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Platus
Platus

Normally I would have a problem with a game breaking its aesthetic so much. However, TF2’s visual design is almost totally a way of facilitating gameplay by making it easier to tell the difference between teams and classes at a glance. The design is outrageous enough that, so long as the visuals continue to serve the gameplay as they have before, I can actually handle some pretty radical departures, futuristic weapons not excepted. Also, Valve has proven themselves to be pretty adept with this sort of thing in the past, so I am willing to give them the benefit of the doubt this time.

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