First, the peaked quality of the pathway created a massive blind spot. You could, theoretically, use the translocator to transport yourself into mid air and see over the peak. But most of the time, as a ground attacker, you had no idea what was waiting for you on the other side. And when you finally did crest over, you often wished you hadn’t. Likewise, as a ground defender, you didn’t see your attacker until he or she was right on top of you. It was a double-blind circumstance that promoted reactive, ‘on the fly’ playmaking.

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The only way to reliably see the entire map was to stay in your defending tower, and set up a sniper’s nest on the second floor, third floor, or roof. And once you got up there, you rarely wanted to come back down. What a view. You could see the entire terrain—all the way back to your opponent’s tower. Other CTF maps were not so open—they had closed=off corridors, twisty turns, and multiple inclines/declines to get to and back from your opponent’s base.

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This broke the tension substantially, because at some point, you would be ‘safe.’ Take the Gauntlet map, for instance. If you stole the flag and then killed your opponent, he or she would respawn at a different location. By that point, you’d be halfway back to your home base. Thus, in a map with closed, winding corridors and no bird’s eye view, all it took was one mistake to end a match. Sure, it could be fun, but it was also short, and it usually felt like mayhem—running, gunning, and hoping for the best, rather than true strategy.

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On Facing Worlds, the map was so open, so sprawling, that you were always in danger. Your tower enemies had high ground and scoped sniper rifles—there was nothing between you and their line of vision, regardless of where you were on the pathway. Facing Worlds was a sniper’s paradise, and it was deliberately built to be so. In most scenarios, ‘camping’ was the only viable strategy to defend your base; you climbed on the roof and shot anything that moved with extreme prejudice. Good snipers turned Facing Worlds into a lengthy battle of attrition—a match could last for over an hour if everyone decided to hunker down and play defensively. The game rewarded your good aim with some of the best congratulatory voiceovers in gaming. A deep-pitched, rumble of a voice pronounced how awesome you were in no uncertain terms. HEADSHOT. MULTI KILL. ULTRA KILL. M-M-M-M-MONSTER KILL!!

If you decided to brave the outdoors and cross the map, your options were limited. You could try hopping up and down like a bunny rabbit, to make yourself a little bit more unpredictable. But your best offensive and defensive weapon was actually your Translocator, which allowed you to teleport, Nightcrawler style, to wherever you threw it.

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This video shows professional gamer Se7en, who uses the Translocator on Facing Worlds to stunning effect. Take a look:

Of course, even under the best circumstances, you still had to worry about sniper nests and enemy ground troops as you came over the crest. There were no heroes on Facing Worlds—everyone needed to work in conjunction to be successful, and no teammate could be spared. There were just too many moving parts, and too many things with the potential to go wrong.

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Still, there was time for some shenanigans. My favorite trick was to hide and snipe in my opponent’s tower—how many people could I kill before they figured out what I was doing? The opponent’s tower was also a great place to hide after stealing the flag—no one expected you to hide rather than run, and your teammates could take out the majority of the enemies before you made your fast break for home.

And who could forget the Redeemer? On the second floor of both towers was a manually-guided, nuclear warhead bazooka. If you were on the receiving end, you could see this damn thing when it launched from across the map. You could try shooting it out of the air, but your hands shook as the warhead inched closer, and closer, and closer, before exploding in a pixelated mushroom cloud.

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It’s been years since I’ve played the original Unreal Tournament, but it still comes back to me in strange ways. I’ve recently begun watching soccer, and I love the roar of the crowd and the announcers’ reactions whenever there’s a goal. Unlike in a high-scoring game like basketball, a goal in soccer is a rare occurrence. Soccer is defensive by design, and so the excitement and suspense just builds. And builds. Until finally, the little mistakes pile into big ones, the home team scores a goal, and everybody loses emotional control.

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Facing Worlds had the same type of slow burn—endless hours of restless stalemate punctuated by sudden bursts of adrenaline. I still miss those highest of highs, when I charged across the map and crested over that incline, rocket launcher in hand, ready for whatever my opponent was going to throw at me.

Kevin is an AP English teacher and freelance writer from Queens, NY. His focus is on video games, American pop culture, and Asian American issues. He wrote a weekly column for Complex called “Throwback Thursdays,” which spotlighted video games and trends from previous console generations. Kevin has also been published in VIBE, Salon, PopMatters, Racialicious, and Joystiq. You can email him at kevinjameswong@gmail.com, and follow him on Twitter at https://twitter.com/kevinjameswong.