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Counter-Strike Celebrates 25 Years of Tactical First-Person Shooter Excellence

AleksandarK

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Today marks a significant milestone for one of the most iconic and influential first-person shooter franchises of all time—Counter-Strike is celebrating its 25th anniversary. What began as a humble Half-Life mod in 1999 has evolved into a global phenomenon, captivating millions with its intense, team-based tactical gameplay. The original Counter-Strike was instantly hit upon its public beta release on June 19, 1999, quickly building a fervent cult following among PC gamers. Valve soon recognized its potential, acquiring the rights and releasing an official standalone version in November 2000. This launched Counter-Strike into the mainstream, kicking off over two decades of continuous development, innovation, and fierce competitive play. Over the years, the series has seen multiple major releases like Condition Zero, Source, and the juggernaut Counter-Strike: Global Offensive in 2012. Each introduced new maps, weapons, graphics enhancements, and gameplay twists like CS: GO's Danger Zone battle royale mode.

But the core hook remained—tightly coordinated attack/defense scenarios demanding skill, strategy, and pinpoint shooting accuracy. Many of us grew up playing Counter Strike. The latest evolution arrived last September with Counter-Strike 2, ushering in a new engine, revamped graphics, and additional gameplay refinements. While initially met with some skepticism from hardcore fans, CS2 has been widely embraced, smashing records with over 1.5 million peak concurrent players. The key to Counter-Strike's enduring success has been its best-in-class core gameplay loop combined with Valve's commitment to evolve with the times. But just as crucial is the passionate global community that has embraced the series' high-skill cap and opportunities for creative strategies. Many have remained devoted for decades, fueling a robust professional esports scene. As it enters its 26th year, Counter-Strike's tactical multiplayer mayhem shows no signs of slowing down. Its unique blend of shooting fundamentals and cerebral team play has firmly cemented its place as one of the most influential games ever made.



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Isnt the game full of botters/hackers since it went F2P?
 
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Isnt the game full of botters/hackers since it went F2P?
It is, the people who have kept the game going for years have been leaving.

But they gotta tell us about it's 25th birthday.. :roll:

 
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Isnt the game full of botters/hackers since it went F2P?
it's by far not as bad as escape from tarkov but there are a lot of hackers.
at least we can kickvote them pretty fast.
 
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Isnt the game full of botters/hackers since it went F2P?
It's been full of them even before it went f2p, hahaha. But yeah, they're everywhere. Even in noob lobbies for silver ranks like me I met people who just straight up aimbot without trying to hide and win games for their team 13-0.
 
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Never enjoyed the game much too twitchy for my play-style.

Infantry only BF4 and similar is peak fps
 
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Never enjoyed the game much too twitchy for my play-style.

Infantry only BF4 and similar is peak fps

Adding mild amounts of secret auto-aim to modern FPSes (ex: Halo) really made the games less about twitch skills and more about positioning.

Counterstrike is too much twitch, but still good to see the ultimate twitch-skills game to be around. But I think the mainstream viewer (and mainstream gamer) prefers less hardcore games for good reasons.
 
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I really enjoyed CS for a while but the hackers and really poor ranked matchmaking system made it unplayable. Valve made some great games in the late 200xs and early 201xs but as a dev they failed CS.
 
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Hmm... "Tactical First-Person Shooter Excellence"... pardon me, but what's tactical in this twitchy madness? Tactical first person shooter is Rainbow Six 1, Raven Shield, and even Vegas 1&2 are tactical enough. Also Ghost Recon 1, GRAW (PC), direct CS rival Global Operations, etc, all these were great tactical games, But calling this one, is a stretch... Valve, gotta get in touch.
Wasn't it already full of hackers since 1.6?
It was. People just have forgotten, or never knew. A lot of players who play and enjoy CS since mid/late CSGO, might never seen, knew the CS Source, let alone 1.6 and before. But the cheatfest was present always. I'd even say, name at least a single multiplayer/online shooter (or other type) game, since at least early 2000 that wasn't riddled with cheaters. Some stuff never change. It's great that there is abundance of great PVE coop games. Much funnier that this MTX garbage.
Anyone here remember playing 1.2?


Thats why you play on private servers. They don't last long.
1.0, 1.1, 1.2, 1.33/x, 1.6, and even while it was a mod for HL. Tons of maps, including some funny, like cs_rats3beta, and de_matrix. Also, the Lightsaber knife, and Coca-cola Steyr.
 
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The original CS was fine for what it was (a mod for Half-Life), but I never understood the appeal of the standalone games, nor the hype around them. You shoot enemies in teams online. Wow. Am I missing something?
 
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I remember playing CSS years ago, then it got full of ace players/cheaters and was not fun no more.
 
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The original CS was fine for what it was (a mod for Half-Life), but I never understood the appeal of the standalone games, nor the hype around them. You shoot enemies in teams online. Wow. Am I missing something?

Pure and vanilla FPS without anything (ex: auto-aim systems) getting in between your mouse, keyboard, and the game.

Its about as pure of an FPS as one could ever make.
 
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Pure and vanilla FPS without anything (ex: auto-aim systems) getting in between your mouse, keyboard, and the game.

Its about as pure of an FPS as one could ever make.
That's cool, but how do you make 3 (!) full and almost identical releases out of it (Source, GO and 2)? I don't get it.
 
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Cool, now make Half-Life 3.
 
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Catching cheaters is extremely hard but people act like it's a very simple problem to solve. Valve isn't even using Kernel level AC.
Stuff that is 'obvious' to us humans are not really obvious to computers, and also need to keep in mind that any solution needs to be scalable. Analyzing every player movement for the entire match sounds nice except when you realize how much that will cost to implement.
 
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Catching cheaters is extremely hard but people act like it's a very simple problem to solve. Valve isn't even using Kernel level AC.
Stuff that is 'obvious' to us humans are not really obvious to computers, and also need to keep in mind that any solution needs to be scalable. Analyzing every player movement for the entire match sounds nice except when you realize how much that will cost to implement.

Its actually quite simple. Host tournaments in LAN parties.

For a game this twitchy, you need to have low latencies that only a LAN party could possibly accomplish. Use standardized computers made by the tournament organizer, and make it the organizer's responsibility to ensure that no players have messed with the computers.
 
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Its actually quite simple. Host tournaments in LAN parties.

For a game this twitchy, you need to have low latencies that only a LAN party could possibly accomplish. Use standardized computers made by the tournament organizer, and make it the organizer's responsibility to ensure that no players have messed with the computers.
I don't think people are complaining this much about cheating in tournaments but online matches.

Online matches is 99.99% of the game nowasday. I don't think people do LAN parties with CS like they did in older days anymore.
 

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That's cool, but how do you make 3 (!) full and almost identical releases out of it (Source, GO and 2)? I don't get it.
Graphical and game engine progression. The core gameplay (5v5 tactical/objective-based shooter) has been the same since the beginning. The point of this type of multiplayer game is the competitiveness against the other players, to see who is a better shooter, who can fulfill objectives faster and efficiently, map knowledge, tactical positioning, etc.
 
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Think I liked source the best, especially the 64 player servers with the mods, like zombie escape and others.

I don't think people are complaining this much about cheating in tournaments but online matches.

Online matches is 99.99% of the game nowasday. I don't think people do LAN parties with CS like they did in older days anymore.
It's why I don't play anymore, just used to like to play a round or 2 on a casual pub. Preferred the old/original source PC gui better as well.
 
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VOIP wasn't a common thing back in '99. You could set it up and use it, but not everyone did. My college roommate and I played the game in '99/'00 and because we were sitting across from each other we could easily communicate verbally. Call things out, give out positions, let the other know when to go and when to stay....we decimated most people/teams we went up against. It was glorious.

We had a lot of people calling us cheaters using wall hacks or aim bots and we got kicked/banned from many servers....especially ones for clans looking to recruit for tournaments. They'd have open servers for anyone to come and play against them. Generally it was 2-4 random people vs their 6-8 and even though my roommate and I were outnumbered 3 to 1 most of the time we'd slaughter them, then they'd scream at us for cheating and ban us.

After a year or so of playing I kind of lost interest in the game. I actually had more fun playing Half-Life multiplayer and throwing snarks at everyone from secret hiding spots in maps. Watching everyone freak out and a small swarm of snarks ran them down and killed them.

I am actually kind of surprised the game still has such a following. But then again, WoW still has a massive following for what it is.
 
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