Team Fortress 2

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< Team Fortress 2
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Team Fortress 2
TF2 Boxart.png
Informations de base
Sortie :
  • Microsoft Windows & Xbox 360
    • NA 10 Octobre 2007
    • EU 18 Octobre 2007
    • UK 19 Octobre 2007
    • AU 25 Octobre 2007
  • Microsoft Windows- Steam
    • Internationale: 10 Octobre 2007
  • PlayStation 3
    • NA 11 Décembre 2007
    • AU 22 Novembre 2007
  • Microsoft Windows (détailleur)
    • NA 9 Avril 2008
    • Internationale: 11 Avril 2008
  • Mac OS X (téléchargement)
    • 10 Juin 2010
Développeur :

Valve

Éditeur :

Valve

Distributeur :

EA Distribution/Steam

Moteur :

Source

Genre :

Tir à Vue Subjective

Modes :

Multijoueur

Créateur(s) :

John Cook, Robin Walker

Classification :
  • ESRB: M
  • PEGI: 16+
  • BBFC: 15
  • OFLC: MA15+
Plateformes :

Windows, Xbox 360, PlayStation 3, Mac

Média :

Téléchargement, DVD, Blu-ray

Exigences :
  • Minimum: Processeur 1.7 GHz, 512 MB de RAM,
    Carte Graphique de niveau DirectX 8,
    Windows 2000/XP/Vista, Connexion Internet
  • Recommandé: Processeur Pentium 4 (3.0GHz, ou mieux),
    1 GB de RAM, Carte Graphique de niveau DirectX 9,
    Windows 2000/XP/Vista, Connexion Internet

Team Fortress 2 est un jeu d'équipe multijoueur, de tir à vue subjective, développé par Valve Corporation comme un morceau de la compilation de jeux The Orange Box. Il a été publié pour Microsoft Windows, Xbox 360, et PlayStation 3 en 2007, et ajouté au détail en 2008.

Le jeu a été annoncé en 1998 comem la suite du mode original pour Quake, Team Fortress, mais depuis à traverser divers conceptualisation et designs. En 1999, le jeu apparait avoir dévié du Team Fortress originel et du propre Team Fortress Classic (mod pour Half-Life) de Valve en allant plutôt vers un style plus réaliste et militariste, mais le design s'est métamorphosé plus tard dans les neuf années de développement et des changements du moteur du jeu. Le résultat final de Team Fortress 2 contient plus de ressemblances au Team Fortress original et Team Fortress Classic, ainsi qu'aux style visuel des cartoons, en ce basant sur les travaux artistiques de J. C. Leyendecker, Dean Cornwell et Norman Rockwell, en suivant la mode populaire des films CGI (en particulier, les films récemment réalisé par Pixar/Disney, comme Les Indestructibles).

Le manque d'informations chronique ou de progrès visibless pendant 6 années de développement, ont fait que le jeu à été étiqueté Vaporware, et est appru régulièrement dans la liste annuelle des vaporware de Wired News au milieu d'autres ignominies. Le jeu a reçu depuis sa sortie de nombreuses acclamations des critiques ainsi que plusieurs récompenses.



Gameplay

File:Team Fortress 2 Screenshot.jpg
Team Fortress 2 en jeu: un groupe de joueurs RED attaquent la base BLU sur la carte "Well".

Comme ses prédécesseurs, Team Fortress 2 est construit autour de deux équipes opposées se battant pour un objectif. Ces deux équipes représentent respectivement une compagnie de démolition et de construction : Reliable Excavation Demolition (l'équipe RED ce qui donne en français Démolition et excavation Fiable)) et Builders League United (pour l'équipe BLU, soit Ligue des Bâtisseurs Unis en français). Les joueurs peuvent choisir une des neuf classes de ces équipes, chacune avec leurs forces et faiblesses uniques. Bien que les habiletés de bon nombre de classes ont changé depuis Team Fortress, les éléments de base de chacune sont restés.

Team Fortress 2 est le premier jeu multijoueur de Valve incorporant des statistiques pour le joueur. Ces statistiques incluent le temps passé à jouer chaque classe, le nombre de point moyen et le plus de capture ou d'objectifs accomplies en un seul round. (Voir Statistiques de Valve.) Les statistiques persistantes montrent l'amélioration du joueur en rapport à ces statistiques, montrant si le joueur s'est rapproché de son record en dégâts infligés en un round par exemple. Team Fortress 2 se caractérise aussi par de nombreux Succès pour la réussite de certaines tâches, comme marquer un certain nombre de kill ou complèter un round dans un certain temps... Des nouveaux paquets de succès spécifiques à chaque classe ont été ajouté avec chaque mise à jour correspondante, ajoutant aussi de nouvelles habileté et armes pour chaque classe, une fois déverrouillé par le joueur. Les succès déverrouillés ainsi que les statistiques de parties précédemment jouées sont visible sur la page de la Communauté Steam des joueurs ou sur les pages de profil Xbox live.

Cartes

Main Article: Maps

Sur la version PC, le jeu vient avec un certains nombres de cartes officielles publiées par Valve, accompagné de plusieurs développées par la communauté. Mais sur la version console, il n'y a que les 6 premières cartes officielles publiées par Valve. Les cartes officielles ont pour thème habituel la mentalité du génie malfaisant, avec des bases secrète cachées dans des entrepots industriels et des super-armes exagérées (comme un canon laser ou un lance-missile), prenant le rôle d'objectif.

Quand un joueur rejoins une carte pour la première fois, une vidéo d'introduction montre les tous les objectifs et comment les complèter. Le nombre maximal de joueur par carte est de 24 sur PC, et de 16 sur Xbox 360 et PlayStation 3, bien que la limite a été modifiée sur certains serveurs PC pour atteindre 32.

Développement

Origines

Originally planned as a free mod for Quake, development on Team Fortress 2 switched to the GoldSrc engine in 1998 after the development team Team Fortress Software - consisting of Robin Walker and John Cook - were first contracted and finally outright employed by Valve corporation. At the point of Team Fortress Software's acquisition production moved up a notch and the game was promoted to a standalone, retail product to tide fans over since, as well as time issues, much of the Team Fortress player base had purchased Half-Life solely in anticipation of the free release of Team Fortress 2. Work began on a simple port of the game which was released in 1999 as the free Team Fortress Classic. Notably, Team Fortress Classic was built entirely within the publicly available Half-Life Software Development Kit as an example to the community and industry of its flexibility.

Walker and Cook had been heavily influenced by their three-month contractual stint at Valve, and now they were working full-time on their design, which was undergoing rapid metamorphosis. Team Fortress 2 was to be a modern war game, with a command hierarchy including a commander with a bird's-eye view of the battlefield, parachute drops over enemy territory, networked voice communication and numerous other innovations.

E3 1999

The original build of Team Fortress 2 had a more realistic style

The new design was revealed to the public at the 1999 Electronic Entertainment Expo (E3), where it earned several awards including Best Online Game and Best Action Game. By this time Team Fortress 2 had gained a new subtitle, Brotherhood of Arms, and the results of Walker and Cook working at Valve were becoming clear. Several new and at the time unprecedented technologies on show: Parametric animation seamlessly blended animations for smoother, more life-like movement, and Intel's Multi-resolution mesh technology dynamically reduced the detail of on-screen elements as they became more distant to improve performance (a technique made obsolete by decreasing memory costs; today games use a technique known as level of detail, which uses more memory but less processing power). No release date was given at the exposition.

In mid-2000, Valve announced that development of Team Fortress 2 had been delayed for a second time. They put the news down to development switching to an in-house, proprietary engine that is today known as the Moteur Source. It was at around this time that all news ran dry and Team Fortress 2 entered its notorious six-year radio silence, which was to last until July 13, 2006. During that time, both Walker and Cook worked on various other Valve projects—Walker was project lead on Half-Life 2: Episode One and Cook became a Steam developer, among other tasks—raising doubts that Team Fortress 2 was really the active project that would be repeatedly described.

Design "Invasion"

Human commando. See concept art.

When the Half-Life 2 source tree was leaked in late 2003, two Team Fortress 2 models were included, along with direct references to the game in the source code. They consisted of an alien grunt and a very stylized, out-of-proportion human soldier. The code was interpreted by fans as making references to the Seven Hour War, an integral part of the Half-Life story; however, the two leaked player models did not resemble any known style from the Half-Life series.

Alien commando.

The Source SDK was released with the Half-Life 2 source code, and also provided references to Team Fortress 2. Some code merely confirmed what was already believed, but other segments provided completely new information, such as the presence of NPCs in multiplayer matches, the possibility of the game taking place in the Half-Life 2 universe, fixed plasma gun and missile launcher emplacements, and more.

None of the leaked information appears to have had any bearing on today's version of the game. This iteration was mentioned in an August 2007 interview with Gabe Newell by GameTrailers and a September 2010 interview with PC Gamer, in which he mentions "Invasion" as being the second phase of Team Fortress 2's development under Valve Software.

Design Final

The final build of Team Fortress 2 goes for a highly stylized 'retro' design

The next significant public development occurred in the run up to Half-Life 2's 2004 release: Valve's Director of Marketing Doug Lombardi claimed that Team Fortress 2 was still in development and that information concerning it would come after Half-Life 2's release. This did not happen; nor was any news released after Lombardi's similar claim during an early interview regarding Half-Life 2: Episode One. Near the time of Episode One's release Gabe Newell again claimed that news on Team Fortress 2 would be forthcoming— and this time it was. Team Fortress 2 was re-unveiled a month later at the July 2006 EA Summer Showcase event.

Walker revealed in March 2007 that Valve had quietly built "probably three to four different games" before settling on their final design. Due to the game's lengthy development cycle it was often mentioned alongside Duke Nukem Forever, another long-anticipated game that has seen many years of protracted development and engine changes.

The beta release of the game featured six multiplayer maps, of which three contain optional commentary by the developers on the game design, level design and character design, and provide more information on the history behind the development.

Team Fortress 2 does not attempt the realistic graphical approach used in other Valve games on the Source engine such as Half-Life 2, Day of Defeat: Source and Counter-Strike: Source. Rather, it uses a more stylized, cartoon-like approach "heavily influenced by early 20th century commercial illustrations.". The effect is achieved using a special Valve in-house rendering and lighting technique making extensive use of 'Phong shading'. The development commentary in the game suggests that part of the reason for the cartoonish style was the difficulty in explaining the maps and characters in realistic terms. The removal of an emphasis on realistic settings allows these questions to be sidestepped. The game debuts with the Source engine's new dynamic lighting, shadowing and soft particle technologies, among many other unannounced features, alongside Half-Life 2: Episode Two. Team Fortress 2 was also the first game to implement the Source engine's new Facial animation 3 features.

The art style for the game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell. Their distinctive styles of strong silhouettes and shading to draw attention to specific details were adapted in order to make the models distinct, with a focus on making the characters' team, class and current weapon easily identifiable. Silhouettes and animation are used to make the class of a character apparent even at range, and a color scheme that draws attention to the chest area brings focus to the selected weapon.

Maps are designed with a neutral space between two bases. They are archetypal spy fortresses, but disguised as inconspicuous buildings to give plausibility to their close proximities. The maps have little visual clutter and stylized, almost impressionistic modeling, to allow enemies to be spotted more easily. The impressionistic design approach also affects textures, which are based on photos that are filtered and improved by hand, giving them a tactile quality and giving Team Fortress 2 its distinct look. The bases are designed to let players immediately know where they are. The RED base uses warm colors, natural materials and angular shapes, while the BLU base uses cool colors, industrial materials and orthogonal shapes.

Sortie

During the July 2006 Electronic Arts press conference, Valve revealed that Team Fortress 2 would ship as the multiplayer component of Half-Life 2: Episode Two. A conference trailer demonstrated the game's new graphical style featuring all of the original Team Fortress classes, pointed towards a more light-hearted and whimsical visual style as opposed to the dark, somewhat more traditional military simulation that had originally been shown. Gabe Newell, the managing director of Valve, said that their goal was to create "the best looking and best-playing class-based multiplayer game."

A beta for Team Fortress 2 was released via Steam on September 17 2007 for customers who pre-purchased The Orange Box and for those who activated their Black Box coupon, which was included with the ATI HD 2900XT Graphics cards. In addition to The Orange Box customers, LAN gaming centers using the 'Steam for Cafe' system have the game installed and ready to play.

Team Fortress 2 was released October 10 2007 as both a standalone product via Steam and at retail stores as part of The Orange Box, a compilation pack priced at each gaming platform's standard price. The package also contains Half-Life 2, Half-Life 2: Episode One, Half-Life 2: Episode Two and Portal. Valve offered The Orange Box at a $5 discount for those who pre-purchased it via Steam before the October 10 release, as well as the opportunity to participate in the final beta test of Team Fortress 2.

Accueil par les critique critiques

Team Fortress 2 a été très bien accueilli par les critiques ainsi que les consommateurs. Charles Onyett d'IGN nota Team Fortress 2 8.9/10, complimentant le graphiques excentriques et l'atmosphère amusante, mais critiquant le manque de contenu supplémentaire, comme les bots, ainsi que le retrait des grenades spécifiques aux classes, qui étaient une caractéristique définissant le Team Fortress original. Au contraire, PC Gamer UK applaudit Team Fortress 2 pour justement retirer les grenades, continuant de complimenter Valve Software pour la nature unique de chaque personnage du jeu. Malgré quelques critiques moyennes concernant la navigation sur la carte et le Medic, PC Gamer UK nota le jeu 94%. X-Play récompensa The Orange Box avec le plus haut score possible (5/5) et rien d'autres que des bonnes choses à dire à propos de Team Fortress 2. Le site de revue Metacritic notaTeam Fortress 2 comme ayant reçu une "acclamation universelle", avec une moyenne des critiques de 92%, en ce basant sur 12 revue par des sites de critique de jeu, et un 9.6/10 basé sur le vote des utilisateurs. Le 21 Janvier 2008, The Orange Box avait un score de 96.2% sur la Xbox 360, rendant le jeu à égalité pour le jeu le mieux noté sur Xbox 360, et le même score de 96.2% pour PC.

Récompenses

Team Fortress 2 a gagné plusieurs récompense depuis sa sortie. Entre autres la récompense "Meilleur de 2007", IGN.com a honoré le jeu de la récompense "Meilleur Design Artistique" pour PC. De plus, Team Fortress 2 a reçu la récompense pour le "Meilleure Expérience Multijoueur (PC)" et "Meilleure Direction Artistique (PC)" de 1UP.com dans ses récompenses éditoriales de 2007. Le jeu a aussi gagné "Meilleur jeu Multijoueur de l'Année" sur PC et sur n'importe quelle plateforme dans les récompenses des meilleurs jeu pour GameSpy's 2007, ainsi qu'une récompense pour "Style le plus Unique".


Liens Externes

Mises à Jours Majeures (plus vieille à plus récente):