The Orange Box, which consists of Half-Life 2 and its two proceeding episodes, as well as new games Portal and Team Fortress 2, was on display at Electronic Arts' Studio Showcase. While I wasn't able to check out every title slated to ship in the value-packed box, Team Fortress 2 was on hand for impressions of its finely-tuned multiplayer frag-fests.
Team Fortress 2 differs dramatically from other multiplayer-only games in its focus on cooperative play. Two game types are supported across six maps: capture-the-flag and control points. Both games divide players into two teams--red and blue--with capture-the-flag rewarding points for every opposing team's flag you grab. Control points works differently, tasking you with capturing nodes spread across a map; naturally, and the first team to hold all of the points wins the game.
Depending on which map you use, the rules vary slightly. For instance, the "Well" map being shown lays out five control points that have to be captured in specific order. Each team begins a round with possession of two points, making the middle node open to capture. Once a team grabs that middle point, they can move in to capture a fourth point. Without having that middle point, however, the game won't allow capture of any other nodes. It's a variation that encourages cooperation among team members and yet sticks to the same ultimate goal: capture control points while dispatching as many opponents as possible in the process.
Along with differences in rules, each map possesses a unique setting packed with interactive elements. Using "Well” again as an example—it takes place in an industrial train depot that has locomotives steaming through at regular intervals and if you find yourself on the tracks at the wrong time you should expect to view the underside of an engine car. Other maps mentioned include "Dust Bowl," "Gravel Pit," and "Hydro." Although Team Fortress 2 only packs in six maps, what I played of "Well" points to an incredibly clever, highly polished design that ought to provide countless hours of play.
Exclusively incorporating team-based game types certainly does much to encourage cooperative play, but it's the class system that truly pushes you into working with your teammates. Team Fortress 2 features nine playable classes, three apiece for defensive, offensive, and support categories. At any time during a game, hitting the back button allows you to switch classes at the cost of re-spawning.
Through the course of a couple matches, I was able to play as a spy, engineer, scout, and soldier; also available are heavy, pyro, medic, and sniper classes. Each class specializes in a specific set of weapons and skills, making it vital to choose the best class for the job. Not only do your available weapons and abilities differ among classes, but you can also feel the difference in control. As a scout, for example, you move twice as fast as any other class. This makes running about a map vastly different than from the perspective of a heavy or pyro.
The spy also comes equipped with a revolver and combat knife for stealthy kills. What makes the spy of particular interest, though, is his ability to disguise himself in the garb of the opposing team. Pressing left on the directional pad grants access to a menu of disguises. Donning the look of a red team heavy made it pretty easy to waltz right past the competition and capture one of their control points.