aspect that we could associate CS:GO with a game directed to the competition.
Let's speak about CSS, Valve announced that they don't want to make the community migrate and they will continue to update CSS, why?
As we said it, CS:GO is not an evolution of CS 1.6 or CSS. Our game will thus continue to evolve and to be updated and CS:GO will have an independent evolution. The future of every game will be determined by the success with the players.
What was your role in this part of the meeting?
Developers have listen to us on the improvements needed, the corrections of bug and the evolutions that we would like to see being applied to Source. The English players prepared a list which was proposed and discussed with developers :
Corrections of bug :
1. Correction of sounds in the game, according to the position of a player and movements which he realizes.
2. Any difference of intensity of the flashes between dx8 and dx9.
3. Correction of the sound bug during the reloading of a weapon.
4. Correction of the bug of precision of weapons after a full.
Modification of the gameplay :
1. Integration of a warmode modifying some cvars of the game for the competition:
- Remove the diverse objects on the maps
- Re-use the tickrate 100.
- Possibility of seeing our own shadow in first person.
2. Reduce the power of the flashes while keeping the volume.
3. HE and FLASH should get through skins without changing the intensity of the damage and without blocking skins in their contact.
4. The time to crouch should be reduced.
5. It should have no latent period between the moment when we stand up and when we run
6. Skins should be reduced by 15 %.
7. There should be a specific animation when we fire in the head.
Change of maps:
De_dust2:
- Remove the car on the BP B.
De_nuke:
- Enlarge vents as on de_prodigy.
De_inferno:
- Remove both blue trucks of the spawn CT and of B to replace them by wallshotables objects.
- Remove the red middle car.
- The railing does not have to be an obstacle to the opening.
- Remove the car in banana, replace it by boxes, and remove pillars to widen this one.
De_train:
- Work again all the trains to reduce the number of hiding places and details.
- Correct the bug of vision during a jump under a train.
And finally improve the system of SourceTV to be more attractive to follow.
Have you information on the updates to come?
Not really, developers simply presented us a new system of replay which would allow to see again an action just by pressing F6. All the files would be stored in the server who would record permanently, what would potentially allow the owner of a server to reach the demos of his opponent.
To conclude, do you think of migrating on Counter-Strike: global Offensive at its release ?
Counter-Strike: global Offensive is mainly developed to be pleasant to play on console and the expectations of this public are not the same for the competitors whom we are. VALVE is not fooled and held us a speech without of secrets, Global Offensive has not for objective to replace CSS.If you are lucky you will cross us on this game but not for the hard-line competition.
We would like to thank VALVE for this invitation and hope that our feedbacks will be beneficial to CS:GO and especially for our favourite game !