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Classes encompass Offensive, Defensive and Support roles. The Heavy, for example, is classified as a defensive class, but players often team them up with Medics to blast their way into contested areas. Even the Medic, using a fast shooting hypodermic needle gun, can hold his or her own against low hit-point classes like the Scout. Every class has a special ability, but few are as prominent as the Medic's ubercharge, which builds up after healing teammates (the more hurt, the better) and covers both the Medic and target with an indestructible barrier for ten seconds. If used strategically, the special ability can destroy fortifications and break stalemates.

Although every class works well, the game suffers from a couple of issues. For example, it's clear that the Scout was designed for the intel grab missions (TF2's version of capture the flag), and it can get really annoying if the opposing team goes Scout crazy. The fast-running class can speed right into the base and grab briefcases before Engineers have a chance to set up and upgrade turrets. Teams can take advantage of their opponent's low defense by sending in their own army of Scouts, but that robs the game of variety. Even though the Engineer has a moderately powerful shotgun in its arsenal, duties generally center on making sure turrets, dispensers and teleporter pads stay in working order. If that means staying behind to keep guard in the intel room, the Engineer could miss out on a lot of action. But the biggest annoyance comes from the invasion mode, where one teams runs in and takes a series of control points away from the enemy. The invading team only needs to stand on the control point for a few seconds, and unlike the capture and hold mode, invasion doesn't count when the defending team stands on their control point to contest its capture.

Despite a few rough edges, the crazy style and fast paced action are more than enough to keep the fun and excitement going. Despite its flaws, Team Fortress 2 is one of the best multiplayer games around.