TF2 is a Timeless Masterpiece

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
👍︎︎ 527 👤︎︎ u/Ghostlier 📅︎︎ Nov 18 2017 🗫︎ replies

God has rejoined the server

👍︎︎ 307 👤︎︎ u/xXMisterDiscoXx 📅︎︎ Nov 18 2017 🗫︎ replies
👍︎︎ 192 👤︎︎ u/lugia19 📅︎︎ Nov 18 2017 🗫︎ replies

This truly is the best timeline.

Also, holy shit this editing is slick. You can tell he put a lot of effort into this.

👍︎︎ 448 👤︎︎ u/SoundSmith323 📅︎︎ Nov 18 2017 🗫︎ replies

"No game has ever SO CONSISTENTLY made me feel like every death was my own fault."

*Laughing in Crocket

👍︎︎ 257 👤︎︎ u/Rockstep_ 📅︎︎ Nov 18 2017 🗫︎ replies

I think there's even more to it, tbh.

TF2 has something for everyone. Casual players like to complain about comp players, comp players like to complain about the casual players, but I think they have each other to thank that the game lasts this long. I have this theory that Overwatch is showing signs of age and getting winded specifically because it focuses so hardcore on competitive. The thing about playing competitive 24/7 is you start getting mitigated returns on your improvement. You start playing a game and you feel reasonable improvement every day. After a time that improvement turns to weeks or months. Eventually it turns to tiny bits of improvement every half-a-year, and that's....frustrating. Especially if you're not as highly ranked as you'd like to be.

During those moments, it's nice to take a break and relax. Load up a server and just be a Scorch Shot Pyro to be a cunt. Screw around as Fat Scout and see what you can pull off. Conga line in the spawn because fuck it. Where other games get people perhaps too invested in their skill to the point they get stress from playing the game, TF2 knows to goof off here and there, and also offers nine different classes that all have their own skillset and depth. Even a player that doesn't like screwing off much can take a break from Soldier and focus on improving their Sniper gameplay. Sometimes comp 24/7 is stressful, and for that we need distractions. TF2 provides that in spades.

The movement and weapon types are carefully balanced too. Check the roster and only three of the nine classes are hitscan 24/7. One of those - Sniper - is not even really frontline capable and quickly becomes overwhelmed if he doesn't have a team supporting him, so he's kept in check. Scout can deal loads of damage, but he must get in close to do so. This forces Scouts to learn dodging and movement as a skill, otherwise they cannot capitalize off of how reliable their hitscan aim is. And Heavy? Heavy is a slow fat fuck with a loud gun that can be audibly heard or visually seen around corners. (minigun spray is distinct) People often say Spy is only as good as his opponents are bad, and to some lesser degree this statement applies to Heavies too: a lot of people die to Heavy because they just don't understand how or when to approach him. Heavy has the single-most reliable hitscan weapon in the game and one of the best and most versatile weapons in this game, so he himself is immediately slapped with the balance stick and made slow and loud so that smarter players have every opportunity to avoid him when Heavy has the advantage, and every opportunity to run him down when he doesn't. You could even tack on Engie on this list and of course highlight that Sentries take time to build and are very vulnerable in many scenarios such as vs. ubers.

Hitscan is always carefully regulated because Valve understands hitscan is the biggest threat to TF2's movement. Any class wielding a hitscan weapon MUST expect some form of major weakness (Sniper can't fire frequently enough to defend himself from rushdowns, Scout is squishy and yet MUST fight close-quarters, Heavy is slow and predictable) while the projectile classes are given additional mobility tools and health. This is a smart move because this means mobility and dodging are possible as major mechanics.

How Heavy and his minigun fit into the mix is another thing. He pointed these out as exceptions, but I'd argue they do fit in at times while at other times their uniqueness is by design. This would take too long to explain even for me and my walls of text, but Heavy does utilize much of the same movement issues as other classes. The main difference is that while Scout and Soldier are focused on diminishing the damage they take in a fight via their movement, Heavy is moreso focused on navigating as efficiently as possible with his movement just to be at the right place at the right time. Scout and Soldier win fights via skill, Heavy wins fights via strategy and knowing where to be, when it's time to move and when it's time to be ready for a fight. I remember a "debate" of sorts about if Heavy is hard in HL and I'd argue it is. This is because subtle things like the time it takes to spin down are huuuuge in that setting and you have to anticipate every move in advance. Throwing a sandvich to med vs. staying spun down to deny attackers is a huge debate with lots of consideration, so despite having limited movement, the few bits of movement Heavy does partake in carry a LOT of weight and can single-handedly result in victory or death.

A similar concept sort of applies to Sniper since a Sniper doesn't neccesarily need great dodging skill (doesn't hurt either), but to me the difference between a good sniper and a great one is all about how he rotates and where he chooses to be: it's less about mechanical skill since a Sniper would ideally avoid scenarios where he's forced to use his dodges, and more about strategy and finding the right place to be. Sniper and Heavy are rewarded for their positioning moreso than other classes (Scout and Soldier position too, but the positioning isn't a clear victory/huge advantage as much as it is for Heavy and Sniper), so their movement just matters in other ways. I'd also argue Heavy violating many of the rules is by design, and leads to the next point...

There's a class for everyone. If you prefer strategical thinking to mechanical skill and like intense fights vs. multiple opponents, you'll love Heavy. If you take pride in your aim above all else and satisfying shots is how you have fun, you'll like Sniper. If you can't aim worth a damn, you may still enjoy Pyro, Engie and Medic as a way to support your team. And if you like strategical thinking with a more aggressive playstyle and more stress on anticipating shots or pre-emptively shutting down positions that would afford the enemy with an advantage, then Demo and his stickybomb launcher are a great choice for you. Lord knows plenty of people would rather hunt for METAL GEAR and play this game as a stealth-based shooter, and for them we have Spy. Hell, Soldier feels like he adds an entirely new depth to video games as we know it because half of his gameplay is simply navigating a rather complex movement system in order to win the best positioning.

Point is there's something for everyone, so even if you wanted to play this game with your grandpa, there's probably something for him to enjoy. It cannot be understated that how in some ways, one could argue each of these nine classes is a seperate game on their own. If I play Heavy, most of my gameplay involves assessing where to be, when to fight, when to run, what fights I can win and which I'll lose, and trying to be as aggressive as possible despite my low speed, often taking on 6 enemies at once simply because I feel I can win it OR do enough damage to make it worthwhile. If I play as Scout, then I'm either trying to flank and kill their team slowly via Scout's superior 1v1 ability, I'm playing off my teammates and providing sudden pressure to any opponents that want to 1v1 a teammate of mine, or I'm swerving in and out of the enemy lines, picking off what I can and what sure-fire opportunities arise and passing up on other opportunities because I know the longer I survive, the more I've distracted the enemy team and aided mine. If I then play Sniper, that's comparatively just your basic shooting gallery, just with far more dynamic targets to shoot at. None of them feel to similar to another, and that makes all of them a breath of fresh air each time.

👍︎︎ 97 👤︎︎ u/AFlyingNun 📅︎︎ Nov 19 2017 🗫︎ replies

LazyPurple is undead? Maybe there is a god

👍︎︎ 80 👤︎︎ u/MarcelToing 📅︎︎ Nov 18 2017 🗫︎ replies

where were u when lazypurple is return

👍︎︎ 53 👤︎︎ u/Domster_02 📅︎︎ Nov 18 2017 🗫︎ replies

TF2 and the Source Engine in general has the best movement period.

If you look at a game like Overwatch that gets compared to TF2 a lot, there is no deceleration or acceleration at all with movement in that game, and players can just spam adada to make their character jitter like crazy. Same for the crouch spam bs people do in Overwatch since there isn't even an animation blend between standing or crouching, so they just bounce up and down.

👍︎︎ 70 👤︎︎ u/AnakinDislikesSand 📅︎︎ Nov 19 2017 🗫︎ replies
Captions
(Flame being lit) (Light switches on) Team Fortress 2. Where do I begin? This game means so much to so many people. It actually makes me a little emotional. But what makes it such a timeless game? (Music) (clank) (party horn) (applause and cheering) Heavy: It is good day! That's right! TF2 came out 10 years ago on October 10, 2007. That's almost half of my life... (sad music) But how has TF2 lasted so long? (In-game audio) "Prepare to compete in 10 seconds" Inspired to find out, I hopped into a casual game. Now, I hadn't played in a long time, so I wasn't sure what to expect. With the game being 10 years old you'd think that the only people still playing it would be seasoned diehard fans, masters of the game, pushing the limits of the game's design. But what I saw instead, warmed my heart. First of all, we have four spies- Spies: Yes! As always. This devilish Gibus and badge spy is totally immersed in his role as a handsome, rogue-ish, master of disguise. Spy: Well, off to visit your mother! Meanwhile, THIS guy is doing the spycrab! This joke is from 2008, and this guy is still keeping it alive! (distant conga music) But wait... No... What's that I hear? Yeeep! That's the conga. This guy is trying t̴o̷ ̷s̷t̶a̸r̵t̶ ̸a̴ ̶c̶o̷n̵g̷a̴ ̸l̵i̸n̴e̵ ĭ̞ͬ̃͘n҉̥̙̘ ̛̬̜͆̅2͍͇ͣ̓͗͒͡0̸͒͒͊ͮ1͔͇͇̪̰̲ͪ̍̑͐̓͘7̶͎͔̟͓̈́̐̀̋͐͆ͧ,̨͕̘̜͙͙̻͂͑ͦͅ f̺̲́̔͘͞o̴̞̬̦̒͑̎͆̆́̿̚͘͝r̨̳̪͓̼̉͊̽ͮ ̧̟̆͋ͯ͑ͮ̈́ẅ̴̴̗̼̬̳́͒ͣ̒̕ͅh̸̗̬͍̦͕̲̱̅͞ȧ̛͏̷̹̬̮t̖̙͎͎̣͚̹̰ͤ̒̉̽̀͟ ̺̖͇̹͖͎͕̺̿̌̚i̳̭̮̣̫̐̈ͤ͌̃ͣ̎́s̖̹̱͔ͨ̈ ͍̟̹̘̠ͦ͆̔ͫ̃ͨͪ͘p̨͔͓̗̥̗̽̾͛ŕ̸̡̩͉͎͎̹́̏̐̅o̧̱̣̮̣̤̟̾͑̿̆̿ͦ̀b̴̛̝͔̗ͫ̿̾ͮ͐̎a̢̼̪͇ͮ̕͟b͇͉̫̉̈̀̕l̢͎͈̬̬̝̪̼̟̩ͨ̄̅̄ͯ́ỹ̧͈̫͎ͥͭͬ̉͠ ̟̝̯̿̋̚ţ̛͖͕͚̒̂ͬͪͣ̚ͅh͖̰̖̻͈̹͈͔͐͊̃̓̿̅ͦ͒͒̀e̖̔ ̣͍̳͕͓̲̍̔͡ḩ̫̱͇̫̜̪̦̲͒̒̽u̵̮̜͓̰͓̩̤̖̇̇̓̕ņ̡̥̭̻̞̬̻̓ͯ͛ͤͨͤͤd̶̷̳̗͊̋͒ͮ̃̑ȑ̼̝͓͡e̸͙̜̍ͫ͋̊̎ͬͦ͠d̟͍͉̺̳̭͚͛͒̇̽ͪ͂t͙̝̱͇̱͇͇̋͒ͫͯ̏ͯͥ͊͆ḩ̶̖̩ͨ͞ ̸͍̖̲̤͓̇͘͠ţ͚̠͖̂͆́í̀̈͛̀̌ͧ҉̣̬͞m̜̮̫̱̐͘͜͡ẽ̗̮̻̳̜̬̻͊ͬ̾̇͜.ͩ̂̊҉̳̙̺̹̘̥́ͅͅ ã̷̙̳̖͒n̴̢̢̨̥͈͈͔̞̦̱̬͚̩̫̲͕̙̖͎̝̜̹͎̖̦̹̲̬̝͔̤͖͔̟̩̞̭̙̞͈̪͈̥̱̟̺̦̦̱̼͎̞̩̯̞͓̟̳̭͎̠͕̮̞̒̆̉́͋͛̊͘͜͜ͅd̶̡̹̦͍̪̥̙̱̩̜̩̲͖̼̺̘̦̦͕̰̹̺̩̫̆̿̌͊͒̌͛̃̌̿̒̀̽͑͐̍̚͝ ̵̛̣̦̱̀͑̔͐̑̅͑̉̓̓͛̈́͒̓̓̐͗̉̀͒̈́̎̔̔̑̀̓̔̓̓̀̆̍͛̆̅̏̏̅̏̈̇̊́̅̾͛̔̌̈́͂̓̐̌͋̓͛̓̚͘̚̕͝͝͝͠͝͝͠y̵̧̧̡̧̡̧̞͍̱̤̱̯͓̯̤̟̘̰̫̰̠̭̣̭̖͎̟̹̯͙̰͈̰͎̗̫̬̠̆̂̓̂͂͛̒͒̈̕͘͜͜͜͠ͅͅớ̷̧̢̡̛̛͕̻̗͙̬͚͕͔̼͉̦͙̱̤̮̪̱̭͚̲̘̘̯͓̯̦͔̈́̒̀͌͛͗̓̆̿͛́̃̋͑̆̊̊͆̇́̏́̍̈́̈͆́͛̃̏̀̎̉̄̀͊͜͝͝ͅͅư̸̧̟̜̘̩͈̻̣̝͍̙͖̝̤͔̙̣̱̱̱͍̰̥͛̈̏̏̽̎̃̆̓͌̄̓̐̾̈́͐̉̓̎̋̔͂̏͋͒̇̿̊̏̊́̀̾̇́̒̿̽̀̍̍̕̕͘͜͜͠͝͠͝͠ͅ ̷̢̡̨̛̛͇̩̪̰̩̗̝̟̥̬͚̜̻̤͓͉̤̪̞̻̹̺̠̹̖̦̠̙͎͕̭̺̠͇͚̳̤̦̱͉͔̣͓̰̩̝̘̯̭͇̫̹̊̀̀͋́͋̓̋͗̽̆̍̌̂̒̑̉̎̈́̍̿̀̄̅͆̈́̋̏͑̓̄͒̈́̏̌̈͑̉̑̃͐̿̂͊̓͒̒̀̑̽̅͌̎͛̈́͂͐̀̍̒͘͘̕͜͜͠͝͝ͅk̶̨̨̡̢̛̛̺͍̩̮͕̗̖͖͇̳̳̬͍̟̠̗͎̘͇̳̣͈̦͓̲̖̣͉̦̖̦͖̳͇̝̙̱͇͆̀̓̂̄̂̒͌̀͒̒̃͆͐̓̌̑̊̀́̈́͋͐͗͒̚̚̕̚͜͜ͅͅṇ̴̡̢̨̧̡̪̖͉̼͇̠͇̥͉̞̫͉̪̭͇̩͚͇̮̦͖̠̦̞̥̩̳͍͉̘̪̯̠̱̤̜̰̜͓͚̰͔̩͕͍͉̩̝̆͜͜͜͜͝ͅͅͅơ̷̡̨̡̧̨̧̡̢̡̢̜̥̥̥̣̙͇͙̝̗̺̟̟̝̳͍̮͔̭̲̦̯̣̮̮͎̞̣̞̖͍̪̰̼̫̩̠͚̦̤̼̱̱̪̱̟͛͋̓̎̐͋̇̀͌̔̀̌̀̆͒̋͋̄̂̄̽͘͜͝͝͝ͅẇ̵̢̨̨̢̢̨̨̢̡̛̛͕͚̘͕̺͖̳̳̲̘̪̗̝̰̺̪͔̞͔̭͓̪̖̤̼̻̝͕̪̭͙͎̩̼̘̥̗͔͈̩̖͕̼͚͇̳̙̬̦̞̪̣̖̝̲͕̹̠͓̜̙̖̺̫̝̥̹̦̣̲̈́̌̎̈̈́͑́͗̓̈́̊͗̓̀̓͌͆̒̒̓̀̎͒̇͋̇̊͛̒̈́͊̃͌̌́̆̆̐͛͂̿̈͑̓̔̽͛̓̆̇̄̆̌͊͛͆͒̓̽̀̉̓͑̏͘͘̕̕̕̕͘͜͜͜͝͝͝͝ͅͅͅ ̶̧̢̨̢̢̛̠̗͕̻̬̙̝̠̯͉͉͖̹̫̟͙͈̼̼̭̖̳̦̘̣͇͉͔͉̩̜̗̭̻͖͉̰͈̬̦͙̘̖̭̗̙͙̠͈̦̩̪͕̠̤͎̣̣͎͖͇̣̞̟̳̖͇͇̪̠͔̒̓͋̃̈͆̃̓̊̈́͒̈́͆͆̌̊̾̐̒͛̈́̄̓̆̓̉͐̃̋̈́̆̇͐́̉̃̔̂̅̃̽͗̾̎̀͋̿̄̄̽̄̕̕͘͜͜͝͝͝ͅͅẅ̶̧̛̛̛͉́͌̌̍̏̂̅̏̓̈͂̉̍͒̀͑̉͛̐̇̀̓́̓̈́͊̌̋́̇̌̍͐͊̋̉̍̇̀͂̂͗̊̎̔̒̔̄́̍͂͆̈́̀̽̎̇͗̐͌̄̌̾̆̑̕̕̚͘͘̚̚͠͝͠ḩ̸̡̡̨̧̡̢͇̠͈͓̲̗̘̖̘̣͈͓͓̫̗̼̘̬͍͓̭͎̺̟̝̘̜͎̰̱͖̲̟̟͎̯͚̓́͑̌̇̄̅̀͋̈́͋̌̄̃͑͂̏̓̈́̊͋̈̓̒̓̽͋͌̃̂̓̉̾͘̕͘͜͜͠͠͝͝ͅͅͅà̸̢̧̧̡̞͙̟͍͈̬̞̹̥̦̭̪̯̞̼͙̝̖͙̞̰̩͕͖̱̥̜̫̦̗̬̺̗̭̳̰̻͕͙̹̘̮̯̺̗̮̹̦̝̝̻͕̰̘̗̙̱̥̣̞͓͍̞͉̗͋̊͂́̈́̈̐̎̐́͑͂̈́̈́̈́̀̍́̇̓̅͆̉͊̽̑̓̓͆̈́́͌̔͛̉̎͊̐̀̄̇̈́̐̉͊̄̅̉͋̋̔̕͘̚͘̕͜͜͜͝t̴̛̛̪͕̝͈̘̘͙͉̩͖̜͇̗̣̞̪͍̞̞̺̘̞̒̌̋́́̋̋̋̅̋̒̋̒̀̌̊͑̀͑͗̂̐̀̔͒̋̅͊̅̒͑͋͒͛̎͋͌̿̔͆̂̊̓̈́̃̀͋͌͂͗̾̔͘̕̕̕̚̚̚͝͝͝͠ͅ?̷̛̛̣̮̹̖̼̖̬̈́̓̐͌̍͊̊̈͌̋̀͐̏̊̈́̏͋̐̂̈́̾̆̔̓̃̃̊̆̓̓̿͋̈́̏̄̈́̊̽͂͛̈́̋̔̆̿̑̋̅̋̈́̇͐͒̀́̈́͋̉̾͘͝͝͠͠͠͝͝͠ This guy's loving it! Spy: Magnificent! You see, I realized something. That very next round, almost the entire team was doing the Kazotsky Kick except this g̶̯͂͌͂ù̴̧̥͙y̸̪̿̓̇ S̶͕̼̈̓̃͌̎́͊̈́̆̚͘T̵̢̧̡͓͔̜̟̩̪̃̃I̵̤̯̫̻̯̻̺̕͜͜Ļ̶̘̰̙̬̼̠̼̝̰͍͋̀́̀́͘͠Ḻ̸̥͚̃̊͂̂̊ ̶͎̺̠̠̞̳̹̠͎̲̌͜T̶̡͈̩̟̺̲̹͑͑͑̀̈́̈́̕̚R̷̡̘̤̱̙̗̬̺̹̔̽̂̏̀͋̈͐̓̕Ý̸̯̆͊̃̓͝Į̶͖̺̼̬̣͋̐̆͑̓͠N̶̨̧̡̛͇̠͖̯̄́G̴̺̱͓̰̬̠̹͖͎͝ ̶̩̙̺̘̞̅T̵̯̻̖̰͐͂́̃͐̚͘͘ͅƠ̷̭̻͔̗̠͕̬̻͔̐̓̽̋̄̊̉̈͝ͅͅ ̴͚͍̥͚̭̗̫͚̩̿̒̏̀́̽̉̿̓Ḑ̴̞̻̲̣̩͕͓͗̂̽̓̂͝͝O̵̩͌̓̍͐̓͋̽͋͋̈́͘ ̶̧̘̞̱̖̓̀̀̓͆͠͝T̵̲͋̒̈͝͠H̵̞̲̬̀̂̉̏̀̈́͋E̶̝̊͂̈́͒͜ ̵̦͕̂͆̆͂͋Ç̸̞̯̰̦͓̭̣͕̌̆̓͜Ô̴̢͉̟̰̞͈͗̋̀̑̌̕͠N̸̛̥̫̰̓̚͝G̶̲̟̬̣͌͜A̴̟̪͍̖̗͕̜̣̒͑̏̂͠͝ͅ.̵̛̛̜̣̲̩̝̗̈́̄́͂͋͜͝͝͝͝ Anyway, it was at this moment that I realized we were all just a bunch of people sitting at our computers sharing a brief yet silly moment together. And this... is the soul of TF2. It's a world of its own, the character development, the inside jokes, the hats, the art style. It all helps to create an entirely unique universe that people want to be a part of... (creaking) (wood falls) Spy: Ah! Spy: Augh, merde. (shit) You know what got me into TF2? Spy: Imbecile! It wasn't someone telling me how great rocket jumping is or how satisfying it feels to land a backstab. Spy: *snorting* Spy: YES! Nope! It wasn't any of that. It was the videos where we got to Meet the Team. *flashback sound effect* Heavy: I am Heavy Weapons guy. Soldier: Godspeed, you magnificent bastard. Heavy: And this... Soldier: Yes! Yes! Yes! Yes! Yes! Heavy: ...is my weapon. Soldier: I am having a heart attack! *flashforward sound effect* I immediately fell in love with the characters that Valve had created. I wanted to play as them, but did you know that these characters almost never existed? Interestingly enough, Valve had initially planned on releasing TF2 with a more "realistic" art style. Let me tell you something... This... ...does not last ten years. Now this, THIS... ...lasts 10 years, and then some. But TF2 is more going for it than just for it's humor. See, funny animations and inside jokes can only carry a game so far... What keeps players around is the solid gameplay. I'll be honest with ya. I've really struggled to figure out what makes TF2 such a great game. Is it the shooting? Is it the movement? But that's when it struck me... What if it's both? It became apparent to me that TF2 was caaaarefully designed so that the guns and the movement worked together to form some of the best combat ever crafted. (explosions) So let's talk about the first point, the GUNS! (cough) The guns. First of all, most weapons in TF2 do a lot of damage per shot. (guns shoot) Count Spy: One shot, (guns shoot) Count Spy: Two shots. Count Spy: Ha ha ha! Count Spy: Two shots to murder the Pyro- Whoa, whoa, whoa, let's calm down... Now if you look at some of the most used primary weapons for each class, you'll see that seven out of nine of them are single fire rather than automatic. Even Pyro has a single fire flamethrower now! (scattergun cocks) Scout: Woo, wha! Scout: 'ey! Single fire weapons feel great to use When you shoot these guns it's like "Bang!" you know! Scout: That's what I'm talking about! When you shoot these guns, it feels like, like... BOOOOM! Like, BOOOOM! Like, BOOOOM! Like, BOOOOM! Okay you get my point. Thanks to the incredible sound design and heavy damage of these weapons, I can literally hit a Scout with a pipe grenade, die horribly, and still have had fun because of how great it feels to land a direct hit. (tape rewinding) There's something about the deep (Fwomp) of the gun and the sharp (Ding!) of the hit along with seeing that I did a whopping 100 damage that together makes me feel like: "Nice. I hit him." "Next time I'll hit him twice." Compare this to shooting Sniper's SMG: Scout is jumping around, you're getting a couple of little shots in, and you inevitably die. It's frustrating as heck! Sniper: Stupid bloody spastic little gremlin- Soldier: Sniper! Sniper: Yeah? Soldier: Get a real gun! Sniper: Okay! (Scout gets shot) Sniper: Thanks, mate! Soldier: Yes The second reason shooting is so fun is that the character models are TF2 are (slowing down) so... (slow gunshot) ㄒ卄丨匚匚 (echoes of ㄒ卄丨匚匚) Just look at that absence of curves... that beautiful, rectangular figure. This, is a real man's hitbox! Scout: Woo! Scout: Wah! Scout: 'ey! You'll never hit me! Rectangular figure Scout: Ah- Engineer: Easy! Scout (in distance): This sucks! The guns feel powerful, and the hitboxes are rock solid. Believe it or not, that makes it fun to shoot stuff! Which is pretty important in a first-person shooter... (ded) Right? Yeees... Thank you! Now. Let's talk about the second point (clunk) (woosh) (remove kebab plays) The movement. (music still plays) (music is muffled slightly) Scout: AH-*faceplant* Scout: What? You put a new player into the game, and you tell them: "Look kid, you move with WASD alright? That's all they pay me to tell you. Stupid job just cuz I'm two inches tall..." Scout: Yeah! And they go on to use their movement exclusively as a way to get from one place to another. (deja vu) Sniper: Thanks mate! Soldier: Yes! Then they die one too many times and think: "Hmm... Maybe I could use my movement to dodge things!" (glass breaking) Oh yeah, you can! How wide do you strafe? Left, right, left, right! Oh gee! You strafe from one direction more than the other one? Man, I didn't expect that! How do you incorporate diagonal movement? It's a 3D game man! You gotta think about that! You can even do a figure eight to get a figure eight out of WASD movement you have to press: A-W-D-S-D-W-A-S-A-W-D-S-D-W-A-S-A-W-D-S-A (gibberish) (gasping for air) It's hard to keep doing it. (slide whistle) There's so much you can do with WASD FUNKe: But LazyPurple! Other games have WASD controls! What's so special about TF2?!? Grrreat question! (begone T H O T) There are two reasons that movement is so satisfying in TF2, Reason one: The weapons in TF2 are very "hit-or-miss". You either get hit by a pipe grenade Demo: See? or you don't! Soldier: Hello again! Soldier: Screaming eagles!!! (SCREAMING) You're either engulfed in the flames of a flare gun, ooor you're not... Scout: What? Scout: I'm a freaking blur here! You can hit a fat meat shot, or miss entirely. Because so many weapons in TF2 are hit-or-miss, dodging is heavily rewarded. Which leads into reason 2: movement matters in most interactions... which you can think of as "MMIMI" which you can remember with: "Damnit MMIMIgun! (my minigun)" Why are you the only thing that doesn't fit into my argument? (aggressive machine gun whirrs) OKAY! OKAY! I'M SORRY!! (A N G E R Y) Huh! that was a close one! Soldier: Hello again! Against Soldiers you can sometimes entirely avoid splash damage by moving diagonally instead of horizontally. Demo: Ssssss- Demo: See? Against Pyros you can avoid dying horribly by moving around the map in ways that put you outside of their effective range. (Pyro is shot) Soldier: If you know what's good for ya, you will run! Against Demomen you can throw off their predictions by jumping and then stopping your momentum. Engi: Nope Demo: I'm drunk! Uh-oh (RIP LazyPurple, 2012 - 2014) But not all movement is defensive! Spy: What? Spies need to know all the variations of trickstabs... Soldier: HA! Soldiers need to know all the nuances of rocket jumping... Scout: HA! Scouts have to constantly take advantage of the terrain around them without even looking at it. There's so much you have to know!! (screams of anguish) Augh! And yet, It's all built on just WASD and spacebar. Alright, I'm about to unravel the main point of the video, so if you've made it this far, try to keep up. TF2's design philosophy is centered around fair movement and risky weapons. The trend towards hit or miss weapons is no mistake. In the pre-launch trailer for TF2 you can actually see that Scout was equipped with an automatic weapon, which was then replaced with the now iconic scattergun. Two of the classes that launched with automatic primary weapons have since received game-changing single-fire sidegrades. On the flip side, no class that launched with a single fire primary weapon has ever received a truly automatic side grade. Single fire weapons heavily punish you for missing. So how does TF2, a game often described as the gateway to PC gaming, avoid frustrating new players who might not be skilled enough to properly use these weapons? By making the movement feel fair. TF2's movement is designed to be intuitive and I'm not just making this up. The TF2 team made this intent clear in the recent Jungle Inferno update where they reworked The Atomizer and Base Jumper due to them causing "unpredictable movement". At a foundational level, it really helps that the characters in TF2 take time to switch directions, which gives them a natural feeling of weight. But why is this so important? Scout: So painful! I'll tell you! Because the movement is so fair, hit-or-miss weapons become rewarding instead of frustrating. And, because so many weapons are hit-or-miss, every little movement counts and can be the difference between living or dying. When I die in TF2, I think: "Hmmm, I could have hit that shot." or "Darn. I could have dodged that!" No other game has ever so consistently made me feel like every death is my own fault. The combination of fair movement and single fire weapons creates highly interactive combat that rewards players for improving at the core actions of shooting and dodging. Look, there'll never be a game just like TF2. If you look at the TF2 classes you'll see that they're all conceptually very simple. We've got fast boy with shotgun, rocket launcher shotgun dude, grenade man, big dude with big gun, But TF2 took these simple classes and fine tunes their interactions to perfection. And because of this, fast boy with shotgun, grenade man, all the classes take thousands of hours to master. It's brilliant, it's masterful, and that's what makes it such a timeless game. (lights shut off) Thank you so much for watching! Remember to subscribe if you want to see more videos like this in the future and make sure to leave your thoughts in the comments. I'd like to take a moment to thank the moderators and admins who kept my TF2 servers up and running during my years of absence. I've put the server IPs in the video description, so drop on by next time you play TF2. That's all for now, but expect more content soon.
Info
Channel: LazyPurple
Views: 6,360,578
Rating: undefined out of 5
Keywords: lazypurple, lazy, purple, specialtag, tf2, team fortress 2, game analysis, analysis, game, valve, steam, scout, pyro, demoman, heavy, sniper, medic, spy, sfm, source filmmaker, competitive, gameplay, tf2 gameplay, team, fortress, source, demo, jungle, uncle dane, tf2 update, meet the, how to
Id: KuqImZKygvw
Channel Id: undefined
Length: 12min 33sec (753 seconds)
Published: Sat Nov 18 2017
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.