i'd like to know if tf2 created or at least popularized the idea of releasing short films about its characters. they were not hollywoodian adaptations, the shorts were made and published online by valve itself. the "meet the" videos dominated internet discussions at the time and were the first of their kind that i've seen.
Never forget that we were supposed to get a full 10 episode tv show on adult swim if it weren't for valve being lazy and missing deadlines. Experiation date was just the PILOT. The comic books are the story and script meant for those TV episodes, BUT THEY COULDN'T EVEN FINISH THAT AND STOPPED AT 6 ISSUE
@@wile123456 Valve wasn't lazy imo. It's just SFM is really hard to work with. It took Winglet months to make a decent SFM that lasts for few minutes. So you can imagine Valve who needs to make something 5 times as long and 10 times as smooth. This doesn't even factor in how they have to create some new models for the game just to have them in SFM plus there might be time they have to redo the shot or the story to fit their intention. It was ashamed that we couldn't get a TF2 series but it was also a good lesson for Valve to realize that SFM doesn't have enough potential for TV show.
@@cloudynguyen6527 winglet wasn't a whole team who earns a salary. Laziness it's the reason because at valve there is no manager and workers decide themselves hwst to do, and no one wanted to meet the deadline for the TV show, thus the greatest thing TF2 fans could have gotten died forever.
Backstabs as the assassination mechanic are unique to Team Fortress (classic & 2). 100% assassination was done before, but never as a backstab from full invisibility in a multiplayer setting where you're truly punished for missing.
not tf2 but team fortress classic introduced the first backstabbing mechanic. But in tf2 if was highly improved. A lot of mechanics in tf2 could have been counted but tfc has them. But hey, it is still team fortress
Well CS 1.6 does have backstab too but it's never the core mechanic, just for people to sneaky slow walk around when they out of ammo or wants to do a little trolling. But in CSO or Nexon Studio version that they call it nowaday, it's become the slightly side mechanic because the zombie was too tough ( 10000 - 45000 hp sometime), backstab do triple the damage so the game really encourage player to sneaky run around the zombie player when they got rain down with bullet by other player and then using their "Magical Sword", their Warcraft look a like Rune Blade, the big ass hammer to maybe 1hit ko. Wait why does that sound like Playing spy all of the sudden.
That Rocket Jump Born was accident in Quake: Team Fortress August 1996. Robin try fix it but then he realized "Rocket Jump is Actually Best Mechanic ever For Soldier Class!"
Not uniquely interesting to play, though. As much as I love TF2, medic is boring for most people who enjoy FPS, at least compared to other characters. I think PvZ Sunflower is the peak of healer gameplay while still being pretty close to TF2's medic.
I know it's mentioned already but genuinely the market gardener is one of the most fun unique concepts i've ever seen in gaming, I remember how big it used to be and how people tried to replicate market gardener type kills in other games for the lols
I feel the only idea that comes close to the idea is the Rendezook in Battlefield games. Using a method of transport to kill another enemy in a unique way, in Battlefield’s case, using an eject in a 1-on-1 plane fight to throw explosives at the enemy, then reentering the plane, is probably on-par with launching yourself with an explosive and hitting someone with a damage-boosted melee (the boost intentionally coming from the explosive jump.)
The one mistake this game made was loot boxes Tf2 did not do loot boxes bad But other companys saw the profitability And now we have modern EA need i say more its just kinda sad Tf2 is still better than about 95% of modern games tho
I mean we've pretty much always been able to throw back grenades and there were certainly weapons designed to negate other projectiles (like the plasma gun in Doom), but not outright reflect a projectile back in an fps. Sure you got stuff like the mirror shield from Legend of Zelda but that's not an fps.
Even if TF2 isn't completely original it takes what it does and runs with it so well that it feels like a breath of fresh air even a decade and a half after it first came out
it's one of those things where there are so many little things, none of which were original or new, but come together into a brand new puzzle. And no one's really done it quite the same or as well since.
7:04 while im unsure what is the most expensive item ever sold, but the burning flames team captain hat is worth about 13000$, over double that of the golden frying pan
@@plasmatic3122 Wasn't that confirmed a 'fake' trade though? As in it was just set up by two guys and then publicized? I swear I remember reading about that
It did though it was usually as one of a series of objectives rather than as a standalone game mode. Like e.g on the map "goldrush" where allies escort a tank to blow up the doors of a bank, then steal gold crates to put them in a truck which they then have to finally escort away again to win. @@Toofty
In regards to TF2 being the first game with rocket jumping as an intentional mechanic, Rise of the Triad required you to rocket jump to get the good ending for the game and Marathon (which came out the same day as ROTT) I believe has some secrets that require rocket jumping. If you think that neither of those count rocket jumping was a 100% an intended feature in Quake 3 Arena and pretty much a required skill for any serious deathmatcher.
yeah not to mention that half life had the gauss gun that is pretty much a different take on a rocket jump, and that there were rocket arena mods for several games all of which were named after rocket jumping as the mode usually has no self damage
tfc had intentional rocket jumping proof: it doesnt instakill you, unlike the half life rpg, which was reskinned and turned into the soldiers rocket launcher in tfc
Please play tf2 so you can be bullied very very much by good players for the first 800 hours then bullied moderately for the next 600 and after that you will just be pretty avearge and you will still get bullied and get angry but not nearly as much and so you can rarely have any fun in this game and waste your life its worth it bro. Also if you play for like 7000 more hours after all that you might be above avearge and you will be a little smelly but you will epicly slay noobs 👍
5 years before tf2 released there was a game called command and conquer renegade that had an engineer class (that looked kinda similar to our engineer today) that acted as the healer class (which used a healing device which was similar to our medics)
i freaking loved that game. i played the demo to death online. but i think the healing then didn't stick to the player, you had to aim. it was more like a healing flamethrower. wasn't it?
Engineer as a whole in Quake Fortress was inspired by the very first Command & Conquer game. The ability for a class to be able to make buildings was inspired by C&C's core mechanic of base construction. That's quite a funny coincidence, honestly.
I feel like the medigun does deserve to be on the list for both how it works and, most importantly, the ubercharge. While OW would later ape the heal beam concept, I've never heard of nor seen another game with something like the uber. Build up for invincibility, giant DPS boost, crit nullification, or giant heal rate boost with knockback nullification for a very powerful push.
I don't know about any other software, but thanks to TF2, Valve released their 3D animation software to the public so the community could make stuff. And now there are a ton of SFM creators
A lot of games dont allow you to customize anything about the game at all, just one cosmetic slot. Tf2 has so much more, you can change your hud, particle effects, sounds, you have a total of three cosmetic slots to work with, and there is just so much more in tf2
@@Kidnamedchicanerygaming here is a comprehensive list of every first shooter game i have played where you cannot change a hitsound without needing to change other game files. Paladins Overwatch Splitgate Call of duty Warzone k(i dont like this game, might be possible. I didnt look too much into it) The entire plants vs zombies garden warfare series The entirety of the doom franchise ULTRAKILL Deep rock galactic (Does satisfactory count? Theres guns and things to shoot) Block n' load Gmod (for some reason gmod doesnt support it by default, but hl2 does) Robocraft Metal: Hellsinger Edit: removed minecraft
Engineer, still continues to be very unique as it is a balancing nightmare. Survival games like Ark or Rust are more similar to engineer than most building classes in class shooters.
Just about every class feels like it was taken from a different game if you look at them in a vacuum. Scout is highly mobile and maneuverable with a focus on close quarters combat and dodging. Heavy is a slow meat tank with a big ammo pool and consistent DPS. Sniper is a point and click assassin who can quite literally kill anyone he can see. Spy was looking for the Splinter Cell auditions and sat in the wrong waiting room. Etc, etc. None of these classes seem like they should work together, but the very fact that every one has an inherent advantage over at least one other class in many common scenarios is what keeps TF2 interesting. Pyro counters Spy, Spy counters Engineer, Engineer counters Pyro, repeat.
@@pretzelbomb6105 True, I was just pointing out how building focused engineer is. Other games with classes/heroes have their assassins, tanks and power classes but have you played another game where you are defending your a base you built, not some diluted version of gunslinger engi but a true fortress that can almost hold back the entire enemy team? Some mobas sure but fps? Technically rust and ark are fps games but I think most people would just refer to them as survival games.
@@pretzelbomb6105 not true dude, tf2 isnt rock paper scissors like overwatch. the generalist classes (scout, soldier, demo and medic) are widely considered to be the most well rounded, well designed and fun classes, while the specialists (heavy, pyro, spy, sniper, even engineer) have constantly had huge issues with balance/fun/usefulness
@@dkskcjfjswwwwwws413 the original game balanced the classes with armor which is an easier mechanism to control than weapons. this is the only real downfall of TF2
Maybe this is stretching it too far but I proceed: ironically Team Fortress 2, as a name, was first used for that Realistic Shooter they tried to do back 1999, Team Fortress 2 Brotherhood of Arms. Say I'm wrong, but even back then, that game looked very very different than Team Fortress Quake or Team Fortress Classic, not aesthetically speaking but in the sense that they tried to radically be realistic in gameplay.
That first round on Goldrush was wild. Just a totally unique experience. Someone on the server I was on said it felt like an authentic high noon showdown
Wolfenstein enemy territory had a payload like game mode where you'd escort/repair a tank moving across the map while the other team would try to destroy it to gain time.
The first game to intentionally include Rocket Jumping was Doom. The secret level in Episode 3 was intended to be accessed by using a “Rocket boost” (primitive rocket jump), per John Romero. However, players found other ways to access the level without rocket boosting, which made many believe that rocket boosting wasn’t the intended method and was instead a player-devised strategy to access the secret level. Every iD Software game after this included rocket jumping very deliberately, with it being fully fleshed out in the Quake series of games, and in those games it’s arguably a more centralizing mechanic than it is in TF2.
5:24 it’s funny how Zhengtu looks just like World of Warcraft Also Wolfenstein Enemy Territory make in 2003 has a mode where one team escorts a jeep to the other side of the map it can’t move backwards tho but still pretty much payload. Good video as always Toofty keep up the work
i also feel like the concept of friendly enemies as well, more so mutually exclusive to tf2. nothing beats finding a random hoovy with a sandvich crouched up in the most random of spots
I know you’re a TF2 fan (the great game that it is) so to say that you’re a little delusional would be an understatement but holy shit TF2 did not invent the idea of customization in mainstream gaming. Games like oblivion exist, RuneScape did profitable F2P first, oblivion was also the first game to do microtransactions. World of Warcraft is widely considered the first live service game. Customization is such a broad term that I really don’t understand what you could’ve meant by TF2 did it first.
13:10 There are many items worth FAR MORE than 6k. The golden Pan is not the most valuable item by any means and is sometimes used as a currency object for purchasing more expensive items. Also item farming was common in early TF2 but is now so unprofitable that it is almost unheard of
I just want to let you know Toofty, I love you bud! ❤ My gratitude is immeasurable! Your content is not only informative but also entertaining and rewatcheble to the point where I to this day rewatch your old videos to learn something new with a smile of joy on my face (especially after that bit with your daughter). Thank you, for your videos, for the time you spent making each of them, for your influence on the community, thank you for everything! 🤝
11:48 I love how TF2 fans were all complaing about deadlocked being "too many different types of game genres combined" when TF2 itself has many qualities of other genres
The only thing I'd add for the F2P part is that there were also some Korean F2P Shooter gained some degree of popularity in the US and included microtransactions like GunZ The duel in 2006. It also had different cosmetics slots, including hats!
I think TF2 vastly improved voice commands. There's so many specific commands, players can plan attacks without using the text chat or voice chat. Some people can straight up use them for full conversations
nah, unreal tournament has way more voice commands than tf2 and came almost 10 years earlier. you can communicate pretty much every intention you have, what you're doing, where you are in the map, what you want someone else to do, you can call on the position on enemy flag carriers, etc etc. it actually is what you described. tf2 doesn't come even close to allowing conversations with just voice commands.
I think medic stock Ubercharge would have been a first, having a character make another character completly invulnerable is still not something we see too often.
Fun fact: the cosmetic feature wasn’t actually made up on its own Dead rising let you put on hats and outfits that you can mix up around for some silly load outs
statclocks we're introduced years later down the line cause of the CSGO popularity, what TF2 did is introduce Strange weapons as a rarity that clocks kills on the weapon, strange statclock (a gauge that's attached to the skinned weapon) we're introduced in the gun mettle update.
@@AcceleratorTF2 True. I’ve yet to seen or be able to think about any group taunt like the Conga, Kazotsky Kick or Mannrobic though. Any idea on this one?
*That Rocket Jump Born was accident in Quake: Team Fortress August 1996. Robin try fix it but then he realized "Rocket Jump is Actually Best Mechanic ever For Soldier Class!"
Every video from Toofty is always a blessing the quality is consistently awesome! Still genuinely amazing how big of an impact TF2 has had on everyone and everything though even more so that it's still going strong after all these years and always will!
TF2 does have a team deathmatch mode, called Arena. It was just wildly unpopular because the mechanics of TF2 fundamentally didn't mesh with it-- it's not fun to die and have to wait an entire round, especially one that takes forever as two soldiers play flying whack-a-mole next to the stalemate resolution point.
If you really think about it, Pokémon could be treated as early NFTs too. In HOME it shows you who the original owner was, the ID of the pokemon and it's basically data you can transfer between certain games similar to NFT where they're tracked in the block chain and you can trade them (I think)
The first known thing of a nft type of thing, was PvZ 1 on oc, you could design your own zombie for free and it'd be used as the flag zombie whenever large waves come about. It was called a zombatar (iirc)
I think Halo 3 and Reach had similar cosmetic systems to TF2 and other games. Being able to use canon and non-canon armor sets and being able to use different types of armor combinations to create your own spartan that shows up in multiplayer and co-op singleplayer was pretty cool at the time, kind of like a Halo OC creator. Its also pretty cool to see people cosplaying as their own spartan at conventions n stuff. I really hope someday we'll see a military style shooter that allows for full customization similar to Halo but with different pieces of real world gear like helmets, uniforms, plate carriers and different variations of those pieces for a more personalized look.
Loads of games had an achievement for that years before TF2 was updated to include that achievement. If you want to talk about truly unprecedented in-game achievements, I direct you to the achievements for getting a certain number of UA-cam views.
Ooh! I have something I can "Um actually" on this video. Rocket jumping is never required to progress in Marathon, but a few secrets across the games require you to do so.
Most of the concepts brought up were introduced in games in the 90s, or mods thereof. I'm not even sure the original Team Fortress Quake mod was the original class shooter, because there were a dozen or more Quake mods doing something similar in 1996. The only one I can remember off the top of my head is "Future vs. Fantasy", which I _think_ predates the TF mod (my memory is fuzzy). It was D&D type of classes mixed with sci-fi types. It had the Cleric, which was likely the progenitor of the Medic class, and the Ninja which was basically the Spy, but with no invisibility and a grappling hook instead (very likely the inspiration for the hook in Mannpower mode). There was a sniper (also with a hook), a Cyborg Camper (iirc the Heavy equivalent), a "Quake Soldier" (Soldier equivalent), and a "Fighter" (the Demoknight equivalent). What made the TF mod stand out was the way the classes were varied, _and_ more balanced.... except sniper ofc. I learned to rocket/pipe jump in 1996 just to deal with snipers on the deck. Also the introduction of the 2fort map (yes, 2fort was born in 1996). Most of those other mods were played on pretty standard Quake style maps. So TF was great, ironically, because you were _less_ mobile than Quake, and thus concentrated the bulk of the fighting on the bridge. It gave the game a more Dustbowl feel to it than the other mods. It was the crush 'n' chaos that people loved. Just getting to the flag room was an accomplishment because there wasn't a flank route to the flag room on the original 2fort. You had to fight the whole way. The TF mod might have been the first to do spy disguising and invis (I remember being blown away by that). It might have been the first FPS to have destructible environments, which required a special massive bomb from the demoman.
QuakeWorld Team Fortress mod was the first Team Fortress ever made and from that came Classic and TF2. QWTF also had tons of different modes like Escort Civilian, Fatal 4 Way (four teams against each other). As you said there were tons of mods with older games than Quake (also Quake had tons of mods other that TF) like Doom, Heretic, Hexen but QWTF was the first one that was popular with masses.
Team Fortress Two was also the very first game of its kind that was named team fortress two, that's something that people don't think about often I think
Great video! Just wanted to mention that the "Zhengtu - 2006" clip at 5:21 is actually a vanilla world of warcraft clip where an undead rogue is fighting a night elf hunter in a big pvp battle in Silithus. But i understand its propably impossible to get a clip of the actual video game 😄
Was the idea of a subclass around? I guess I can think of multiclassing in something like D&D, but those are only vaguely similar concepts (and D&D isn't generally a video game).
In Wolfenstein Enemy Territory (2003) you had classes such as "Heavy weaponry man" who could equip for the main weapon slot an LMG, Bazooka/Pancerfaust, Flamethrower, or a Mortar. Each weapon would work differently so you could argue that each of them created a subclass
On rocket/sticky jumping as an intentional game mechanic: while it's true that rocket/grenade jumping in Quake 1 went way beyond the devs' wildest expectations, they did put a shortcut in E4M4 that you can only reach with a grenade jump, making it technically an intended mechanic. In DOOM's E3M6 there's also a passage to a secret level that's intended to be taken with a rocket boost, meaning the design of this mechanic goes back to 1993. In both cases an invulnerability powerup is close by to help you survive the blast.
might not have been that "intentional" on doom and quake, but sure was on quake 2 and 3 onwards. unreal tournament had the impact hammer jump which is basically rocket jumping but with the melee weapon, half life had gauss rifle jumping, and i'm pretty sure there were other more minor games that included it that i'm not remembering now
@@GraveUypo the two things in Quake and Doom single player that I mentioned were definitely the intended strats, pretty clearly so. But it's more that actually using rocket/grenade jumping in competitive multiplayer context went way beyond what they ever could have anticipated. And for good reason, because rocket jumping is infinitely more useful with bunny hopping, and bunny hopping was definitely NOT intended and didn't come into the picture until a bit later. So I think it's a matter of opinion as to whether Quake/Doom were the first, or if it starts with Quake 2 and other games after its competitive use had been fleshed out.
What I like about TF2 is that it's not as bad as other games with microtransactions, all the items you can get are bought with straight up currency, no second in game currency like Robux or V-Bucks or some other bs thing. You just buy it outright.
TF2. Marketing done by creating short videos about the classes. Release said video creation tools made in house for free. Not just a map editor but a fully blown movie program based on TF2. Going from a P2P game into a F2P online model. Medic Uber got to be a first. And Spy invis has to be a first in a online shooter. If not even in all games. Like in what game before TF2 where you able to go 100% invisible? And the domination voice dialog is very special. Like really the depth of the TF2 characters are even in the day 1 release of the game so deep. And TF2 has to be the only example of a objective based game where the humor and interactions in the game allows for true peaceful moments where the enemy turns into a better friend then your team mates. Like when a match or game is won the losers can not do damage. But the winning team can opt to get revenge and glory. Or just run up and give them voice command or even share a moment. Yes that is it. TF2 is the only online game where you can honestly share a moment and just be silly. In the middle of combat. There is no game where you truly can avoid being selfish and goal motivated in the objective of the game. And yet still find a excuse to be humble and share a moment with the enemy. Even now most of the time being a mouse click from betrayed. Just the game is designed in a way where people actually even consider you to be friendly. Even now your on top of the leader board on kills etc. It is a social thing with TF2 no other game has. I can not imagine a single match of TF2 without someone using killbind. What game makes it possible to create a player base willing to play it serious and yet get the idea of being nice to the so called "enemy". Using unintentional commands to return to a spawn countdown? For fun or show remorse for the enemy? If you boot up CoD or like anything and try to make someone not hurt you? Or just not even consider doing the objective for a intensive or reward? Exactly. TF2 rarely gives a intensive to not just kill on sight. Expect for the kill counter on weapons. Making people competently unable to chill. There is nothing like having your enemy stare at you failing to hit multiple shots and not attacking back. Or a Spy standing next to a dispenser as the enemy engineer just do not even notice the obvious threat. That stuff is what makes TF2 tick and survive this long. And majority of people are going have compaction to just note what is going on and laugh and have fun. It is the same people asking where the spring button is that run up to someone being friendly and nice to blast them to death. No hesitation. It never cross there minds to read peoples intentions.
all i know is that when i saw meet the spy, i NEVER seen ANYTHING so fucking cool. The spy was a very unique and well executed character design. Although it sucks to see him at the bottom of the tier lists today, it would have been very cool to see a modified/balanced adaptation to the kit and weapons he has today. I feel like the concept has so much potential with his very high risk high reward type of gameplay. fuck i wish we could get a tf3.
The Medic Beam showed up in Conker Live and Reloaded as a side weapon for the grunt. As well, most of the Spy's kit minus shape changing and the turret zapper was just the scout class from Conker, including backstabbing.
There was a game mode very similar to Payload in Wolfenstein Enemy Territory. You had to "capture the point" by repairing a tank and then escort it so it could blow up the doors to a gold vault, at which point the goal was to run offf with the gold. It was slightly different in that the engineer had to constantly repair the tank because the enemy team could just bomb it again after the initial repair. Meaning that hiding behind the cart to push was in fact a dedicated engie job. But yeah, no, Enemy Territory did Payload *way* before TF2 did.
6:08 Fun fact, Star Trek Online uses keys to open their loot boxes nowadays, too. Not sure if the change came after TF2, but yeah. Seems the "key sold separately" idea caught on.
4:20 Bruh, furries are older than dirt, just look at the Egyptian pantheon. They even have a god with a freaking _dung beetle_ for a head (he rolled the sun into the sky lol)
Anthropomorphic animals are probably one of the oldest ideas every to exist. I mean it's so simple even a kid can think of it. I did a bit of research and one of the oldest known pieces of art is a statue of an anthropomorphic animal. Pre-historic. "Lion-man of Hohlenstein-Stadel"
@@Kidnamedchicanerygaming I think that's something that is considered as sexualization only in modern times. There were weird people back then too, but i don't think that was the main attraction of it.
Here's a "well, actually.." For F2P multilayer FPS's, I came on to TF2 from Wolfenstein Enemy Territory, which was originally given away as a Wolfenstein single-player mod that came with the base game, but then went F2P as a standalone. W:ET also did payload (see the tank and Gold Rush). It did spy (disguising as opposite team) too.
I feel like a lot of people have forgotten that the only reason Minecraft became popular was via UA-camrs, and even then, around 1.12 and 1.13 it started to drop very hard in popularity yet again. In other words, the only reason the game actually got as popular as it did was because people saw their favorite UA-camrs playing it. @@Multitasqing
While lootboxes, microtransactions and cosmetics are not completely original, Valve were the first to seamlessly integrate all 3 of these into online casino. And it worked like a charm.
about payload mode, i remeber wolfenstein enemy territory had a similar mode where you needed to scort a AI controlled tank in a pre set route, that could be damaged by enemies and engineers on your team needed to repair, to a point in a map where said tank will blow a hole in a fortification you needed to take
The rocket jumping game mechanic so genius from a game design stand point and is also so ridiculously fun to use. All the classes are built around a health / mobility balance, and each rocket jump trades health for mobility on the fly. And you get to soar around the map like an eagle. And it has an infinitely high skill skill ceiling. I've never seen any other game do anything like it.
unreal championship 2 had pretty distinct character based gameplay before tf2. it wasn't a team game (per se), but it counts. that also had "airblast" before tf2. tf2 took quite a bit from unreal tournament and championship
Now I'm not sure if this was the first game that did this, but in Wolfenstein: Enemy Territory, released in 2003. There was a map called... Goldrush. And the objective of the map was: Repair a Tank, escort it, and use it to destroy the Bank Doors, Steal the Gold, load it into the truck, and Escort the truck to the exit. Basically, a payload but with extra steps, (also enemies could damage the tank/truck, so engineers had to repair it). There was another map called Fuel Dump that also had a Escortable Tank. Now I don't know if its predecessor, RTCW had payload style maps, but WolfET certainly did.
This was the first and since then the only multiplayer fps game I've ever played. My friend showed me in primary school. I got hooked instantly. The humor, the art style and the classes are just so fun to play.
I think the main thing I can pin down as being unique to TF2 is an emphasis on burst-damage style weapons over rapid fire, particularly or generic assault rifle, type weapons. This sounds really peicemeal and specific but it was actually very carefully thought out and strongly impacted the overall design philosophy. The idea was that players would be incentivized to fight in close quarters (the map design relfects this as well) and that there would be short pauses between each attack, forcing players to reposition themselves between attacks. This led to most classes being equip with some varient of a shotgun (or even the same standardized shotgun) until more novel weapons were added that played into each class more effectively.
i'd like to know if tf2 created or at least popularized the idea of releasing short films about its characters. they were not hollywoodian adaptations, the shorts were made and published online by valve itself. the "meet the" videos dominated internet discussions at the time and were the first of their kind that i've seen.
no chance
Never forget that we were supposed to get a full 10 episode tv show on adult swim if it weren't for valve being lazy and missing deadlines. Experiation date was just the PILOT.
The comic books are the story and script meant for those TV episodes, BUT THEY COULDN'T EVEN FINISH THAT AND STOPPED AT 6 ISSUE
@@wile123456 Valve wasn't lazy imo. It's just SFM is really hard to work with. It took Winglet months to make a decent SFM that lasts for few minutes. So you can imagine Valve who needs to make something 5 times as long and 10 times as smooth. This doesn't even factor in how they have to create some new models for the game just to have them in SFM plus there might be time they have to redo the shot or the story to fit their intention. It was ashamed that we couldn't get a TF2 series but it was also a good lesson for Valve to realize that SFM doesn't have enough potential for TV show.
@@cloudynguyen6527 they were. They had years to make 2 episode and it took them over 5 years to make it
@@cloudynguyen6527 winglet wasn't a whole team who earns a salary. Laziness it's the reason because at valve there is no manager and workers decide themselves hwst to do, and no one wanted to meet the deadline for the TV show, thus the greatest thing TF2 fans could have gotten died forever.
Backstabs as the assassination mechanic are unique to Team Fortress (classic & 2). 100% assassination was done before, but never as a backstab from full invisibility in a multiplayer setting where you're truly punished for missing.
not tf2 but team fortress classic introduced the first backstabbing mechanic. But in tf2 if was highly improved. A lot of mechanics in tf2 could have been counted but tfc has them. But hey, it is still team fortress
Well CS 1.6 does have backstab too but it's never the core mechanic, just for people to sneaky slow walk around when they out of ammo or wants to do a little trolling.
But in CSO or Nexon Studio version that they call it nowaday, it's become the slightly side mechanic because the zombie was too tough ( 10000 - 45000 hp sometime), backstab do triple the damage so the game really encourage player to sneaky run around the zombie player when they got rain down with bullet by other player and then using their "Magical Sword", their Warcraft look a like Rune Blade, the big ass hammer to maybe 1hit ko.
Wait why does that sound like Playing spy all of the sudden.
I think Halo might've had this, one punch to the back assassinates & your cloak pickup weakens so they can retaliate if you miss.
@@CubesAndPortalsHalo had this in 2001
That Rocket Jump Born was accident in Quake: Team Fortress August 1996. Robin try fix it but then he realized "Rocket Jump is Actually Best Mechanic ever For Soldier Class!"
TF2 is the first game to make the healer an interesting character
*Aerith cries*
no@@Marnie_C german man that definitly served in the Wehrmacht is better
@@FortifiedBastion agreed
Not uniquely interesting to play, though. As much as I love TF2, medic is boring for most people who enjoy FPS, at least compared to other characters.
I think PvZ Sunflower is the peak of healer gameplay while still being pretty close to TF2's medic.
@@LeMustachebattle medic
Pretty sure Medic's healing beam was a first for this type of game. It was a departure from giving teammates health packs
Agree and why he looks so fine. Idk why but my god when they gave him the burly beast, it woke up something in me
In FPS genre, Yes . However the concept is similar to IO from Dota ( both 1 and 2 ) i think thats where the inspiration came in perhaps?
@@average-art3222 it put something in me
@@Rejectance Probably not the 2nd, as TF2 came out in 2007. But Dota 1? Yeah, probably.
@@average-art3222i can feel medic coming inside of me
TF2 may be one of the first FPS to make bots a permanent gameplay component being included in every match.
that really made me laugh but it's also kinda sad
Nah, team mates in fps games go back way earlier than tf2
The best game
Yeah but there's a glitch that makes the bots not spawn
Tf2 may be one of the first FPS
Don’t think anything can beat the first few days when the conga taunt came out!
I saw some footage of the first day from lazy purple, it was crazy, I joined tf2 December that year
Such a hype time for TF2... Expiration Date, Love & War, Conga, the list goes on.
Just a server full with 22 people doing a conga and two tryhards screaming in chat, better times
Well, the kasotsky kick is also a very popular taunt.
I know it's mentioned already but genuinely the market gardener is one of the most fun unique concepts i've ever seen in gaming, I remember how big it used to be and how people tried to replicate market gardener type kills in other games for the lols
They still do, I use the engi's rocket jump overclock in deep rock galactic and try to market garden bugs
@@galaxcsy morkite gardening
I feel the only idea that comes close to the idea is the Rendezook in Battlefield games. Using a method of transport to kill another enemy in a unique way, in Battlefield’s case, using an eject in a 1-on-1 plane fight to throw explosives at the enemy, then reentering the plane, is probably on-par with launching yourself with an explosive and hitting someone with a damage-boosted melee (the boost intentionally coming from the explosive jump.)
0:00 "TF2 is a good game-"
I've seen enough, I'm satisfied. Liked, commented and subscribed.
bet you're submissive with the gov't with that mind-set
@@RiveryJerald dommy government
@@RiveryJerald Bet you're just submissive.
@@SaikoX95smash
@@nekomegu4150Would?
You could argue that the original "loot box" wasn't gachapon, but trading cards, which can (debatably) date back to the 19th century.
The one mistake this game made was loot boxes
Tf2 did not do loot boxes bad
But other companys saw the profitability
And now we have modern EA need i say more its just kinda sad
Tf2 is still better than about 95% of modern games tho
@@bigtimegamer7776games don't even use loot boxes anymore really. It was a problem like 5 years ago but now it's all about battlepasses
I think real loot boxes go back to baseball cards and points in cigarette packets I'm the 20th century
TF2 was the first game to do do lootboxes in the west.
The fifa cards weren't paid for until later entries.
@@schmecklin377they do both which is far worse. Why would they choose one over the other when they aren't mutually exclusive?
I'd like to say airblast reflects as a main mechanic in an fps. I don't think anyone else did something like that before.
The Excalibat in Rise of the Triad can be used to hit the Enforcer's thrown grenades back in their faces, that was back in '93.
well depending on what you consider to be a reflect, i could say uhhh, pong
I mean we've pretty much always been able to throw back grenades and there were certainly weapons designed to negate other projectiles (like the plasma gun in Doom), but not outright reflect a projectile back in an fps. Sure you got stuff like the mirror shield from Legend of Zelda but that's not an fps.
@@obbyfusdoes pong have a battle pass? didn’t think so
Even if TF2 isn't completely original it takes what it does and runs with it so well that it feels like a breath of fresh air even a decade and a half after it first came out
it's one of those things where there are so many little things, none of which were original or new, but come together into a brand new puzzle. And no one's really done it quite the same or as well since.
7:04 while im unsure what is the most expensive item ever sold, but the burning flames team captain hat is worth about 13000$, over double that of the golden frying pan
Most expensive ever sold was the spellbound antlers, which went for 28k and a golden pan, so about 33k in total
@@plasmatic3122 Wasn't that confirmed a 'fake' trade though? As in it was just set up by two guys and then publicized? I swear I remember reading about that
@@JovialSkunkno shot, everything I’ve seen on the internet has been real
I'm pretty sure Wolfenstein: Enemy Territory did 'payloads' before TF2, but Valve probably popularised it in TF2.
If true that's awesome!
It did though it was usually as one of a series of objectives rather than as a standalone game mode. Like e.g on the map "goldrush" where allies escort a tank to blow up the doors of a bank, then steal gold crates to put them in a truck which they then have to finally escort away again to win. @@Toofty
I believe enemy territory also had their own engineer class as well
@@Slenderquil It does, it's role is a bit different than in TF and TF2 though, more about interacting with objectives and map objectives.
@@olnnn
Many good times were had escorting that Jagdpanther to the bank, when I was a kid.
In regards to TF2 being the first game with rocket jumping as an intentional mechanic, Rise of the Triad required you to rocket jump to get the good ending for the game and Marathon (which came out the same day as ROTT) I believe has some secrets that require rocket jumping. If you think that neither of those count rocket jumping was a 100% an intended feature in Quake 3 Arena and pretty much a required skill for any serious deathmatcher.
yeah not to mention that half life had the gauss gun that is pretty much a different take on a rocket jump, and that there were rocket arena mods for several games all of which were named after rocket jumping as the mode usually has no self damage
tfc had intentional rocket jumping
proof: it doesnt instakill you, unlike the half life rpg, which was reskinned and turned into the soldiers rocket launcher in tfc
TF2 is the first game i am actually very excited to watch and worried about without ever being involved in it
Tf2 is the only shooter game I have fun
Bee Bomb.
Wall of Flesh.
Throw. At. It.
Real ones get it
Go watch all the tf2 sfms then it'll expand your love for tf2
It is free to play
Please play tf2 so you can be bullied very very much by good players for the first 800 hours then bullied moderately for the next 600 and after that you will just be pretty avearge and you will still get bullied and get angry but not nearly as much and so you can rarely have any fun in this game and waste your life its worth it bro. Also if you play for like 7000 more hours after all that you might be above avearge and you will be a little smelly but you will epicly slay noobs 👍
5 years before tf2 released there was a game called command and conquer renegade that had an engineer class (that looked kinda similar to our engineer today) that acted as the healer class (which used a healing device which was similar to our medics)
i freaking loved that game. i played the demo to death online.
but i think the healing then didn't stick to the player, you had to aim. it was more like a healing flamethrower. wasn't it?
engineer gaming started in 1996, though... with the original game
man, I loved that game!!
Engineer as a whole in Quake Fortress was inspired by the very first Command & Conquer game.
The ability for a class to be able to make buildings was inspired by C&C's core mechanic of base construction.
That's quite a funny coincidence, honestly.
What about putting a ingame boss that extends the map time from 10 mins to a full hour or more?
Aaaaa, I'm having those flashbacks again 😭 .
@@TheDragShot Boooooodooodooododoooo🎶
*level 100 merasmus has appeared*
good time for a gargoyle to spawn at spot no one ever goes to
I feel like the medigun does deserve to be on the list for both how it works and, most importantly, the ubercharge. While OW would later ape the heal beam concept, I've never heard of nor seen another game with something like the uber. Build up for invincibility, giant DPS boost, crit nullification, or giant heal rate boost with knockback nullification for a very powerful push.
Paladins also has similar abilities, though broken up between separate characters' ults.
I don't know about any other software, but thanks to TF2, Valve released their 3D animation software to the public so the community could make stuff. And now there are a ton of SFM creators
I don't think I've ever played a game where you can change the hit/killsound to whatever you want, VERY unique and very fun to mess with
A lot of games dont allow you to customize anything about the game at all, just one cosmetic slot. Tf2 has so much more, you can change your hud, particle effects, sounds, you have a total of three cosmetic slots to work with, and there is just so much more in tf2
modding?
@@aarontheperson6867not part of the game
Every game lets you do that 🗿
@@Kidnamedchicanerygaming here is a comprehensive list of every first shooter game i have played where you cannot change a hitsound without needing to change other game files.
Paladins
Overwatch
Splitgate
Call of duty Warzone k(i dont like this game, might be possible. I didnt look too much into it)
The entire plants vs zombies garden warfare series
The entirety of the doom franchise
ULTRAKILL
Deep rock galactic
(Does satisfactory count? Theres guns and things to shoot)
Block n' load
Gmod (for some reason gmod doesnt support it by default, but hl2 does)
Robocraft
Metal: Hellsinger
Edit: removed minecraft
They should make it so that the seal in Selbyen can steal your Holy Mackerel if you're holding one
Engineer, still continues to be very unique as it is a balancing nightmare. Survival games like Ark or Rust are more similar to engineer than most building classes in class shooters.
No doubt, also engineer kinda classes fits better in Deep Rock Galactic like games
Just about every class feels like it was taken from a different game if you look at them in a vacuum. Scout is highly mobile and maneuverable with a focus on close quarters combat and dodging. Heavy is a slow meat tank with a big ammo pool and consistent DPS. Sniper is a point and click assassin who can quite literally kill anyone he can see. Spy was looking for the Splinter Cell auditions and sat in the wrong waiting room. Etc, etc.
None of these classes seem like they should work together, but the very fact that every one has an inherent advantage over at least one other class in many common scenarios is what keeps TF2 interesting. Pyro counters Spy, Spy counters Engineer, Engineer counters Pyro, repeat.
@@pretzelbomb6105 True, I was just pointing out how building focused engineer is. Other games with classes/heroes have their assassins, tanks and power classes but have you played another game where you are defending your a base you built, not some diluted version of gunslinger engi but a true fortress that can almost hold back the entire enemy team? Some mobas sure but fps? Technically rust and ark are fps games but I think most people would just refer to them as survival games.
@@pretzelbomb6105 not true dude, tf2 isnt rock paper scissors like overwatch. the generalist classes (scout, soldier, demo and medic) are widely considered to be the most well rounded, well designed and fun classes, while the specialists (heavy, pyro, spy, sniper, even engineer) have constantly had huge issues with balance/fun/usefulness
@@dkskcjfjswwwwwws413 the original game balanced the classes with armor which is an easier mechanism to control than weapons. this is the only real downfall of TF2
it was the first Valve game to be called Team Fortress 2
nope
😱
Technically no
Maybe this is stretching it too far but I proceed: ironically Team Fortress 2, as a name, was first used for that Realistic Shooter they tried to do back 1999, Team Fortress 2 Brotherhood of Arms. Say I'm wrong, but even back then, that game looked very very different than Team Fortress Quake or Team Fortress Classic, not aesthetically speaking but in the sense that they tried to radically be realistic in gameplay.
@@catke590 Yeah but it wasn't called "Team Fortress 2"
It was called Team Fortress 2 Brotherhood of Arms
11:51 I play this game like 4 hours a day and I have literally never seen someone use this taunt
It's the new unpopular taunt, so yeah
The horse armor wasn't just cosmetic, it raised the horse's health by 2x
tf2 is the first hat game with fps game modes
Quake?
Its so crazy how they added humans to real life as a reference to tf2
That first round on Goldrush was wild. Just a totally unique experience. Someone on the server I was on said it felt like an authentic high noon showdown
Wolfenstein enemy territory had a payload like game mode where you'd escort/repair a tank moving across the map while the other team would try to destroy it to gain time.
The first game to intentionally include Rocket Jumping was Doom. The secret level in Episode 3 was intended to be accessed by using a “Rocket boost” (primitive rocket jump), per John Romero. However, players found other ways to access the level without rocket boosting, which made many believe that rocket boosting wasn’t the intended method and was instead a player-devised strategy to access the secret level. Every iD Software game after this included rocket jumping very deliberately, with it being fully fleshed out in the Quake series of games, and in those games it’s arguably a more centralizing mechanic than it is in TF2.
TF2 was the first game I've experienced to use the domination and revenge system. Made encounters with specific players feel more personal
5:24 it’s funny how Zhengtu looks just like World of Warcraft
Also Wolfenstein Enemy Territory make in 2003 has a mode where one team escorts a jeep to the other side of the map it can’t move backwards tho but still pretty much payload.
Good video as always Toofty keep up the work
tfw cs source copied this exact concept 1:1, scrapped it, and then turned it into payload for tf2
Also unlockable sidegrades to original weapon, with it's stats and advanced balance system is pretty unique i think.
Engineer is very unique too.
i also feel like the concept of friendly enemies as well, more so mutually exclusive to tf2. nothing beats finding a random hoovy with a sandvich crouched up in the most random of spots
pretty sure the closest you can get is randoms who accept melee duels
The only thing that beats hoovies is me :)
Introduced these things to mainstream gaming:
-microtransactions
-live service
-customisation
-profitable free to play
-gambling
Wow
if tf2 didnt exist then fortnite wouldnt exist lol
I know you’re a TF2 fan (the great game that it is) so to say that you’re a little delusional would be an understatement but holy shit TF2 did not invent the idea of customization in mainstream gaming. Games like oblivion exist, RuneScape did profitable F2P first, oblivion was also the first game to do microtransactions.
World of Warcraft is widely considered the first live service game.
Customization is such a broad term that I really don’t understand what you could’ve meant by TF2 did it first.
@@HabitualThinkeromg oblivion exists?
@@NickyYeyapparently not!!
TF2 wasn't the first microtransactions game, hell it wasn't even the first lootbox game, that was FIFA.
The earliest cartoony FPS I can think of is Timesplitters, and man that was such a good series. I hope Rewind lives up to the old games!
13:10 There are many items worth FAR MORE than 6k. The golden Pan is not the most valuable item by any means and is sometimes used as a currency object for purchasing more expensive items. Also item farming was common in early TF2 but is now so unprofitable that it is almost unheard of
I just want to let you know Toofty, I love you bud! ❤
My gratitude is immeasurable!
Your content is not only informative but also entertaining and rewatcheble to the point where I to this day rewatch your old videos to learn something new with a smile of joy on my face (especially after that bit with your daughter).
Thank you, for your videos, for the time you spent making each of them, for your influence on the community, thank you for everything! 🤝
If I could give you more hearts I would, thanks!
A couple forgotten things: Map Stamps and a Replay system that allowed direct uploads to UA-cam
idk what map stamps are, but doom already had demo recording, so no.
@@GraveUypo They're an item with literally no use other than to give part of the proceeds to the creators of community maps.
11:48 I love how TF2 fans were all complaing about deadlocked being "too many different types of game genres combined" when TF2 itself has many qualities of other genres
The only thing I'd add for the F2P part is that there were also some Korean F2P Shooter gained some degree of popularity in the US and included microtransactions like GunZ The duel in 2006. It also had different cosmetics slots, including hats!
2:47 demo really went 😐
I think TF2 vastly improved voice commands. There's so many specific commands, players can plan attacks without using the text chat or voice chat. Some people can straight up use them for full conversations
nah, unreal tournament has way more voice commands than tf2 and came almost 10 years earlier. you can communicate pretty much every intention you have, what you're doing, where you are in the map, what you want someone else to do, you can call on the position on enemy flag carriers, etc etc. it actually is what you described. tf2 doesn't come even close to allowing conversations with just voice commands.
unless you're free to play
10:57 I believe the first game to intentionally involve rocket jumping was Quake 3 as the bots are able to rocket jump
I think medic stock Ubercharge would have been a first, having a character make another character completly invulnerable is still not something we see too often.
The medic is the first (and still the only healer) to show the player's frustration through voice lines
Fun fact: the cosmetic feature wasn’t actually made up on its own
Dead rising let you put on hats and outfits that you can mix up around for some silly load outs
statclocks we're introduced years later down the line cause of the CSGO popularity, what TF2 did is introduce Strange weapons as a rarity that clocks kills on the weapon, strange statclock (a gauge that's attached to the skinned weapon) we're introduced in the gun mettle update.
TF2 is the first game that had joinable taunts I feel
EDIT: Toofty mentions this in the video, my prediction was correct
Portal 2 did partner taunts before they were added to TF2
@@AcceleratorTF2 Huh, u right. Did not realise portal 2 is older than the conga
@@AcceleratorTF2technically, the files for the high five were in the game since the beginning of the development of portal 2
@@AcceleratorTF2
True. I’ve yet to seen or be able to think about any group taunt like the Conga, Kazotsky Kick or Mannrobic though. Any idea on this one?
@@AcceleratorTF2 tf2 did hats before portal 2 so i guess it balanced itself out
*That Rocket Jump Born was accident in Quake: Team Fortress August 1996. Robin try fix it but then he realized "Rocket Jump is Actually Best Mechanic ever For Soldier Class!"
Every video from Toofty is always a blessing the quality is consistently awesome!
Still genuinely amazing how big of an impact TF2 has had on everyone and everything though even more so that it's still going strong after all these years and always will!
Read the title and thought of that episode of South Park where General Disarray just says "Simpsons did it" a bunch and drives Butters insane
TF2 does have a team deathmatch mode, called Arena. It was just wildly unpopular because the mechanics of TF2 fundamentally didn't mesh with it-- it's not fun to die and have to wait an entire round, especially one that takes forever as two soldiers play flying whack-a-mole next to the stalemate resolution point.
*had
i forgot that even existed. well, the game didn't launch with it
That's not Team Deathmatch, that's Team Last Man Standing. To this day, there's still no true TDM.
Arena was loved by lots of people, including me ..
Luigi in Smash Bros Ultimate very TECHNICALLY has a taunt kill
Interesting to think about how TF2 did NFTs before they became mainstream 💀
If you really think about it, Pokémon could be treated as early NFTs too. In HOME it shows you who the original owner was, the ID of the pokemon and it's basically data you can transfer between certain games similar to NFT where they're tracked in the block chain and you can trade them (I think)
The first known thing of a nft type of thing, was PvZ 1 on oc, you could design your own zombie for free and it'd be used as the flag zombie whenever large waves come about. It was called a zombatar (iirc)
So, one if the first examples of something nft like, was more useful than nfts themselves
@@thecontrollerwolf1585 I still have my Zombatar on my Childhood Computer :)
Why do you credit HOME for doing that when that was a thing since like Gen 2? @@iriswav7379
I think Halo 3 and Reach had similar cosmetic systems to TF2 and other games. Being able to use canon and non-canon armor sets and being able to use different types of armor combinations to create your own spartan that shows up in multiplayer and co-op singleplayer was pretty cool at the time, kind of like a Halo OC creator. Its also pretty cool to see people cosplaying as their own spartan at conventions n stuff. I really hope someday we'll see a military style shooter that allows for full customization similar to Halo but with different pieces of real world gear like helmets, uniforms, plate carriers and different variations of those pieces for a more personalized look.
11:06 The pain of playing spy.
8:01 Commandos Behind Enemy Lines, came out in 1998 and sported 6 unique units. Green Beret, Marine, Driver, Sapper, Sniper, and Spy.
TF2 is the first game I've seen to give you an actual in-game achievement for making an enemy ragequit.
Loads of games had an achievement for that years before TF2 was updated to include that achievement. If you want to talk about truly unprecedented in-game achievements, I direct you to the achievements for getting a certain number of UA-cam views.
Ooh! I have something I can "Um actually" on this video. Rocket jumping is never required to progress in Marathon, but a few secrets across the games require you to do so.
Most of the concepts brought up were introduced in games in the 90s, or mods thereof. I'm not even sure the original Team Fortress Quake mod was the original class shooter, because there were a dozen or more Quake mods doing something similar in 1996. The only one I can remember off the top of my head is "Future vs. Fantasy", which I _think_ predates the TF mod (my memory is fuzzy). It was D&D type of classes mixed with sci-fi types. It had the Cleric, which was likely the progenitor of the Medic class, and the Ninja which was basically the Spy, but with no invisibility and a grappling hook instead (very likely the inspiration for the hook in Mannpower mode). There was a sniper (also with a hook), a Cyborg Camper (iirc the Heavy equivalent), a "Quake Soldier" (Soldier equivalent), and a "Fighter" (the Demoknight equivalent).
What made the TF mod stand out was the way the classes were varied, _and_ more balanced.... except sniper ofc. I learned to rocket/pipe jump in 1996 just to deal with snipers on the deck. Also the introduction of the 2fort map (yes, 2fort was born in 1996). Most of those other mods were played on pretty standard Quake style maps. So TF was great, ironically, because you were _less_ mobile than Quake, and thus concentrated the bulk of the fighting on the bridge. It gave the game a more Dustbowl feel to it than the other mods. It was the crush 'n' chaos that people loved. Just getting to the flag room was an accomplishment because there wasn't a flank route to the flag room on the original 2fort. You had to fight the whole way.
The TF mod might have been the first to do spy disguising and invis (I remember being blown away by that). It might have been the first FPS to have destructible environments, which required a special massive bomb from the demoman.
QuakeWorld Team Fortress mod was the first Team Fortress ever made and from that came Classic and TF2. QWTF also had tons of different modes like Escort Civilian, Fatal 4 Way (four teams against each other). As you said there were tons of mods with older games than Quake (also Quake had tons of mods other that TF) like Doom, Heretic, Hexen but QWTF was the first one that was popular with masses.
I was gonna say medic's heal beam, but C&C Renegade's repair gun has a similar function but it just doesn't lock-on to teammates.
3:48 his objector
What is it?
@@Chinaunofficial Austrian painter clan
7:02
Actually, make that $21,000.
Unusual Burning Flames Team Captain exists.
Team Fortress Two was also the very first game of its kind that was named team fortress two, that's something that people don't think about often I think
Great video! Just wanted to mention that the "Zhengtu - 2006" clip at 5:21 is actually a vanilla world of warcraft clip where an undead rogue is fighting a night elf hunter in a big pvp battle in Silithus. But i understand its propably impossible to get a clip of the actual video game 😄
Was the idea of a subclass around? I guess I can think of multiclassing in something like D&D, but those are only vaguely similar concepts (and D&D isn't generally a video game).
I argue DND multi classing doesn't count as subclass but rather putting two separate classes together
But actual DND subclasses....
In Wolfenstein Enemy Territory (2003) you had classes such as "Heavy weaponry man" who could equip for the main weapon slot an LMG, Bazooka/Pancerfaust, Flamethrower, or a Mortar. Each weapon would work differently so you could argue that each of them created a subclass
subclass isn't even a real thing in tf2. it's just a community made name for a loadout.
XIII was an fps game released in 2003 that had a comic artstyle, really good game imo
1:14 damn scout is packing
Lel
I agreed with everything, but the StatClock came after the StatTrack, still a Valve invention but it appeared in CSGO first
The fact that every multi-player game doesn't have taunt kills is a crime ngl
On rocket/sticky jumping as an intentional game mechanic: while it's true that rocket/grenade jumping in Quake 1 went way beyond the devs' wildest expectations, they did put a shortcut in E4M4 that you can only reach with a grenade jump, making it technically an intended mechanic. In DOOM's E3M6 there's also a passage to a secret level that's intended to be taken with a rocket boost, meaning the design of this mechanic goes back to 1993. In both cases an invulnerability powerup is close by to help you survive the blast.
might not have been that "intentional" on doom and quake, but sure was on quake 2 and 3 onwards. unreal tournament had the impact hammer jump which is basically rocket jumping but with the melee weapon, half life had gauss rifle jumping, and i'm pretty sure there were other more minor games that included it that i'm not remembering now
@@GraveUypo the two things in Quake and Doom single player that I mentioned were definitely the intended strats, pretty clearly so.
But it's more that actually using rocket/grenade jumping in competitive multiplayer context went way beyond what they ever could have anticipated. And for good reason, because rocket jumping is infinitely more useful with bunny hopping, and bunny hopping was definitely NOT intended and didn't come into the picture until a bit later.
So I think it's a matter of opinion as to whether Quake/Doom were the first, or if it starts with Quake 2 and other games after its competitive use had been fleshed out.
What I like about TF2 is that it's not as bad as other games with microtransactions, all the items you can get are bought with straight up currency, no second in game currency like Robux or V-Bucks or some other bs thing. You just buy it outright.
TF2. Marketing done by creating short videos about the classes. Release said video creation tools made in house for free. Not just a map editor but a fully blown movie program based on TF2.
Going from a P2P game into a F2P online model. Medic Uber got to be a first. And Spy invis has to be a first in a online shooter. If not even in all games. Like in what game before TF2 where you able to go 100% invisible?
And the domination voice dialog is very special. Like really the depth of the TF2 characters are even in the day 1 release of the game so deep.
And TF2 has to be the only example of a objective based game where the humor and interactions in the game allows for true peaceful moments where the enemy turns into a better friend then your team mates. Like when a match or game is won the losers can not do damage. But the winning team can opt to get revenge and glory. Or just run up and give them voice command or even share a moment.
Yes that is it. TF2 is the only online game where you can honestly share a moment and just be silly. In the middle of combat. There is no game where you truly can avoid being selfish and goal motivated in the objective of the game. And yet still find a excuse to be humble and share a moment with the enemy. Even now most of the time being a mouse click from betrayed. Just the game is designed in a way where people actually even consider you to be friendly. Even now your on top of the leader board on kills etc. It is a social thing with TF2 no other game has.
I can not imagine a single match of TF2 without someone using killbind. What game makes it possible to create a player base willing to play it serious and yet get the idea of being nice to the so called "enemy". Using unintentional commands to return to a spawn countdown? For fun or show remorse for the enemy?
If you boot up CoD or like anything and try to make someone not hurt you? Or just not even consider doing the objective for a intensive or reward? Exactly. TF2 rarely gives a intensive to not just kill on sight. Expect for the kill counter on weapons. Making people competently unable to chill. There is nothing like having your enemy stare at you failing to hit multiple shots and not attacking back. Or a Spy standing next to a dispenser as the enemy engineer just do not even notice the obvious threat. That stuff is what makes TF2 tick and survive this long.
And majority of people are going have compaction to just note what is going on and laugh and have fun. It is the same people asking where the spring button is that run up to someone being friendly and nice to blast them to death. No hesitation. It never cross there minds to read peoples intentions.
all i know is that when i saw meet the spy, i NEVER seen ANYTHING so fucking cool. The spy was a very unique and well executed character design. Although it sucks to see him at the bottom of the tier lists today, it would have been very cool to see a modified/balanced adaptation to the kit and weapons he has today. I feel like the concept has so much potential with his very high risk high reward type of gameplay. fuck i wish we could get a tf3.
0:25 why was it 1. 2. C. 4.
it’s a joke about how valve cannot count to 3
@@zaxkeror, C4😅 bomb!!!
Valve cannot count to 3
The Medic Beam showed up in Conker Live and Reloaded as a side weapon for the grunt. As well, most of the Spy's kit minus shape changing and the turret zapper was just the scout class from Conker, including backstabbing.
I think you forgot communication via voicecommands, its pretty uniq thing
I think that was a thing from like the original Counter Strike. Like HF1 days.
Starsiege Tribes, in 98.
Unreal Tournament also featured this way back in 2003/2004
EXCUSE ME
Im in need of medical attention
(Team fortress '1' character)
@@demolition2n3 1999. unreal not-tournament had it in 1998 too.
There was a game mode very similar to Payload in Wolfenstein Enemy Territory. You had to "capture the point" by repairing a tank and then escort it so it could blow up the doors to a gold vault, at which point the goal was to run offf with the gold. It was slightly different in that the engineer had to constantly repair the tank because the enemy team could just bomb it again after the initial repair. Meaning that hiding behind the cart to push was in fact a dedicated engie job. But yeah, no, Enemy Territory did Payload *way* before TF2 did.
TF2 is the first game to
6:08
Fun fact, Star Trek Online uses keys to open their loot boxes nowadays, too. Not sure if the change came after TF2, but yeah. Seems the "key sold separately" idea caught on.
I see you've censored the number 3 as a courtesy to Valve - 0:35
XIII released in 2003 and featured comic style graphics while also being an FPS shooter
4:20 Bruh, furries are older than dirt, just look at the Egyptian pantheon. They even have a god with a freaking _dung beetle_ for a head (he rolled the sun into the sky lol)
Anthropomorphic animals are probably one of the oldest ideas every to exist. I mean it's so simple even a kid can think of it.
I did a bit of research and one of the oldest known pieces of art is a statue of an anthropomorphic animal. Pre-historic.
"Lion-man of Hohlenstein-Stadel"
Probably sexualization of animals, both non and anthropomorphic, existed before religions. For example, the Grey Wolf legend from Turkish mythology
@@Kidnamedchicanerygaming
I think that's something that is considered as sexualization only in modern times.
There were weird people back then too, but i don't think that was the main attraction of it.
Here's a "well, actually.."
For F2P multilayer FPS's, I came on to TF2 from Wolfenstein Enemy Territory, which was originally given away as a Wolfenstein single-player mod that came with the base game, but then went F2P as a standalone.
W:ET also did payload (see the tank and Gold Rush). It did spy (disguising as opposite team) too.
TF2 is a timeless masterpiece like Halo and Minecraft
Minecraft boring af and being ruined by every new update and it's not fun without mods
@@ZoofyZooftrue
I feel like a lot of people have forgotten that the only reason Minecraft became popular was via UA-camrs, and even then, around 1.12 and 1.13 it started to drop very hard in popularity yet again.
In other words, the only reason the game actually got as popular as it did was because people saw their favorite UA-camrs playing it.
@@Multitasqing
the thumbnail for this video goes unbelievably hard
Jarate gamin.
I wonder how many else noticed that he counted '1, 2, C, 4' in the start at 0:35.
Who cares?
While lootboxes, microtransactions and cosmetics are not completely original, Valve were the first to seamlessly integrate all 3 of these into online casino.
And it worked like a charm.
about payload mode, i remeber wolfenstein enemy territory had a similar mode where you needed to scort a AI controlled tank in a pre set route, that could be damaged by enemies and engineers on your team needed to repair, to a point in a map where said tank will blow a hole in a fortification you needed to take
The rocket jumping game mechanic so genius from a game design stand point and is also so ridiculously fun to use. All the classes are built around a health / mobility balance, and each rocket jump trades health for mobility on the fly. And you get to soar around the map like an eagle. And it has an infinitely high skill skill ceiling. I've never seen any other game do anything like it.
unreal championship 2 had pretty distinct character based gameplay before tf2. it wasn't a team game (per se), but it counts.
that also had "airblast" before tf2. tf2 took quite a bit from unreal tournament and championship
Now I'm not sure if this was the first game that did this, but in Wolfenstein: Enemy Territory, released in 2003. There was a map called... Goldrush.
And the objective of the map was: Repair a Tank, escort it, and use it to destroy the Bank Doors, Steal the Gold, load it into the truck, and Escort the truck to the exit.
Basically, a payload but with extra steps, (also enemies could damage the tank/truck, so engineers had to repair it).
There was another map called Fuel Dump that also had a Escortable Tank. Now I don't know if its predecessor, RTCW had payload style maps, but WolfET certainly did.
This was the first and since then the only multiplayer fps game I've ever played. My friend showed me in primary school. I got hooked instantly. The humor, the art style and the classes are just so fun to play.
the end clip sums up tf2 perfectly
I think the main thing I can pin down as being unique to TF2 is an emphasis on burst-damage style weapons over rapid fire, particularly or generic assault rifle, type weapons.
This sounds really peicemeal and specific but it was actually very carefully thought out and strongly impacted the overall design philosophy. The idea was that players would be incentivized to fight in close quarters (the map design relfects this as well) and that there would be short pauses between each attack, forcing players to reposition themselves between attacks.
This led to most classes being equip with some varient of a shotgun (or even the same standardized shotgun) until more novel weapons were added that played into each class more effectively.
Quake.
I love your sticky jumping strategy of hit them with a pan and watch them panic
I feel like TimeSplitters might have started with the Cartoony style first but TF2 def helped push it.