Team Fortress 2 review

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TF2 comes with six maps; three are new, three are remakes. The roster doesn't feel slim once you play them. Hydro, a control-point map split into six zones, restructures itself between rounds to put teams into one of 16 different configurations. The others are mostly a linear series of control points - all except Gravelpit, which gives attackers a choice of two to assault, and 2Fort, which remains stubbornly Capture The Flag. Capture The Intelligence, sorry.

Mind you, a minimap would make the Spy's life harder. He was always Team Fortress's most inventive class, but his new incarnation is even more extraordinary. He can disguise himself impeccably as any class of enemy, and now he can also render himself temporarily invisible to slip into their base. There's no friendly fire in TF2, but shooting all your teammates to uncover Spies wastes too much time and ammo to be practical.

As a Spy in disguise you still take damage from enemies, but you're man enough not to show it - you don't bleed. That gives rise to a hilarious mindgame: a good Spy will take a near-lethal shotgun blast to the face from a supposed friend without flinching, confront his attacker toe-to-toe as if to say "What?," and continue his infiltration beyond suspicion.

The Spy's disguise-o-meter, built into his cigarette case, will give him the name of an enemy who really is the class he's pretending to be. That means that every now and then, you experience the alarming existential crisis of encountering someone with your own name. Realising they must be an enemy Spy, you declare to your team that "The Spy's a Soldier!" Whereupon, of course, everyone empties their magazines into you.

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