<\/p>\nWhen the symbols tell lies<\/h3>\n Unfortunately, the feeling isn\u2019t always the truth.<\/p>\n
One tapping is not the way the FPS is supposed to be played. The headshot is not the \u2018more perfect\u2019. The more perfect was, is, will always be the consistent winning option. In Counter Strike, it matters every bit as much to control the spray of the rifle to let the bullets bleed from one target to the next as it does to finish a kill in a cursor\u2019s touch. It matters just as much to hit the perfect utility angle, to make a successful entry, to gather information, to be complete.<\/p>\n
ScreaM always knew this. For his own part, even in his early career he pushed himself to be multi-dimensional. <\/p>\n
“I didn’t play my best this year, I felt really inconsistent. I’m not really proud of myself,\u201d he wrote in an interview with HLTV in 2013, about his 7th place ranking, \u201cI have to step up this year and I will do everything for that. I didn’t try to improve myself enough, I only played a lot of deathmatch for my skill, but that isn’t enough and I have to do more to be more helpful.\u201d<\/p>\n
It wasn\u2019t that ScreaM was complacent or clouded in his CS days either. He always had a few good elements to his play. Writing for HLTV\u2019s 2013 player rankings, Petar Milovanovic noted that ScreaM was one of the game\u2019s best clutchers, winning more 1v1 clutches and landing top 3 in 1v2 clutches. <\/p>\n
Though ScreaM was working on multiple facets of the game, the aiming still came first for him in those early days. It was still a crucial part of his early rise, a crucial part of his clutches, and most importantly, a crucial symbol of raw FPS skill. Like countless promising players in countless sports, ScreaM had to learn the hard way that these symbols will lie to you.<\/p>\n
These symbols take on so much meaning that some of it is bound to be false and some of it is simply much more situational than observers and even players realize. In the FGC and the Smash community you see something similar with 0-to-deaths. <\/p>\n
In fighting games the 0-to-death is just about the most perfect thing you can do\u2014dispatching the opponent off one opening. The problem is, many 0-to-deaths aren\u2019t all together that practical. Sometimes they rely on so many tight inputs that it falls apart too easily under pressure. Other times they rely on the opponent missing a defensive cue or falling for a slow, unsafe opening hit that most top level players can avoid and punish.<\/p>\n
Sure, the 0-to-death looks sexy and it\u2019ll get the crowd behind you, but that limited practice time might\u2019ve been better spent on more practical combos, techniques, and situations. <\/p>\n
Many players get intoxicated with these symbols and the allure only deepens when you\u2019ve got numbers and percentages to put next to it. In NBA basketball, we see this all the time with blocks. <\/p>\n
Similarly flashy, similarly perfect, a lot of blocks garner a lot of attention but it\u2019s not the statistic that makes for a defensive player of the year. Those statistics are more often rebounds, and the plus\/minus. More important than all that are things you have to eye test, like play calling, seeing through feints and pick and rolls, and holding firm at the 3 point line and the rim. <\/p>\n
While high block players like Hassan Whiteside or Myles Turner are often still great defenders, there are holes in their defense that the block numbers can hide. Similarly, ScreaM was a great fragger and overall strong player, he just had holes in his game.<\/p>\n
Come 2016, ScreaM would better understand where those holes in his gameplay were and how to fill them. 2014 and 2015 saw a dip in performance for the superstar, who just couldn\u2019t find the big wins on his new teams. At times, roster shuffles had even left teamless, despite his insane ability to frag.<\/p>\n
2016 was the revival year where he joined G2 and rejoined his old teammate Shox to form what would be called the deadly duo. \u201cThat\u2019s when I was the best in CS, I think. Even though my aim was not the best, I felt the best at that time. I was less focused on aiming at that time, you know?\u201d <\/p>\n
For ScreaM, it wasn\u2019t just a matter of headshotting less or stepping away from the aim maps. It was also a matter of learning the game, finding the positions he excelled at, and a team that trusted him to play those positions. <\/p>\n
\u201cIn the beginning of my career […], I was a little bit more passive as well because obviously I didn\u2019t know a lot about competitive. I had to learn so, they put me [as] like an anchor, a little bit of a lurker. Then it changed a little bit from time to time and I was more into the attacker group. That\u2019s where I felt the best, for sure man. When I\u2019m into the action but not first. Just being able to have freedom, you know? Freedom to do moves when I wanna do them.\u201d<\/p>\n
\u201cI was more having a good vision of the game because I had good responsibilities in the team. When you give someone these positions to rotate and stuff like this, it\u2019s a big responsibility. I took it and I enjoyed it.\u201d<\/p>\n
While not necessarily as successful as his 2013 team VeryGames, that 2016 G2 lineup would put in work, much of which came from the deadly duo. ScreaM in particular looked revitalized and shot back into the top 10 at 9th. He still held the best headshot percentage but even more importantly, his kills, average damage per round (ADR), and KAST all improved.<\/p>\n
By 2016, ScreaM knew that all the holes that headshots hid and he patched a lot of them up. But there is a gap between knowing and feeling. A gap that is very hard to bridge.<\/p>\n
<\/section>\n
\n<\/p>\nThe space between knowing and feeling<\/h3>\n \u201cIf you have to spray down the enemy, then you have to do it. You can\u2019t miss these occasions because of course, when you play like this [focusing on headshots] you\u2019re gonna fail a lot. The gap of failure you have is really small compared to someone who\u2019s gonna play normal.\u201d<\/p>\n
This is now 2021 ScreaM speaking. He\u2019s all the more clear-headed and after playing professional level CS for over a decade, he knows what a consistent approach to an FPS looks like. He knows that every one tap carries risk and the headshot machine is a fine-tuned one, susceptible to breaking down.<\/p>\n
\u201cWhen you\u2019re on fire it\u2019s gonna be the best game style, but when you\u2019re not on fire, when you\u2019re not gonna hit these shots… Then you\u2019re gonna lose some rounds for your team. That\u2019s where I learned a lot of things as well.\u201d<\/p>\n
Despite all his experience and knowledge, ScreaM fell into a rut after leaving G2. The rut came from that gap between knowing and feeling. He knew the way the game ought to be played but the feeling, the love for that kind of game, wasn\u2019t there.<\/p>\n
\u201cEven though I could be even more efficient, it was not me. So I didn\u2019t enjoy the game so much In CS, that was a really big thing. I couldn\u2019t enjoy the game without playing in the way I wanted to play.\u201d<\/p>\n
\u201cFor me it\u2019s a very big difference, man. I know I have been the best when I have the most pleasure in playing the game. I was very confident in myself and I knew my teammates were really confident in me as well.\u201d<\/p>\n
Towards the end of his tenure in CS, ScreaM struggled to find his place. He not only found trouble in playing the game he wanted to play but also in finding a team that put him in his best positions. It\u2019s not only an observation he\u2019s made to me and several interviewers, but one that famous CS analysts like Thorin have noted as well. ScreaM has had his moments shoehorned into supportive styles that simply don\u2019t fit for someone who comes to life in duels and aim battles. <\/p>\n
\u201cThere have been some big leaders in CS who could use their players well, but not many I think. Not many. It\u2019s difficult, you know?\u201d ScreaM stresses, sympathetic to most struggles in the FPS world after a decade of ups and downs. \u201cIt\u2019s difficult to use everybody perfectly. Some people are always gonna have to sacrifice a little bit. \u201d<\/p>\n
Anyone who has earnestly watched Team Liquid\u2014really, any top CS team\u2014knows that this is one of the principal problems of CS. Most big orgs can find 5 aim gods. Many can find two aim gods who can lurk and enty, an in-game leader, a support, and a versatile player. Few can find all that and then find a way to plug them together so that they consistently beat every top team trying to do the same. <\/p>\n
By 2020, ScreaM was on the frontlines of those team struggles until he fell out entirely. That year, he couldn\u2019t find a strong team and mostly pivoted to streaming. In his interview on TILTS, he notes that by the end he didn\u2019t feel he was a CS pro moving to Valorant, moreso just another player starting in a new game.<\/p>\n
That sense of novelty was not bad\u2014far from it. The novelty might have been the thing to finally bridge the gap between knowing and feeling.<\/p>\n
<\/section>\n
\n<\/p>\nNew game, new life<\/h3>\n Did Valorant help you get a fresh eye on your own game as an FPS player?<\/p>\n
\u201cFor sure! For sure, Bro. I know that if I go back to CS I know that I can do better than I did because I evolved as a person, as a player, as a vision\u2014you know\u2014the vision I have of every aspect of the game.\u201d<\/p>\n
When you sit 10 years in something it\u2019s hard to see outside of it. A hard reset and brand new scenery can, in the right moment, change a person. A new scene in particular lets the veterans escape old reputations and remold themselves<\/p>\n
\u201cMy goal is to be complete. Maybe get\u2014why not?\u2014some operator in my game. Get [to be] the most complete player I can be because I missed out a little bit on this in CS. I could have been more complete, I was a little bit too focused on my aiming.\u201d<\/p>\n
<\/p>\n <\/figure>\nValorant\u2019s competitive scene hasn\u2019t been around for too long but ScreaM\u2019s evolution is already apparent in the stats. Looking for damage? ScreaM has 180.9 ADR in the past 90 days – 3rd in the world, 1st in EU. It\u2019s an improvement to his all-time stat at 165.1<\/p>\n
Looking for entry kills? ScreaM has .24 first kills per round in the past 90 days – 9th worldwide and 3rd in EU. This is an even bigger improvement from his start in the game, where he had .18 per round. His average combat score (ACS) rose from 269.4 all time to 290.5 in the past 3 months.<\/p>\n
And yes, the one taps are still online. He\u2019s second in the world all-time at 36% (only behind Luminosity\u2019s star fragger Aproto). The headshots are the one stat where ScreaM sunk – by one percentage point (35%) and one place (EG\u2019s Aleksandar rises to 2nd).<\/p>\n
That is a noticeable dip from the levels he maintained in CS, where he consistently was a few percentage points above the next aimer. But this is a good sign, not a bad one. It\u2019s the tangible proof that ScreaM\u2019s vision of the FPS really has changed. It\u2019s in no small part because the feeling has changed.<\/p>\n
\u201cI don\u2019t like to play passive on Valorant\u2014I don\u2019t know why. I need to do stuff, I need to do something. […] I like to take aggressive duels in this game, it\u2019s fun. I like to dash in where people don\u2019t expect it as well. There\u2019s always this tiny timing where you can dash in and the [other] guy gets surprised.\u201d<\/p>\n
In a new game and a new setting, ScreaM feels emboldened to get aggressive. That\u2019s in part because the game enables his style. On both his signature agents, Jett and Reyna, ScreaM has more insurance behind him when he takes a duel. If things go wrong, Jett gives him a dash to reposition and Reyna gives him a leer to help clear corners and moments of intangibility after the kill.<\/p>\n<\/section>\n