History VideoGame / TeamFortress2

24th Apr '16 1:14:10 PM eroock
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A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', '''''Team Fortress 2''''' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...

to:

A sequel to the classic mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for ''VideoGame/{{Quake|I}}'', '''''Team ''Team Fortress 2''''' 2'' has the kind of story a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that manual open]], though, [[JigsawPuzzlePlot and it's a]] different [[SpyFiction story]]...
13th Apr '16 10:22:58 PM TheWildWestPyro
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Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments would be at home in a typical Franchise/JamesBond novel, the music has a sixties spy movie feel to it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

to:

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments maps would be at home fit right in a typical Franchise/JamesBond novel, the music has a sixties spy movie feel to it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.
13th Apr '16 9:37:04 PM TheWildWestPyro
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Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and music have a sixties spy movie theme to them, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.

to:

Since multiplayer games have a tendency to devolve into slapstick and comedy regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and would be at home in a typical Franchise/JamesBond novel, the music have has a sixties spy movie theme feel to them, it, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, even giving each class its own distinctive accent, making it easy to identify another player's class, weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with BLU incorporating concrete and steel, RED using wood, brick, and sheet metal, and each team's section being textured primarily in their respective colors.
6th Jan '16 10:12:49 PM MarsJenkar
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Added DiffLines:

* '''Player Destruction''' is a mode introduced in the Invasion update. In this mode, every time a player dies, they drop a beer bottle that can be picked up by any player. If a player is killed while holding one or more bottles, they drop those in addition to the one standard bottle. The player on each team with the most bottles (the first to reach that number if tied) becomes "team leader" and acts as a dispenser, but has a number above their head (indicating the number of bottles they're carrying) that anyone can see, even through walls, making them a target for the enemy team. Every so often, a control point opens up, and the players have to deliver their bottles to the control point while blocking the other team from doing the same. The first team to a predetermined number of bottles delivered (depending on the number of people playing at the start of the round) wins. So far there is only one official map: Watergate, where the control point takes the form of a UFO's abduction beam.
26th Dec '15 12:50:28 PM mousegold
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** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag.

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** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled disabled, melee weapons are 30% stronger and respawn times are much shorter. shorter (2 seconds). Capture limits are significantly higher, requiring ten seven captures to win compared to three for normal Capture the Flag.
28th Oct '15 5:13:59 PM dancnbna
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** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.

to:

** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled and respawn times are much shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
18th Aug '15 5:08:30 PM dancnbna
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There are eight basic gameplay types so far:

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There are eight nine basic gameplay types so far:



** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, random damage spread is disabled as well, and respawn times are much shorter. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
* In '''[[EscortMission Payload]]''', a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push.[[note]](albeit with a 3x limit for balancing -- meaning the fourth player onwards provides no additional boost)[[/note]] The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed. The defenders win if they can manage to hold back the cart for a certain length of time, though unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart always contains a first level dispenser.

to:

** '''Mannpower''' is a variant of Capture the Flag. Its most notable features include powerups and a {{grappling hook|Pistol}} for all classes to use. The rules are slightly altered. Like many other games with Capture the Flag, the intel must be in one team's base before the other can capture, and touching a dropped friendly intel sends it back to the base. Random critical hits on non-melee weapons are disabled, random damage spread is disabled as well, and respawn times are much shorter.shorter. Capture limits are significantly higher, requiring ten captures to win compared to three for normal Capture the Flag. All Mannpower maps take place on existing maps that have been modified to work with the game mode. This game mode is currently in beta as a Mann Co. Beta Test.
* In '''[[EscortMission Payload]]''', a mine cart with a bomb on it sits on a track. Attacking players (again, virtually always BLU) crowd around the cart to push it along the track towards the enemy's base. The more players present, the faster they can push.[[note]](albeit with a 3x limit for balancing -- meaning the fourth player onwards provides no additional boost)[[/note]] The cart must pass through several segments of the map for the attackers to reach the end point. If the attacking players fail to push the cart for 30 seconds, it will slowly move backwards or roll back down hills until it is pushed again or reaches the last checkpoint passed. [[HoldTheLine The defenders win if they can manage to hold back the cart for a certain length of time, time]], though unfortunately for them, the attacking team gets a time extension for every checkpoint reached, and the cart always contains a first level one dispenser.



* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op mode similar to ''VideoGame/KillingFloor''. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. There are six[[labelnote:*]]seven if you count the reskin map Ghost Town[[/labelnote]] official Mann vs. Machine maps, each of which have a variety of missions.

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* '''[[ManVersusMachine Mann vs. Machine]]''' is a 6-player co-op mode similar to ''VideoGame/KillingFloor''.defense mode. Here, RED and BLU must [[EnemyMine team up]] and take down [[TheWarSequence massive waves of robots]] ([[MoneySpider which drop money when defeated]]) in order to keep the robots from blowing up [[ArmsDealer Mann Co.]][[note]]In-game, however, only RED team is playable, [[ColorCodedForYourConvenience with the robots being BLU]].[[/note]] The robot horde is armed with basic stock weaponry, but there are special robots with unique capabilities (mostly due to their loadout) and a [[GiantMook giant robot]] every now and then. There are six[[labelnote:*]]seven if you count the reskin map Ghost Town[[/labelnote]] official Mann vs. Machine maps, each of which have a variety of missions.


Added DiffLines:

* '''PASS Time''' is a unique mode currently in beta. It is a blood sport compared to hockey, basketball, and soccer. Conflict takes place over a "jack," a ball-like spike-studded contraption. Carrying the jack replaces the holder's weapons, but gives him several helpful boosts, such as health regeneration, brief invulnerability and speed boost, and the ability to see all players on the map. Jump and boost pads are included to help players reach the other team's goal.
21st Jul '15 9:04:27 AM KiyoshiSan
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[[caption-width-right:344:[-[[ColorCodedMultiplayer Meet the RED team.]] [[SimilarSquad They're like the BLU team]], [[PaletteSwap only red.]]-][[note]]from left to right: [[PyroManiac Pyro]], [[TheTurretMaster Engineer]], [[DoubleReverseQuadrupleAgent Spy]], [[HuskyRusskie Heavy]], [[FriendlySniper Sniper]], [[FragileSpeedster Scout]], [[GeniusDitz Soldier]], [[DemolitionsExpert Demoman]], [[TheMedic Medic]]. Not pictured: [[{{Memes/TeamFortress2}} Many more hats]] and other items.[[/note]]]]

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[[caption-width-right:344:[-[[ColorCodedMultiplayer Meet the RED team.]] team]]. [[SimilarSquad They're like the BLU team]], [[PaletteSwap only red.]]-][[note]]from left to right: [[PyroManiac Pyro]], [[TheTurretMaster Engineer]], [[DoubleReverseQuadrupleAgent Spy]], [[HuskyRusskie Heavy]], [[FriendlySniper Sniper]], [[FragileSpeedster Scout]], [[GeniusDitz Soldier]], [[DemolitionsExpert Demoman]], [[TheMedic Medic]]. Not pictured: [[{{Memes/TeamFortress2}} Many more hats]] and other items.[[/note]]]]



All nine characters (In the following order: Heavy, Soldier, Engineer, Demoman, Scout, Sniper, Spy, Medic and Pyro) and one delicious food item (Sandvich, released between the Sniper and Spy videos) have also been introduced in comedic, masterfully-produced [[http://www.teamfortress.com/movies.php "Meet the Team" videos]].

[[Characters/TeamFortress2 Meet the Team here.]]

From April 2008 to July 2010, Valve provided themed updates for each of the classes. Each update added (along with features such as new maps and gametypes) a class-specific set of achievements and alternate weapons that can be either unlocked through set numbers of these achievements or, as of the Sniper/Spy Update, [[RandomDrop given out at random intervals according to playtime]]. Once the new weapons are unlocked, the player can choose between them and the original weapons in the Loadout menu. The Sniper/Spy Update also introduced Hats, which drop the same way but at a much lower rate. They used to [[AndYourRewardIsClothes not do anything but look cool]], but with the addition of the Mann Co. Store, five new hats were added that give players bonuses when used in conjunction with other weapons (removed in the July 10 2013 Patch, they now have a CosmeticAward instead). Luckily, BribingYourWayToVictory doesn't work, as the weapons never have extreme damage bonuses and tend to have an equal number of disadvantages to advantages, thus depending on intelligent use to give major advantages (although they can change the roles of classes -- for example, the Huntsman, a bow for the Sniper, allows him to work closer to the front lines), giving balanced, but still rewarding and enjoyable, gameplay.

Valve now regularly adds unannounced user-contributed hats and variant weapons. On June 10, 2010, [[http://www.teamfortress.com/macupdate/ Valve released Team Fortress 2 for the Mac]], completing the conversion of all of the Orange Box to be Mac-compatible. In the usual Valve style, they released an accompanying [[http://www.teamfortress.com/macupdate/ short film]], a [[http://www.teamfortress.com/macupdate/training/ training mode]] for new players, and an in-game [[http://www.teamfortress.com/macupdate/earbuds/ pair of earbuds]]. On the other hand, ports didn't fare too well for console players: [[ExecutiveMeddling Microsoft wouldn't allow Xbox 360 updates for free]], meaning their version was last updated [[PortingDisaster in July '09]]; and Playstation is trailing even further behind too, as not only was their last update from March '08, but even the release of [=PS3's=] "Steamworks" for ''Videogame/{{Portal 2}}'' (which was ambiguously said to extend to other Valve titles) still hasn't led to a fix.

There is also [[http://steamcommunity.com/groups/tropers a Steam group made by (and populated with) Tropers,]] in addition to [[http://tvtropes.org/pmwiki/posts.php?discussion=b8bwu0u4i5f25v6f7zd4230e&page=1 weekly matches.]] Feel free to drop in and join! For more information on the competitive side of [=TF=]2, check out its section under the first person shooter folder in the [[UsefulNotes/ProfessionalGaming professional gaming]] page.

Now has its own [[DrinkingGame/TeamFortress2 drinking game]].
-----
!!For manageability, VideoGame/TeamFortress2 has separate pages for tropes in these categories, aside from the ones on top of the page:

to:

All nine characters (In the following order: Heavy, Soldier, Engineer, Demoman, Scout, Sniper, Spy, Medic and Pyro) and one delicious food item (Sandvich, released between the Sniper and Spy videos) have also been introduced in comedic, masterfully-produced supplementary [[http://www.teamfortress.com/movies.php "Meet the Team" videos]].

[[Characters/TeamFortress2 Meet Tropes for specific classes can be found on the Team here.]]

From April 2008 to July 2010,
Characters page]].

Valve provided themed have regularily added major content updates for each of free, including achievements, bot support, custom weapons, maps, and balance changes. The Pyro Update introduced the classes. Each update added (along with features such as new maps and gametypes) a class-specific set concept of achievements and alternate weapons that other than the default, which can now be either unlocked through set numbers randomly found after a period of these achievements or, time. They (generally) act as of a situational sidegrade to whatever function the Sniper/Spy Update, [[RandomDrop given out at random intervals according to playtime]]. Once the new weapons are unlocked, the player can choose between them and the original weapons in the Loadout menu. default weapon performs. The Sniper/Spy Sniper vs. Spy Update also introduced Hats, cosmetics, which drop the same way but at a much lower rate. They used to don't do anything [[AndYourRewardIsClothes not do anything but look cool]], but with the though players like to show off their wealth. With any new update, players can expect a massive BrokenBase.

In
addition of the Mann Co. Store, five new hats were added that give players bonuses when used in conjunction with other weapons (removed in the July 10 2013 Patch, they now have a CosmeticAward instead). Luckily, BribingYourWayToVictory doesn't work, as the weapons never have extreme damage bonuses and tend to have an equal number of disadvantages to advantages, thus depending on intelligent use to give major advantages (although they can change the roles of classes -- for example, the Huntsman, a bow for the Sniper, allows him to work closer to the front lines), giving balanced, but still rewarding and enjoyable, gameplay.

updates, Valve now regularly adds unannounced user-contributed hats cosmetics and variant weapons. On June 10, 2010, [[http://www.teamfortress.com/macupdate/ Valve released Team Fortress 2 for weapons to the Mac]], completing the conversion of all of the Orange Box to be Mac-compatible. In the usual Valve style, they released an accompanying [[http://www.teamfortress.com/macupdate/ short film]], a [[http://www.teamfortress.com/macupdate/training/ training mode]] for new players, and an in-game [[http://www.teamfortress.com/macupdate/earbuds/ pair of earbuds]]. On the other hand, ports PC version. Ports didn't fare too well for console players: [[ExecutiveMeddling Microsoft wouldn't allow Xbox 360 updates for free]], meaning their version was last updated [[PortingDisaster in July '09]]; and 2009]]. Playstation 3 is trailing even further behind too, as not only was their behind, with the last last update from March '08, but even the release of [=PS3's=] "Steamworks" for ''Videogame/{{Portal 2}}'' (which was ambiguously said 2008. Active servers are hard to extend to other Valve titles) still hasn't led to a fix.

There
find on these versions, as there is also [[http://steamcommunity.com/groups/tropers a Steam group made by (and populated with) Tropers,]] in addition to [[http://tvtropes.org/pmwiki/posts.php?discussion=b8bwu0u4i5f25v6f7zd4230e&page=1 weekly matches.]] Feel free to drop in and join! much less content avaliable than on desktop versions.

For more information on the competitive side of [=TF=]2, check out its section under the first person shooter folder in the [[UsefulNotes/ProfessionalGaming professional gaming]] page.

Now has its own [[DrinkingGame/TeamFortress2 drinking game]].
-----
!!For
manageability, VideoGame/TeamFortress2 this page has many separate pages for tropes in these categories, aside from that fit better under specific headers, all of which can be found at the ones on top of this page.

!!Outside of those subcategories, ''Team Fortress 2'' provides examples of
the page:following tropes:



* [[Audience/TeamFortress2 Audience]], for tropes about community reactions.
* [[SupplementalMaterial/TeamFortress2 Supplemental Material]], for tropes found in the update pages, The [=TF2=] Blog posts, and other ''Team Fortress 2'' work Valve produces outside of the game itself.
* [[Machinima/TeamFortress2 Machinima]], for tropes found in the "Meet the Team" videos as well as any other official machinima Valve releases
* [[Webcomic/TeamFortress2 Comics]], for tropes found in the official comics released on the [=TF2=] website.
* [[Items/TeamFortress2 Items]], for tropes found in the loadouts of each class.
* [[ShoutOut/TeamFortress2 Shout Outs]].

to:

* [[Audience/TeamFortress2 Audience]], for tropes about community reactions.
TeamFortress2/TropesAToG
* [[SupplementalMaterial/TeamFortress2 Supplemental Material]], for tropes found in the update pages, The [=TF2=] Blog posts, and other ''Team Fortress 2'' work Valve produces outside of the game itself.
TeamFortress2/TropesHToP
* [[Machinima/TeamFortress2 Machinima]], for tropes found in the "Meet the Team" videos as well as any other official machinima Valve releases
* [[Webcomic/TeamFortress2 Comics]], for tropes found in the official comics released on the [=TF2=] website.
* [[Items/TeamFortress2 Items]], for tropes found in the loadouts of each class.
* [[ShoutOut/TeamFortress2 Shout Outs]].
TeamFortress2/TropesQToZ



-----
!!Outside of those subcategories, ''Team Fortress 2'' provides examples of the following tropes:
[[index]]
* TeamFortress2/TropesAToG
* TeamFortress2/TropesHToP
* TeamFortress2/TropesQToZ
[[/index]]
21st Jul '15 7:20:29 AM KiyoshiSan
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[[DescribeTopicHere Pootiscription here]]![[note]] see [[{{Memes/TeamFortress2}} Memes]][[/note]]

to:

[[DescribeTopicHere Pootiscription here]]![[note]] see here]]![[note]]see [[{{Memes/TeamFortress2}} Memes]][[/note]]
21st Jul '15 7:18:47 AM KiyoshiSan
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[[Memes/TeamFortress2 Pootiscription]] [[DescribeTopicHere here]]!

A sequel to [[JustForPun the classic mod]] ''VideoGame/TeamFortressClassic'', itself based off of a mod for [[VideoGame/QuakeI the original ]]''VideoGame/{{Quake|I}}'', '''''Team Fortress 2''''' has exactly the kind of story elements a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette,]] and an ExcusePlot that stays AllThereInTheManual. Said ExcusePlot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that Manual open, though,]] [[JigsawPuzzlePlot and it's a]] [[BlackComedy different]] [[SpyFiction story ...]]

''Team Fortress 2'' is about a group of [[PunchClockVillain average, everyday, working-class mercenaries]]. Some of them work for the [[AffablyEvil heroically-evil]] demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the [[AntiHero evilly-heroic]] Builders League United (BLU), a construction company founded by [[ThemeNaming Redmond's twin brother]], Blutarch. Both {{MegaCorp}}s are fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Worryingly, both organizations are both given combat intel by the same [[EvilOverlord Administrator]], who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the [[TestosteronePoisoning Australian Hale family]]), [[WarForFunAndProfit which is, itself in turn, a subsidiary of The Administrator's own company,]] [=TFIndustries=]. The Administrator is heavily implied to be [[LetsYouAndHimFight masterminding the entire conflict]], all in a ThanatosGambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly geniuses, and Gray Mann, the long-lost third brother who's actually ''[[EvilGenius not]]'' [[MadScientist a moron]].

It was released by Creator/{{Valve|Software}} in October 2007 as the multiplayer component of the Orange Box, which also includes ''VideoGame/{{Half-Life 2}}: Episode 2'' and ''VideoGame/{{Portal}}''. It is now also available as a separate retail product on all three of its platforms. However, because it was first announced in 1998, it was regarded as VaporWare for the longest time.

Since multiplayer shooter games have a tendency to devolve into slapstick and comedy even when they're ostensibly a realistic military game, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and music have a sixties spy movie theme to them, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, from visual appearance to voice acting, even giving each class its own distinctive accent, making it easy to identify another player's class, current weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with RED and BLU having different construction philosophies (BLU incorporate concrete and steel; RED with wood, brick and sheet metal) and being textured primarily in their respective colors.

to:

[[Memes/TeamFortress2 Pootiscription]] [[DescribeTopicHere here]]!

Pootiscription here]]![[note]] see [[{{Memes/TeamFortress2}} Memes]][[/note]]

A sequel to [[JustForPun the classic mod]] mod ''VideoGame/TeamFortressClassic'', itself based off of a mod for [[VideoGame/QuakeI the original ]]''VideoGame/{{Quake|I}}'', ''VideoGame/{{Quake|I}}'', '''''Team Fortress 2''''' has exactly the kind of story elements a multiplayer-only shooter should have: interesting settings, awesome character classes that each have a distinct personality and [[CastOfSnowflakes can be easily recognized just by their silhouette,]] silhouette]], and an ExcusePlot that stays AllThereInTheManual. Said ExcusePlot, plot, in its entirety, is "The other side is the enemy. You've been hired to shoot their asses off." For the average player, it really doesn't get any more complicated than that. [[CerebusSyndrome Crack that Manual open, though,]] manual open]], though, [[JigsawPuzzlePlot and it's a]] [[BlackComedy different]] different [[SpyFiction story ...]]

story]]...

''Team Fortress 2'' is about a group of [[PunchClockVillain average, everyday, working-class mercenaries]]. Some of them work for the [[AffablyEvil heroically-evil]] demolition company Reliable Excavation & Demolition (RED), founded by Redmond Mann; some work for the [[AntiHero evilly-heroic]] Builders League United (BLU), a construction company founded by [[ThemeNaming Redmond's twin brother]], Blutarch. Both {{MegaCorp}}s are fronts for two opposing intelligence organizations, which each control one-half of the world's governments. Worryingly, both Both organizations are both given combat intel by the same [[EvilOverlord Administrator]], who supplies them with weapons provided by Mann Co. (a company which the twins' father left to the [[TestosteronePoisoning Australian Hale family]]), [[WarForFunAndProfit which is, itself in turn, is a subsidiary of The Administrator's own company,]] [=TFIndustries=]. The Administrator is heavily implied to be [[LetsYouAndHimFight masterminding the entire conflict]], all in a ThanatosGambit by the brothers' deceased father as punishment for their imbecility. Other developments include Australium, a strange element mined in Australia that turns those exposed to it into manly geniuses, and Gray Mann, the long-lost third brother who's actually ''[[EvilGenius not]]'' ''not'' [[MadScientist a moron]].

It was released by Creator/{{Valve|Software}} in October 2007 as the multiplayer component of the Orange Box, which also includes ''VideoGame/{{Half-Life 2}}: Episode 2'' and ''VideoGame/{{Portal}}''. It is now also available as a separate retail product free-to-play ([[http://www.teamfortress.com/freetoplay/ since June 23, 2011]]) [[http://store.steampowered.com/app/440/ download on all three of its platforms.Steam]] for Windows, OS X, and Linux. However, because it was first announced in 1998, it was regarded as VaporWare for the longest time.

Since multiplayer shooter games have a tendency to devolve into slapstick and comedy even when they're ostensibly a realistic military game, regardless of their setting, the ''Team Fortress 2'' developers decided to cut the middleman and make their game a living cartoon. The environments and music have a sixties spy movie theme to them, and the characters look like they stepped out of a very violent {{Pixar}} movie. Both RED and BLU teams use the same models, with only [[PaletteSwap Palette Swapping]] to show team affiliation. The characters were intentionally designed to be distinctive as possible, from visual appearance to voice acting, even giving each class its own distinctive accent, making it easy to identify another player's class, current weapon, and team affiliation in short order. Maps are likewise designed for easy navigation, with RED and BLU having different construction philosophies (BLU incorporate incorporating concrete and steel; steel, RED with using wood, brick brick, and sheet metal) metal, and each team's section being textured primarily in their respective colors.



In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period).

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In %%In any game mode, a player has a chance to score a CriticalHit on any given shot. The crit chance rises with the amount of damage dealt recently, to encourage aggressive playstyles, and melee weapons have a higher chance. For instance, all the comedic melee weapons have an elevated chance to crit, giving players a legitimate reason to choose them when they are in range. Some weapons replace random crits with the ability to crit or mini-crit when certain critera are fulfilled, but usually only for a short time (for example, the Sniper's [[http://wiki.teamfortress.com/wiki/Jarate "Jarate"]], which causes players coated in it to recieve mini-crits for a short period).
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%%Why do we need an entire section on crit mechanics in the lead?



As of June 23, 2011, the game is [[http://www.teamfortress.com/freetoplay/ officially]] free-to-play.
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