Team Fortress 2 Review
2007ValveGame
The best-designed shooter of its generation, and a nineteen-year-old build that no longer does that design justice.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Great | |
| Overall | Average |
Team Fortress 2 spends nine years in development, arrives inside The Orange Box, and immediately makes every other shooter of 2007 look overdesigned. The art direction is the reason. Valve builds the cast on early twentieth century American illustration, gives each of the nine classes a silhouette you can name from across a courtyard, and separates the teams by color so hard that a glance tells you who is about to kill you. That discipline is why a game this old still reads clearly in a crowded room when far newer shooters do not.
The classes are the other half. Nobody is a variant of anybody else, the Medic heals into an invulnerability that breaks a stalemate, the Engineer builds a problem the other team has to solve, and the counters run in a circle rather than a line. The story grade is low and it should be. There is no campaign here at all, and the characters people quote come from a run of short films Valve released outside the game. Everything after launch is the long tail, and it is where the grade is set.
Free to play in 2011 brought an economy of hats that steadily became the thing the game was about, updates thinned to nothing, and casual queues spent years overrun by aimbots while Valve did close to nothing about it. What a new player actually meets in 2026 is a nineteen year old build with a hostile onboarding, a cosmetics market bolted over the top and a real chance of a lobby full of bots. The design is still the best of its generation. The product you can go and play is not, and the headline grades the second of those.
Team Fortress 2 at a glance
- Platforms
- PC, Mac, Linux, Xbox 360, PS3
- Developer
- Valve
- Year
- 2007
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