Thursday, July 10, 2008

Day of Defeat: Source


Last weekend, Valve hosted a free trial weekend for Day of Defeat: Source. It was free to download and play all weekend, and the normal price of $9.99 was cut to $4.99. I've been meaning to try the game out, but never got around to it, and I can say that I'm sorry I've been missing out for so long. I might just like this one better than Counterstrike: Source! I bought it after a very enjoyable weekend.

Ok, so if you're not familiar with the game, I'll explain a little. It's an online-only multiplayer team-based FPS set in World War II. The original Day of Defeat was a Half-Life mod, just like Team Fortress and Counterstrike, and Valve decided to buy out the mod developer and create an official version for the Source engine. Although many players of the original games continue to decry the Source-based updates of the classic mods, often for "simpler" or "dumbed-down" gameplay, I happen to think Valve has done an amazing job with these games. But then, Valve hasn't made anything I don't like yet. I digress. The gameplay of Day of Defeat: Source is, at first glance, not very unique. It has class-based team gameplay similar to Team Fortress 2, you have to capture flag points or plant explosives just as in Counterstrike: Source or TF2, and the weapons kill quickly with no health or ammo pickups, just as in Counterstrike. These similarities are really superficial, though, when you look at the actual flow of the gameplay and the key differences that set DoD:S apart.

Firstly, DoD:S features two important gameplay additions. Up first is sprinting.

This seems similar to the sprinting found in the Call of Duty series, and I don't know which came first. Regardless, it lets you run much faster than normal, with the downside that you can't shoot while sprinting. Sprinting also quickly decreases your stamina meter, so you can only sprint for a few seconds before you become tired, and need to walk normally, or stay still, for a few additional seconds to bring your meter back up. This definitely helps balance the game, because the sprinting really makes you move fast and helps a lot dodging enemy fire or escaping from grenades. If you know that a sniper is waiting for you or a machine-gunner could open up on your position as soon as you leave cover, sprinting erratically might be the only way to progress. This greatly speeds up gameplay that might otherwise be the same slow, methodical pace as Counterstrike.

The second gameplay difference is the prone position. Again, I think this is in Call of Duty, but that's not important. When standing normally, your gun has a lot of recoil. I mean, if you think the AK in CS has recoil, just try out the support rifle in DoD and you'll know what I mean. It's possible to counter the recoil when spraying, but it's difficult. This only really works well with the assault rifle because of its fast rate of fire and decreased recoil. Anyway, laying prone will greatly reduce this recoil, which can be crucial to scoring more kills. It also greatly lowers your profile, and in dark areas of the map or around corners it can help you stay a little more hidden from a distance while you pick off noobs. Lying prone also allows machine-gunners to mount their weapon when there's nothing else (like a sandbag pile or windowsill) to mount it on. Of course, the downsides of lying Prone are that you don't move very fast at all; the transition from standing to prone takes some time during which you are totally vulnerable and cannot fire; you can only fire while not moving while prone, so that if you try to move around a corner you need to stop moving to actually fire, and at close range you'll have a much harder time killing someone because you have to look all the way up to their upper body for the killing shot while they have your entire upper body lying right in front of their sights, not to mention the decreased mobility. All in all, a balanced proposition.


So what about the classes? They're actually pretty unique to this game as well.

First up is the Rifleman class. The rifle is a slow rate of fire, high damage weapon. Think of a sniper rifle without the scope. It's deadly at medium to long ranges, and includes an iron sight, although aiming is sometimes more effective without it. These guns also have high recoil, making them hard to use at close range firefights. Definitely a strong support and defensive weapon, but you won't be mowing down dozens of enemies with one of these guys. It's a pretty cool and unique weapon for an online FPS, and works well to bridge the gap between the other classes.

Next is the assault class. After playing last weekend, I checked the Steam forums, and it seems this class has gotten a big buff in the latest update, which some claim to make it unbalanced. I can see their point but I think the balance is fine. Basically, this class sports two types of grenades (smoke and frag) as well as an automatic gun for short to mid-ranged use. It has high rate of fire and moderate recoil, but weak damage per shot. Secondary fire is a strong punch for really close-quarters combat. I love playing this class, and it's true that this class is versatile and lets you rack up the kills, much like the soldier in TF2. Mainly, the assault class is used for breaking through defensive lines and capturing flag points. As an offensive class, though, it falls short at defending, and is weak to long range support classes like the sniper, rifle, or machine-gunner. Because the recoil is weaker, I've found it easy to spray at an enemy while controlling the recoil for more effectiveness. The smoke grenades are great for busting machine-gunner and sniper nests too, and play a crucial role in winning a lot of games.

The support class sports an automatic rifle similar to the assault class. It has better power per shot but a lot more recoil, though. With secondary fire, it can double as a weak rifle by switching to a more accurate semi-automatic mode with a much lower rate of fire. I'm not a big fan of this class, because it just seems like a cross between the rifle and assault classes but with the worst of both worlds. Weaker than the rifle, and less accurate than the assault. This is used for medium-range firefights and covering the assault players as they rush forward. This is the one class that is seems redundant.

Next is the Sniper. Every FPS needs a sniper, right? Well, this is the same old story. You have a sniper rifle. Most of the time it seems like a 1-hit kill to me. The sniper also has a pistol for close range encounters, and it's not a bad gun. Not much else to say; the sniper is clearly a useful part of any defending force.

The machine-gunner. I'll admit I haven't gotten a chance to play this class yet. This is because there are only 2 machine-gunners allowed on a team at any one time, which is the main balance to this class. This class comes with a heavy machine-gun turret that you can set up on the ground or on a piece of scenery like a window-sill or pile of sandbags. It has great rate of fire and big clips, and will tear apart anyone unlucky enough to enter the field of vision of the gunner. Since it can only be fired accurately when mounted, though, machine-gunners are immobile and only face one general direction, making them very vulnerable to flanking maneuvers. A lot of people in-game (noobies like myself) were crying that this class was unfair "like the heavy in TF2" because it can sit there and rack up kills, but that seems ridiculous to me. Classes serve particular roles. It's a defensive class. It has weaknesses just like the heavy. Learn to deal with it. If I get killed by a machine-gunner, I don't think "crap that was cheap", I think "crap, I need to find a way past that machine-gunner position" and then I might switch to assault and toss down a smoke grenade, or switch to sniper and take him out from long range. Or find an alternate rout and come at him from behind. All in all, a very useful and balanced class for those who like to sit in one place and rack up kills.

Finally, we have the rocket trooper. He's equipped with a rocket launcher, but plays very differently from the soldier in TF2. For one, he has to shoulder the launcher before firing, which takes a moment and makes his movement very slow. This means no rocket jumps, no spamming loads of rockets, and also means lots of vulnerability. This class is mainly used for cracking defensive positions or getting people behind cover. I don't play it that much because it's just not as hectic and fun as assault, but it has a purpose and it's very balanced.


This is getting a little long-winded, so I'll make the next part brief. The flow of gameplay and map design. This is what makes DoD:S really stand out. On a 32-player server, this can be an amazingly fun game. Each map has several flag points you need to capture, and holding each one simultaneously results in a win. Capturing most points only requires one guy to stand near it for a second or two. It's very fast. Only one or two points on each map usually require two members of a team to be near it for several seconds before a capture takes place, and these are strategically located in heavily contested center areas. Each map contains many different routes to each flag point. If the enemy has set up a strong defense in the central area, you can bet there's some sort of back path that will let you flank them. This is what makes the game so darn fun. It feels like each individual player has the capacity to alter the entire game by a clever strategic flank, or through superior positioning. With good teamwork, a superior team could completely dominate any random group of players because of how important class counters and map positioning is in this game. This is one game where tactics and strategy can clearly trump superior accuracy and reflexes, much like TF2, but with the difference that accuracy and reflexes do help a lot more in DoD:S than TF2.

Alright, I'm done. Go give the game a try, it's super-cheap and really awesome!

No comments: