Team Fortress 2 - hands-on

Engineers work best in partnerships, too, but with each other. They now build sentry guns, healing stations and teleporter pads much faster if they work together. It’s common to see a gaggle of them crowded round some gadget, all pounding it with their spanners (the charmingly unscientific building process), and when they step back your team has a full-blown frontline base. The build-order requires strategy: turrets are the most useful to your team, but building dispensers first means you can build everything else more quickly, while teleporters bring other players to your makeshift base to protect you and push forward.

One class that does still work alone is the Scout. The poor, maligned, woefully underpowered Scout - or so he was. His rebirth is triumphant: he’s not just fast-running; he’s fast-jumping, fast-firing and almost impossible to stop. He’s perfect for a seasoned Unreal Tournament player, and not just because he can now double-jump. His main weapon is the Scattergun, a unique shotgun whose broad spread and impressive damage makes it feel a lot like UT’s Flak Cannon. It’s not really a question of whether you can pick off a Scout before he bounds past you: it’s a question of whether you can pick him off before he unloads a handcannon into your eyes.