Team Fortress 2, we need to talk...
I remember buying you back in October 2007 and being enthralled with what I found. A Leyendecker-inspired retro art style, a cool spytech vibe, a subtle cautionary undertone of corporate greed gone amok, hilariously witty characters and gameplay that was nothing short of sublime...all running smoothly with the then-newly revamped Source engine. After a few months it was announced you were getting major updates that included new weapons. While the method of unlocking them via achievements was lame, the unlocks themselves were fine. They were (mostly) balanced, allowed new methods of play, and were visually consistent with the art style. Then you started getting hats, which was fine...at first. The early runs were subtle, fashionable, and also consistent with the style.
But somewhere, somehow, you lost your way. You had made missteps before ("Halocaust," anyone?), but you eventually reached a point of no return...
Look, I get it. You were planning on going F2P, yet you still had to pay the bills somehow. You had all these weapons and hats lying around, so why not monetize them? It's not like it was pay-to-win or anything, since the unlocks were either sidegrades or purely cosmetic. In fact, I think that it's still one of the best-implemented F2P methods I've run across. Having said that, it didn't give you permission to take a fucking sledgehammer [http://i53.tinypic.com/2rrmkjd.png] to the art style with a tidal wave of garish nightmares. Eventually there was so much stuff that it became impossible to keep track of it all. Now the game's creaking under its own weight, what with a whopping 516 updates making a wadded-up mess of the engine. My old computer could run the game smoothly in 2007 on med/high settings, but my current one that's twice as powerful struggles to reach 30 fps in a firefight...in DX8! That is just absurd.
It didn't help that the introduction of the "Mannconomy" gave rise to the cancerous trading crowd; a bunch of assholes refusing to actually play the game and taking up valuable player slots just so they can try and con folks out of their virtual hats. Then you had to go a step further and kill off community servers by introducing Quickplay. Now instead of a friendly, tight-knit community we have a population of assholes and, at the risk of sounding elitist, mouth-breathers that can hardly walk out of spawn, much less put up a decent fight. Oh yeah, and the hackers. They aren't fun either.
Eventually you decided to reboot the lore as well, with ultimately similar results. While early attempts on the official blog were witty and unobtrusive, it soon fell apart. Subtlety and smart, punchy dialogue were done away with in favor of overly-long "LOL SO RANDOM" jokes, a.k.a. the diarrhea of humor. TF2 always had a silly side, but this was taking it much too far. I could ignore it for a while when it was relegated to the blog, but soon elements of it started seeping into the game as well.
And now...what is this? WHAT THE SHIT IS THIS?! [https://wiki.teamfortress.com/wiki/Potassium_Bonnett] And you made this wearable year-round?! Hell, the author INTENDED it to be Halloween-only!
Snap out of it, man! This isn't who you are! I know there's still some element of the "old you" in there somewhere! It's what keeps me coming back after all these years. The game I loved is still there somewhere, buried deep. I still have a blast playing you, but it's becoming an increasing chore looking past all the bullshit to get there. I can only implore you to exercise more restraint in the future and hope for the best (still crossing my fingers over the planned optimization and competitive matchmaking).