By this point, I think that most of the people who are going to play Team Fortress 2 have, and overall it seems the opinions is that it is a pretty good game.
Ok, scratch that: its an excellent, fun, well-balanced, humorous game that was more than worth the almost decade wait. While most of the reviews and discussions out there on the interweb talk up the balance, classes and map types, I have seen precious little on the art design of TF2 outside people calling it "quirky." Well.. "quirky" if you happen to not be on a server or the forums where the drivel of 13 year olds calling it "ghey" runs rampant.
Before continuing, I suggest viewing this video interview about the art direction and design of Team Fortress 2: http://www.games.net/video/bts/112042/team-fortress-2-art-design/
What struck me from playing TF2 since watching this video is how justified the direction is, namely two key features:
- Character classes were designed to be recognizable from their silhouettes
- Each color's base is comprised of different materials
Each of these two features provides an immediate communication to the player. A player can recognize any class from the simple character outline and a player can recognize which base he is in by the materials the base is made of (wood for RED and metal/concrete for BLU). Now of course, this is a simplification, but at the same time it is not. The art design, while having great depth, also has surface-level qualities that convey information.
TF2 is a strategic, team-based/class-based FPS. When I am in a match, I don't want to have to think about what class the player is that is running towards me. This was an immediate problem with Quake Wars: Enemy Territories; from the demo, I spent inordinate amounts of time trying to determine the class of a player because they all looked alike. TF2 solves this problem for me. Even better, I did not recognize the extreme nature of this aspect until I tried to play after having my eyes dilated. I could not read the chat text, CTF score and my ammo, but I could unmistakeably identify the players on the map from their silhouettes.
Most aspects of TF2 have the players entering, or "pushing" through the opposing team's base. In the shipped Capture the Flag map "2_Fort", there is never a question which team base you are in. If you end up taking a teleporter without knowing where the exit it, you can quickly get your bearings and direction from looking at the surrounding textures. The same concept applies to any of the control point maps. There is immediate communication of area information to the player simply by looking at the wall.
What troubles me, however, is how much of this immediate communication will be lost in the player-created mods. Already there are roughly 10 player-created maps, using a hacked version of Hammer (the SDK is not yet out). Of these maps, 1 is good, 1 shows promise, and 1 is a decent port of an old TF map. The rest are crap. And even in the good map, none of these maps take into account the simple texture identities of "wood = RED" and "metal=BLU". Actually, that is not exactly true; there is a port of the CS:S rats map that does use this communication; but it has other serious issues of compatibility with TF2.
And finally, I fear that the class communication will be lost when players start creating custom models. For a time I had wondered why there were not female versions of the 9 current classes. Then i realized that the simplicity of communication would be lost. At the moment there are 9 classes and 9 silhouettes and all of them are distinct from one another. To move to 9 classes and 18 silhouettes would complicate the identification system on a very basic level; the immediacy of recognition would be delayed just enough.