It’s hard to watch Counter-Strike: Global Offensive – Danger Zone free-to-play without decoding the business logic that generated it. After all, gaming studios have seen the battle royale genre expand in its reach (and profitability).

It makes sense that Valve wants to exploit that market by using its own intellectual property. But does CS: GO Danger Zone have the ability to operate on its terms and come out the winner?

Game

From the start, Danger Zone meets the public’s expectations for battle royale games. Players drop onto an island map littered with abandoned buildings and hiding places, divided by chests or stacks of weapons and other useful items.

The island is surrounded by a deadly energy field that shrinks inward at set intervals, further limiting play space. During the course of a match, the assembled group of up to 18 players must fight each other as long as one player, or team of players, remains standing.

What begins to emerge quickly when you enter the heat of Dangerous area matches is a sense of gender familiarity. The mode extracts the weapon buying system from the core global offensive experience, continuing the need to eliminate other players in exchange for currency to obtain weapons, ammo, and miscellaneous equipment. Like other works of the genre, the maps of Danger Zone never have exactly the same hidden objects from one game to another, thanks to the randomization of the loot.

Counter-Strike Global Offensive Danger Zone Review 1 |  Gammick
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Philip Owell

Professional blogger, here to bring you new and interesting content every time you visit our blog.