NEW UPDATE: See belowYes, I still play this game on occasion. I left a review because the developer of this game was trying to quell dissent like a tinpot dictator in the FoF forums.Update: On March 30th, Rebel_Y attempted to censor this review by flagging it as "Abusive".After evaluation by a Steam moderator, this review was deemed compliant with current guidelines.No content was found abusive.I have never seen a single developer, in the face of overwhelming consensus, go to such lengths in order to suppress a thoughtful, measured evaluation of their game just because it espouses a point of view with which they happen to disagree.------------------------------------------In 2018, Fistful of Frags is really just a shadow of its former self. The developer, Rebel_Y, has 'improved' it in accordance with the same ideology that a systems analyst would employ in assembly line optimization. The result is a game with fewer and fewer of the qualities that once made it a uniquely singular experience amongst the genre. This is a terrible shame, but you could always chalk it up to 'progress.'The trouble began when weapons started getting nerfed. Not long after, the ability to pick up sticks of lit dynamite (which you could either keep and reuse, or immediately toss back at the other team) was removed outright as a quick band-aid for an exploit that could have been addressed differently. Pretty soon, everything started looking like a potential exploit: dark corners at various spots in a given map soon became illuminated with railroad lanterns, and stacks of crates were rearranged to prevent any player from getting funny ideas about taking cover or staging an ambush on his/her/they/them/its/zir/zim's fellow players. The maps started to change, and not at all for the better.The weapon acquisition system was changed, too. Gone are the days where you could get your weapon from any of the 3 chests in unlimited fashion, waiting only for the crate to regenerate before selecting another weapon. Now, the monetary system from the other game modes was shoe-horned into the teamplay modes as well. Weapons drops are gone, too. That sharps rifle you waited so patiently to score from the gold crate isn't going to be where you dropped it after someone took you out; so no going back for it once you respawn.What this means to you and me is that it ain't worth trying to obtain the better weapons. You'll just get nailed before you make it 10 paces. Then you have to go back for another one if you still have the cash. Rinse, repeat.Never used to be that way. Time was you could get a better weapon, and if someone took it from you, you tracked the bastard down and got it back. It was actually really fun.-----------------------------------------------------------------[FURTHER BACKGROUND]:Back in 2016, there was no monetary system in the more popular Team Shootout game modes; so weapons could be obtained from the blue, red, and gold chests once the circular timer above the chest was green. This was desirable, as it meant one could quickly obtain an arsenal of weapons, and players would fight to keep them.Every time a player went down, they dropped all their weapons. This made things interesting, because it often resulted in downed players seeking out those who killed them, exacting revenge and reclaiming their stolen guns. If a dropped weapon was left on the ground for too long, it despawned. If you were quick enough, you could go back for it.The gold chest of each map became an important spot, and a loosely organized capture-the-point scenario would always emerge between opposing teams. It made the Shootout mode a lot more fun than it is today; where the monetary system currently implemented discourages players from obtaining weapons from the chests; you'll just get ambushed by someone, and you can't go back for your newly purchased weapon. You need to wait for your money to regenerate.This completely prevents teams from organizing for a capture-the-point.----------------------------------------------------------------All of this is major uncool. Questions were asked, protestations were made. In the end, no ground was given. The changes were (and at the time of this writing, are) set in stone. Whip out your sunglasses and deal with it.This hasn't made for a particularly pleased core player base. A cursory perusal of the forums reveals a sort of odd, almost paternalistic contempt on the part of the developer towards the players. Many cite specific alterations that fail to objectively improve the experience (the removal of secret passages, and prevention of easy access to secluded areas). The fix would be simple: roll back the undesirable changes.Naturally, every developer wants nothing but praise for the work they put into their games. Much of the criticism has been constructive. Good suggestions have been made, players have illustrated what they like about some changes and what they don't like about others. The developer, more often than not, takes a decidedly dismissive attitude.When it becomes apparent that the creator of a game has an entirely different vision than that of the people who play it, a quandary forms: should the developer abide by the wishes of the players, or is it better to ignore their feedback while telling them they don't understand what makes a game enjoyable, insisting that it's actually getting better all the time?Because this is what's really going on with FoF.