Game Title: Counter-Strike: Global Offensive
Publisher: Valve
Year: 2012
ESRB Rating: M
Platform: Windows 10 PC
Genre: Competitive First Person Shooter
Fun Factor
CSGO is my most played game in my Steam library, clocking in at 140 hours total, 40 of which of those where just in the past week and a half or so. To put how addicting this game is into perspective, I am still considered somewhat of an inexperienced player in the competitive aspect of this game, even though I have such a high playtime.
My total playtime for this game breaks apart as such: approximately 100 hours playing Demolition alone, while the other 40 have been spent on Competitive. Due to this massive split in game modes, I'll spend a bit of time talking about my experience with both.
First off is Demolition. If you've ever played CSGO before, I know what you're thinking: "You spent 100 fucking hours playing nothing but Demo?", and to that I answer "Hell yeah, and I had a damn good time with it too, fuck off." Demolition is one of the less popular game modes in CSGO, though I'd have to argue that it is one of the most enjoyable for a few key reasons. One of the main reasons I've always preferred Demo over Comp is that the pressure is far less. When I first began playing CSGO, I'll admit that I was never one to really enjoy highly competitive games, so I took the most casual approach of testing the waters with Demolition. Right off the bat, I loved it. It took real skill to get good at, as you couldn't just spray and pray like you could with most other modern day shooters (looking at you, Call of Duty). In addition to this, I loved the way the game progressed through each round. In a stark contrast to its Competitive counterpart, Demolition does not have a money system. Instead of buying weapons each round, you are awarded a new weapon in a line of predetermined guns if you were able to score a kill in the previous round. What I love about this is that you can really focus on just mindlessly killing your foes, rather than having to balance when and when not to buy, what to buy, and if you should buy a certain weapon in accordance to the current loadout of your teammates.
This casual focus of Demolition is only reinforced by the smaller map sizes, forcing players into combat more frequently, subsequently speeding up the length of each game.
Competitive, while obviously keeping the main gun mechanics in place, is a totally different ballpark in terms of gameplay. With Demo, you often found both teams rushing in to get kills, with bomb plants rarely being the main focus, which is the total opposite of Competitive. The stakes are much higher in Comp, as failing to win has much more lasting consequences. Of course, I am talking about the ranking system that accompanies Comp, and while the losses may be more punishing than in Demo, the wins also bring the chance of a rank up, which can be wore as a visual and calculated display of how skilled a player you actually are.
While I found Comp extremely fun and it has been the main focus of my recent CSGO playtime, its more tactical and high stakes nature more quickly drains me. In addition to this higher functioning gameplay, the matches often last much longer on average, usually 2 or 3 times longer than some Demo matches.
Overall, CSGO is fun no matter what mode you decide to jump into. If you're looking for a more consistent, constantly rewarding experience where the losses are minimal, Demolition is for you, especially if you seek a more casual and fast paced experience. If you want your wins to mean something much more and enjoy a more tactical, skilled style of gameplay, Comp is for you, so long as you don't mind the occasional hissy-fits a Gold Nova 1 will throw because an unranked player is crushing them with only a tenth of the total playtime invested.
Learning Curve
CSGO has probably one of the steepest learning curves I have ever experienced in a game thus far, so long as first person shooters go. What makes this game vastly different from the massive amount of titles in the FPS genre is your inability to aim down sights on most weapons in the game.On top of the fact that aiming is now much more difficult, the way the bullets spray for each gun is of much variation, and significantly reduces your accuracy if you don't develop good spray-control habits. The very first time I ever played CSGO, I was unbelievably frustrated by the amount of times I would die seemingly without getting a single hit on someone I was shooting at full-auto. The reason for this is because with most shooters, bullets travel in a relatively straight line with recoil only playing a minimal effect on the trajectory of your shots. Accompanied with the ability to aim down sights, and you have great control over where you shoot.
Weapons in CSGO rarely go in a perfect line from the barrel, and the chance that bullets will stray from your reticle depend on a variety of factors, such as your current speed, if you're jumping, crouching, or standing still, if you've just been hit by an enemy, how long you have been currently firing, and even the weapon type itself.
It took me at least 10 hours of the game to get good enough to get a few kills per match, and at about 140 total hours, I would like to think I'm about average in terms of competitive performance. Of course, I still have a bad game here and there, sometimes multiple bad games in a row, but overall, it's taken me 140 hours to get decent. I have seen players with over 500, sometimes over 1000 hours who were slightly better than me, and even occasionally just as good as me. It only goes to show that the game require a tremendous amount of skill, coordination, and determination to get fairly good at it, which only adds to its overall appeal.
Graphics
While the graphics for CSGO aren't hyper realistic, they hold up after 5 years. They certainly aren't the best anyone has ever seen, but they aren't really old enough to remark upon, keeping the game feeling fresh and fairly new, even if it is approaching the "older" phase of its life.
There isn't really much more to say about the graphics of CSGO. They aren't a strong point for the game, but they aren't a weak one either. Given a different style or aesthetic, the game would still play and feel relatively the same, if not just a bit odd, so I can't really say the graphics exist for any other purpose than to display the game. They don't add mood, tone, or set any particular scene, but that's not a bad thing. It allows for more of the player's focus to be centralized on the gameplay, which is the game's strongest factor overall.
Audio
Audio in CSGO is your best friend, specifically the sound effects. I don't give a shit about the glitchy ass music that assaults my ears every time I launch the game and the buying phase music at the beginning of each comp round that does NOT stop playing for the entire duration of the match if I alt-tab out of the game, god-for-fucking-bid, no I'm talking about the sound effects and how they are often the largest determining factor as to whether or not you win or lose a firefight.
Obviously, anyone who has played a shooter before knows that listening in on the enemy team's gunshots is often a good clue as to their general location, allowing you to better position yourself for the appropriate attack/defense, however your ability to analyze sound must be much more sophisticated in CSGO.
Let me first begin by saying that if you just bought the game and you don't have a decent pair of headphones, just return the damn thing, because you're going to have a bad time if you can't locate the source of a sound, even a quick and subtle shift of a foot against brick or the cocking of a weapon's charging handle from around a corner.
Being able to shoot and hit your enemy is only half the battle, as a majority of the time you are trying to, in the stealthiest way possible, locate the exact position of your enemy before they locate you. More often than not, knowing where an enemy is a huge upper hand that, with even a sub-par amount of aiming skill, can almost always help you win an encounter with a foe.
Footsteps are the most common thing to listen for, but you can also listen out for snipe scopes adjusting, grenades, smokes, or flashbangs being activated, and even weapon switching.
With the combination of good teammates providing frequent callouts for the general locations of enemies, and the ability to pinpoint a more precise idea of where they can be using sound alone, you'll seem so much better at the game than you might actually be.
Controls
The controls for CSGO are standard first person shooter controls, using either the scroll wheel (don't recommend, coming from a guy who has died too many times due to using it and being stupid) or the number keys.The abnormality, as discussed previously, exists not necessarily in the physical controls themselves, but in the complexity of the individual gun handling. Often, if you choose not to control your weapon spray, or simply aren't experienced enough to understand how to do this properly, you have to handle the gun differently than you would in a typical first person shooter. In order to ensure the most accurate spray possible, it's usually recommended to drag your weapon downwards as you shoot it, as the resulting recoil will move the barrel of the gun up, thus equalizing the point of impact. How much you should drag your gun down really depends on the individual weapon, though it can be said that sub machine guns, with their faster rate of fire, typically need more work down on them as compared to a slower shooting rifle.
While the recoil from the rifles' low rate of fire may not compare to that of a sub machine gun's, it is made up by the more erratic spray pattern that rifles usually seem to have, while their smaller sub machine gun brothers have a rather tight spray pattern, assuming you're standing still in both instances.
However, weapons with the lowest rate of fire, such as the AWP, the most powerful gun in the game, has a fairly accurate spray pattern, even if you are moving a bit. Each gun seems to balance itself out, either by reducing fire rate and increasing damage, or by increasing fire rate and decreasing spray patterns.
Level Design
The level design of CSGO is fairly the same across each respective gamemode, with only slight deviations in physical construction of the levels, and the only major overhaul between each map being the theme (Is it a town like Inferno? A desert village like Dust II? An office like, well, Office?).Below are a few screenshots of some of the most popular competitive maps.
Dust II
Mirage
Cache
Inferno
Office
As you begin to examine each map, you notice some very obviously similarities, the most noticeable of which being that every single map displayed above has the same pattern: Terrorists on one side, Counter-Terrorists on the opposite side, and three paths of attack between them both.
Even the callouts of the sections of the maps are close to the same, with nearly every middle path being named the appropriate callout of "Mid", and each long corridor or alley, which is also featured in at least one place each map being called some variation of "Long".
If we inspect the main maps for Demolition, we will see a similar pattern begin to emerge.
Lake
Bank
Safehouse
Shorttrain
Sugarcane
While Competitive maps featured a three way path to the other side, Demolition maps feature maps with typically one center objective, usually the bomb site, that all players will naturally gravitate towards. Even more interesting is that for each map, while the paths are a bit less defined, three paths of attack often make an appearance on their way towards the center-most bomb site objective.
For instance, on Bank, you can either go straight into the bank, to the market on one side, or the garage on the other side. Similarly, in Safehouse and Sugarcane, you can move through the middle, more contested part of the map, or attempt to flank the enemy by taking the side paths, though they may be more difficult to navigate.
The way the levels are designed only supports certain aspects of gameplay, such as the subtle art of flashbangs and smokes. A proper flash or smoke can obscure the enemies sight long enough to ambush them, retreat from them, or even ninja a bomb plant.
No matter what gamemode you decide to play, CSGO strategically moves you towards other players, naturally creating hot points of contested firefights and choke points with its three path core level design.
Changes
For god's sake Valve, turn down the goddamn default main menu volume. It's almost like you're trying to warn me away from the salt mine that is the community.For real though, there aren't many things I would suggest to change about CSGO. Avid players have told me that they wish there wasn't such a focus on the skin market trades, as to allow for more development work not only on CSGO itself, but other equally awaited Valve games.
The community can be a bit toxic at times, but that's not necessarily the game's fault, and there isn't much that can be done about people getting pissed off when they lose.
The only major thing I would suggest, if possible, would to better the security of the game, preventing the fairly high number of hackers to be present in online matches. It's never fun when you're trying your best against a guy that can always headshot you around a corner, even if you made no noise for the past minute and you're in some obscure area of the map.
Sometimes it's just too obvious.
Recommendation
I have 140 hours in this game, so what do you think I'll say when asked if I recommend it?
It's fun, it's addicting, and it's a classic, must-have for anyone who has ever taken an interest in the shooter genre.
Plus, it's only $15. I typically rate a game's price/content by $1 per hour on average, depending on the game. Considering this game has average visuals and nothing about it is truly spectacular or really too inventive, I'll leave our scale at $1/hour.
Given the game is $15, and I played 140 hours so far, I have only paid about 10 cents on average per hour of content I received from the game. That is one hell of a good number in my book.
Buy this annoyingly fun game.
It's fun, it's addicting, and it's a classic, must-have for anyone who has ever taken an interest in the shooter genre.
Plus, it's only $15. I typically rate a game's price/content by $1 per hour on average, depending on the game. Considering this game has average visuals and nothing about it is truly spectacular or really too inventive, I'll leave our scale at $1/hour.
Given the game is $15, and I played 140 hours so far, I have only paid about 10 cents on average per hour of content I received from the game. That is one hell of a good number in my book.
Buy this annoyingly fun game.