Against All Odds, I Am Loving Valorant

I almost want to dedicate this impression piece to my friend Kyle, who has had to endure me constantly screaming in his ear during the entirety of our Valorant sessions. I feel for him because I yell every time I see an enemy team member; every time they see me; every time I have a stand-off with someone; every time I get killed; and often enough when I kill someone. It’s a miracle Valorant hasn’t destroyed my voice.
It’s also a bit of a miracle I play Valorant as much as I do. I should be the kind of person who doesn’t enjoy Valorant. I don’t enjoy most first-person shooters, and the only ones I like have been significantly character driven; I could say little about Valorant’s agents. I’m terrible at shooters because my aim is as straight as I am (in other words: not at all); at the end of the day, you’ll live and die mostly by your shooting in this game. Since I don’t play many games in the genre, the ones that manage to catch my interest have to offer a good degree of accessibility and visual flair; accessible and pretty aren’t the first adjectives I’d use to describe Valorant.
And yet I can’t stop playing Valorant, needing to play a few rounds a day to scratch my constant itch for it. It is magnetic, tense to a degree I haven’t felt while playing many other games before. I am captivated by it and, even in its closed beta stage, already know I’ll be playing this for hundreds of hours with my friends.
Valorant creates dynamic gameplay out of a fairly simple foundation. In a match, you’re either an attacker or a defender. If you’re an attacker, your goal is to carry a spike bomb to a designated area in the map and protect it long enough to let it blow up. If you’re a defender, you try to defend the map by eliminating the attackers or defusing the bomb. The first team to reach 13 wins claims victory. That’s it.