Plain and simple.
Despite this, the important thing to remember is that it is a damn good Counter-Strike clone.
Counter-Strike had already been out a few years before the release of Global Operations, and while the former may indeed have ended up being the better game, I personally had more fun plugging away at terrorists in Global Ops.
Looks kind of familiar, don’t it?
Familiar, but AWESOME.
Counter-Strike was, and in some ways, still is a phenomenon in the realm of online first-person shooters.
It’s legacy stretches on for miles, and yet anybody can see after only a few minutes of playing, that the game has it’s fare share of problems and issues.
The round-based respawn system is a pain in the ass.
The weapons, while nicely varied, are very distinctly grouped into a frustratingly polar system of “good” and “bad” types.
The fact that hopping around was a viable combat tactic was downright mind-boggling.
Global Operations addressed all of these issues and then some, resulting in a fun and fast-paced game that, while lacking the online community of Counter-Strike, was always a good time, both online and off.
The most important change that Global Operations brought to the table in terms of gameplay, was the addition of a Team Fortress-esque class system.
Unlike Counter-Strike, where the players were only differentiated by their equipment, Global Ops both restricted and endowed the player with abilities based upon which class they selected.
There was the basic Commando, who could handle virtually every weapon in the game except for complex explosive devices.
The Sniper, who could handle long range rifles.
The Medic, who carried a cache of healing hypodermics that could be used to restore the health of himself and his comrades, as well as resuscitate incapacitated soldiers.
The Heavy Gunner, who could handle heavy machine guns.
The Demo Man, who could handle complex explosive devices, both in terms of planting, and disabling them.
And finally The Scout, who came equipped with a multi-directional heartbeat sensor that when pointed at enemies, would display their location on the entire team’s radar.
Aside from The Sniper and Demo Man, who I honestly didn’t play as all too often, I found pretty much all of the classes in the game to be quite distinct, and very fun to handle.
Who the wouldn’t like to be able to go one round as the Heavy Gunner, tearing the opposition to shreds, only to change it up by switching to The Medic on your next respawn and play a more supportive role?
It was this sense of variety that made Global Ops hard to get bored of.
Now, I mentioned a lot of issues I had with Counter-Strike, how’s about we take a look at how Global Ops addressed, eh?
When it came to the issues that players may had with the round-based respawns of Counter-Strike, Global Ops fixed it in just about every one could.
When a player is killed in Global Ops, they don’t necessarily die right away.
Instead, players are incapacitated, whereupon they can call for a Medic as their health bar’s total value continually shrinks.
Once the bar is empty, the player dies.
Alternatively though, if the player is aware that there is no Medic around to save them, (often the case when they themselves are the Medic) they can simply choose to bleed out immediately and respawn.
Respawning in Global Ops places the player in a helicopter, or other such transport vehicle in the company of all their fallen comrades.
You see, every spawn point in Global Ops is continually reinforced on a strict schedule, resulting in the occasional lucky death that results in a near instantaneous respawn.
It is during this down-time in the chopper that the player has access to the plethora of weapons and equipment available in Global Ops.
In short, Global Operations had a shit ton of weapons ranging from basic pistols, to savage-ass grenade launchers.
Perhaps more importantly though, Global Operations went the extra mile by allowing players to customize their equipment with various attachments.
Like setting your Glock 18c on full-auto?
Buy an extended magazine for it.
Like blinding motherfuckers before you open up on ’em with a shotgun?
Slap a flashlight on that bad boy.
Good times man…
Anyway, in addition to the massive variety of weapons in Global Ops, each of these weapons were remarkably balanced.
You know any other games (besides the original Halo) where cruising around with nothing but a pistol is actually a good idea?
Oh wait, I forgot about The Specialists:
Finally, in regards to Counter-Strike’s hop-happy gameplay, Global Operations went ahead and made the gameplay more, how shall we say, “grounded.”
In fact, that’s really the only gripe that comes to mind whenever I think of Global Ops.
The bot AI was pretty good for the time, the sound effects were powerful and of great quality, the mission types were nicely varied, but the movement controls were a little sluggish.
Jumping in Global Ops resulted in what amounted to little more than a barely noticeable bit of screen jitter, as if your character was glued to the floor, but would mysteriously be struck with bouts of palsy whenever the player saw fit to tap the space bar.
I know, it’s a small gripe, but worth pointing out regardless.
Anyway, Global Operations was a big part of my high school days (and any time I spend hanging out with my Get Stingray cast mates), and as such I felt it deserved to be mentioned on this blog.
Indeed, wrecking people’s shit with the FAL, followed by mass sessions of spamming the “I need a Medic” audio command, were some of the best times I had on my PC…