CounterStrike 2: A Long Awaited Failure

By Logan Jacobs

Counter Strike: Global Offensive (CS:GO) is one of the most prolific games of all time, and in March of this past year Valve announced the long-awaited sequel, Counter Strike 2 (CS2).

CS2 promised a lot with its reveal: completely overhauled graphics, sub-tick technology, and volumetric smokes. Now just over six months later everyone has access to CS2. Has Valve delivered on their promises or were they flaunting a new game for a quick bump in players?

It is important to note that when talking about CS2, CS:GO was also buggy and unbalanced when it was first released. Only after years of working on the game with feedback from the community did CS:GO become the game it is today.

With that fact in mind, CS2 right now is a buggy mess unlike the now crisp CS:GO.

CS2 released with many changes, the biggest being the UI. The player’s HUD is completely different compared to CS:GO, changing the location of the player’s health and ammo with a sleeker more modern design.

Inferno’s “church”

The UI changes don’t stop there though. They overhauled the buy menu opting for a simpler design compared to the circle menu found in CS:GO. 

CS2 has notably forgotten about a beloved setting found in cs:go cl_righthand. This setting would change if your gun model was on the left or right side of your screen. It’s absence from CS2 has left many questioning why they would remove this tactical advantage.

The UI wasn’t the only major overhaul found in CS2. Along with it came a brand-new set of visuals. While CS:GO’s graphics did improve as the years went on, it was always limited by the twenty-year-old source engine.

CS2 abandons that limitation, and it flourishes graphically because of that. Equipped with a new “raytracing esque” lighting system and new textures, the game looks visually stunning on higher settings and is still good-looking on lower settings. But graphics aren’t everything.

Inferno’s “Apartments”

CS2 also chose to change the outdated tick system. Previously, CS:GO relayed what happened every 64th of a second to the main servers, this is also true in CS2. The difference in the two systems is that CS2 records where you are looking when you shoot. Previously CS:GO shot where you are looking at when that shot registered with the server. Theoretically this will be more accurate to what happens but for those with a bad connection this can feel unfair because they seemingly die behind cover.

The gameplay of CS2 is by far the worst part of the game. Most of the community has come to the consensus that the game does not feel as clean as CS:GO did. Both the gunplay and movement feel unresponsive and laggy. This is not helped by the fact that sub-tick heavily favors those with lower ping.

The last major change to CS2 is volumetric smokes. This changed how smoke grenades work entirely. Instead of releasing a ball of smoke that would block vision and penetrate walls, the smoke conforms to the area and objects around it.

Along with this change, came a new way of walking and seeing through smoke. An H.E. grenade’s detonation clears a temporary opening for a person to see or shoot through. These volumetric smokes are executed very well and surprisingly do not cause any major FPS drops.

Despite so many major changes to cs:go’s fundamentals, CS2 still keeps true to what CS:GO built. With that being said, CS2 is a long away from being completed but it will only reach that state if the community sticks with it and helps improve what’s wrong.

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