#407: The Deathmatch, Part 1


grey skulls piled on ground

Photo by Renato Danyi on Pexels.com

This blog post is going to be about deathmatch as a game mode.

Whenever I’ve played first-person shooter games, I’ve always gravitated away from the objective-based formats and more towards deathmatch fights. Here’s the major difference: objective formats have you work as a team to push a payload, capture a point, or hold a certain amount of ground, whereas deathmatch formats deal with killing the other team a certain amount of times to reach the end goal of 30, 40, 50, etc. It’s more exciting, in my opinion, and it allows for more relaxed, quick gameplay when you’re just focused on fragging your opponents and not so much on whether or not the payload is being pushed correctly.

This isn’t to say that those formats and game modes aren’t fun; they have their uses too. I like when I’m queued with a specific team and we go into battle together, as it means we’ll actually focus on the objective rather than if there was someone random on the team who might not focus on it at all. That tends to happen more often than not, and it leads to frustrating games. In deathmatch, the objective is so obvious that everyone is naturally doing it anyway: killing the enemy team is easy, fun, and quick.

Now, there are different ways of playing deathmatch. There’s the team deathmatch format, which involves teams of four or six people working together to take down the enemy team’s score, or there’s free for all deathmatch, in which you have to do it all by yourself. I don’t know if I have one I prefer over the other, but I’ve definitely put more time into free for all, if I’m being honest. That’s because it’s available more often on Overwatch, but that’s besides the point. It’s also just very fun.

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