Man, I wish that game was still popular. It was the first game I ever played over Xbox Live, and in terms of quality, in my mind it has yet to be topped. I used to play hours on end of a player made game called "tag", in which three spies faced off against one mercenary, and whichever spy died first (spies had one life each, mercs 3) would be the merc next round. If the merc failed to kill any spies, he would have to play again as the merc. This mode worked perfectly because the spies and mercs had a perfect balance of power between them, and depending on who you played with, it could be a real challenge.
The two main maps me and my friends played on were Warehouse and Krauser Lab. Warehouse was the map everyone played on,by far the most popular map in the game. What made it so interesting and popular was its first area, a two floor warehouse, with plenty of boxes for the spies to hide around. The merc would stay up on the walkway and shoot frag grenades down at the spies, hoping to get a lucky kill, and on occasion, if he was not careful, he would get his neck broken by a spy who ran up and around him. The mercs also had a room of their own to spawn in, with a long hallway leading out with hiding spots, so a careless merc could have himself spawn killed if he let the spies in accidentally. Also, if a merc was grabbed near the door (before the neck break) the spies could use him to open the door, then break his neck inside the spawn.
I remember we eventually made a rule, if you broke the merc's neck, you were immune from being the merc next round, even if you were the first killed, because we hated when people would just sit back and hide while other people died. Then there was the no "double jumping" rule, which requires a bit of explaining. When a spy jumped on a merc's head, the merc went unconscious and fell to the floor. After a few seconds, he would get up, and while he was getting up, a spy could jump down onto him, landing on an invisible wall of sorts above the merc's head, and once the merc stood fully erect again, the spy would bash him on the head, killing him. It was one of those cheap things that they did eventually take out of the game, making the merc electrified when he arose, which some of you may have seen in Chaos Theory.
Then there was the most hated map in the game by many, even though me and my friends loved it, Krauser Lab. What made it fun was the many, many rooms with different properties and vents all around which made the merc's life a living hell. Perhaps the most attractive feature of the map was the elevator, which the spies would huddle together in and press the button right before the merc was able to shoot a frag inside, but of course sometimes the doors didn't close fast enough... and boom, game over.
Of course, I did do more than just tag. Ranked matches offered an intense matchup between two spies and two mercs. Depending on the game type, the spies had different goals, but the most popular by far was neutralization. The goal in neutralization was for the spies to hack into and disarm objectives placed around the map, and this usually took, well, I can't remember the exact time, but it was long enough for the mercs to walk on over and kill the hacker (though progress on hacking was saved). This is where the other spy came in, with the job of killing the mercs if possible (no riles against double jumping in ranked matches) or at least slowing them down with smoke and tazing. It was tons of fun. Of course, if either side ran out of lives, the game ended, and this was probably the more common outcome. Also, if time ran out, the spies lost, so at times stealth gave way to desperation.
When Halo 2 came out, about 90% of the game's population moved on, including myself, to that blockbuster of a game. I still played occasionally, but Halo 2 was so new, so fun... so...everything. (That game would occupy the next two years of my online gaming) I din't really play PT again until I rented it maybe a year later (I traded it in eventually, a big mistake on my end) only to find it all but deserted, as by that time Chaos Theory came out.
I did purchase Chaos Theory soon after its release. I was disappointed to find that Krauser Lab was not one of the maps they chose to port, even though its status as "worst map" probably doomed it. Warehouse was back though, and most of CT's population played it, as most new maps in that game were pretty bad. The game offered so many additions and enhancements to the gameplay, which at first seemed awesome. I loved using the smg for the merc instead of the assault rifle. However, I eventually came to hate that game's multiplayer. The new additions gave the game a much different feel and style, and tag was never the same. Nothing was the same. It really is hard to explain unless you played PT and loved it as much as I did. All the additions felt unnecessary and felt like a failed attempt to give the game more flare. Perhaps PT's simplicity and limited number of items are what made its play so interesting and strategic, much more so than CT.
Double Agent came out a little while ago, and it totally changed the formula, giving the mercs incredible power over the spies, which was supposed to emphasize stealth. I hated it. The balance is what made PT so good (and CT playable... somewhat. None of my friends played more than a week of that game's multiplayer mode, because in my opinion and theirs, it sucked.
Even if none of you bother to read all this, it sure was fun as hell to write and reminisce on days of old. As I look to my left and see Halo 3, Call of Duty 4, GTA IV, and Gears of War sitting on my table I wish I could trade them all in for what I used to have, fun games of tag with my friends from school and from all over the country becausenothing can match what I had four years ago, an amazing, fun game that I was foolish to ever rid myself of.
_____________________
Oh, and I leave for New York tomorrow. Fun fun. :(
Log in to comment