The FACEIT ECS Season 8 Global Finals saw eight of the world’s best CS:GO teams battle it out in the Esports Stadium, Arlington for their share of the $500,000 prize pool.
As the 2019 season is beginning to come to a close, many CS:GO fans were tuned in to see which team would come out on top in one of the final events of the year.
After months of the regional ECS pro leagues in Europe and North America, only eight of the top teams worldwide had earned their chance to compete at the playoffs in Arlington, Texas.
The top eight CS:GO teams battled it out in the Esports Stadium for the ECS Season 8 Finals title.
One team which stood out to many fans leading into the tournament was the Brazilian Challenger side of Sharks Esports, who had qualified by snatching the 4th NA seed over some of the bigger organizations with their consistent performances in the months prior.
Unfortunately for the underdogs, they fell in the group stage with an 0-2 record despite bringing the Danish powerhouses, Astralis, all the way to overtime in their opening match of the tournament.
As for Astralis, the Berlin Major champions managed to secure their place in the grand finals of the ECS Season 8 Finals, after topping Group B and coming out with an impressive win over a strong Evil Geniuses side in the Semi-Finals.
The Danes were scheduled to face an equally impressive Team Liquid roster, who were also one of the favorites to win the event, in the grand finals of the playoffs in a clash that many fans always look forward to between these two star-studded rosters.
Liquid shocked viewers before the series started, selecting Vertigo, an Astralis favorite, with their map pick. Liquid jumped to a hot start, dominating the first half on CT 11-4, on the shoulders of NAF and nitr0.
Astralis responded with their own strong CT side, tying the map at 13-13, and then tying it again to force overtime. Liquid showcased the T-side rounds they were looking for in regulation, taking their map in overtime 19-15.
Team Liquid looked to carry that form onto Astralis’ pick of Nuke, bursting out with a solid start to their CT-half. However, Astralis brought it back by the end of the half, managing to scrape together seven rounds for themselves.
Moving onto the CT-side for the second half, Astralis put Team Liquid to bed, stringing together a solid run of rounds to take out the map 16-11 and forcing a map three decider.
While many were expecting Team Liquid to keep up their dominant Dust 2 run, Astralis rode their map two momentum into their T-side, breaking out to a quick 9-1 lead. Team Liquid were looking to get back into the game with some close rounds, but struggled to get points on the board after solid starts.
Heading into the second half down three rounds to 12, Team Liquid needed to find some magic to look at forcing overtime, let alone win the map.
However, after dropping the pistol round, the game was all but wrapped up. They managed to salvage a few rounds, but Astralis put Team Liquid to bed 24 rounds into Dust 2, resetting the NA squad’s economy on match point and walking away with the map 16-8.
ECS Season 8 Final Placements
Magisk, xyp9x, gla1ve, dupreeh, device
Stewie2k, EliGE, Twistzz, nitr0, NAF
Brehze, stanislaw, tarik, Ethan, CeRq
Brollan, JW, KRIMZ, flusha, Golden
FalleN, Taco, fer, Lucas1, kngV-
Ninjas in Pyjamas
f0rest, REZ, lekr0, plopski, twist
buster, qikert, Jame, AdreN, SANJi
exit, jnt, meyern, Luken, leo_drunky
Additional reporting by Dexerto’s Scott Robertson and Andrew Amos
“This time last year our rulebook and our whole setup were based on LAN events,” BLAST’s director of operations and production Andrew Haworth told Dexerto. “We hadn’t really done a huge amount of work on how that would be replicated in an online world.”
Earlier this year, with the global health situation emerging, governments all around the world were forced to reduce the feasibility of hosting events, and thus, they were moved online — halfway through a tournament, in some cases.
Prior to the restrictions, tournament organizer BLAST managed to host their first big competition of the year in February, impressing many and unknowingly hosting what would be one of the only prominent offline events in the 2020 Counter-Strike calendar. They didn’t have the same privilege later in the year, however, as limitations had yet to be permanently relaxed in many locations. Nonetheless, they went on with their plans to host the BLAST Premier Fall Series, albeit online.
Another layer of absurdity was added as a factor of hosting an event, and that was the revelation of a spectating bug that spanned multiple years. With the Esports Integrity Commission — a body devised to maintain the integrity of competitive gaming — issuing bans to dozens of coaches, integrity questions were more prominent than ever during an online era, no less, where it’s harder to monitor the activity of teams and their coaches.
Commentators Scrawny and launders arrived at the production location early to accommodate local restrictions.
Haworth’s background working on major music festivals and the Olympics Games means he’s no stranger to crafting contingency plans to put in place in case of a problem arising. Prior to hosting the Fall Series, they went through sessions of scenario testing with key department leads to devise numerous methods of still getting the job done.
Considering BLAST have deployed everything at their disposal to maintain competitive integrity within their events, Dexerto spoke with Haworth to see how they adapted their processes to move to a remote production while monitoring the gameplay itself both in and out of the server.
Going back to esports’ roots
“We were fairly lucky in the timing of the outbreak, we just finished our Spring Series in February and didn’t have another live event till the end of May,” he said. “Other tournament organizers didn’t and were thrown into that halfway through a show. We had a bit of time, purely by luck, to have a look at what we need to do for our Spring Showdown and our Spring Final.”
While esports, like most other sports, is fundamentally an entertainment product, the need for competitive integrity is essential. Fans tune in to watch the best players in the world face off against each other, and that’s no different during an era of online competition.
“If the fans don’t have faith in what we’re putting on if our broadcasters and sponsors don’t have faith in what we’re putting on, and the teams ultimately lose faith in it, then none of us can stand behind it proudly,” Haworth said. “So competitive integrity is in integral to what we do, none of us are arrogant enough to think that we’re perfect in that.
“There may be things that we’re doing now that we’ll review and determine haven’t worked quite as well or are not effective. Some of the things that we have done we want to ensure, while maintaining competitive integrity at all times, doesn’t affect the performance of play. We don’t want to be taking up computer performance for the matches because that isn’t going to gain the right tone with anybody.”
The venue had no players in sight, with only production staff and broadcast talent being present.
With a change in circumstance comes a need to change the parameters in which events are run, and that filters all the way down to the gameplay itself. BLAST saw the need to adapt their guidelines early in the year, when LAN events no longer seemed possible, so all of the teams were on the same page.
“The rulebook gets issued at the start of every season, we generally review it and update it after every event,” Haworth said. “We did less of that last year — I think we only made one or two slight revisions from Spring Series into Spring Showdown because the former was very much for a LAN. We also have our competitive integrity policy, which is broadly drawn out of the rulebook and is a short, sharp summary to articulate to what we do. That’s on our website. We’ve worked with experienced tournament officials that have worked with other tournament organizers and in other settings, it’s important to us that they can see elsewhere what has worked, and equally what hasn’t worked, so we can pick up best practices.”
From bad to worse
All partners of ESIC — including the likes of ESL and DreamHack — vow to enforce rulings decided upon by the commission, and that was no different for BLAST. The spectating exploit utilized by at least 37 coaches rocked the CS:GO community and certainly begged the question as to what tournament organizers are doing to ensure fair play is had at all times.
Moving online adds another layer of difficulty to constantly and accurately monitoring the matches played, especially considering tournament officials can’t be present to see how teams are operating with their own two eyes. BLAST believes they’ve reached the pinnacle of monitoring at this precise moment.
“Some of the measures we put in place aren’t perfect but they’re the best available solution we’ve found so far,” Haworth told Dexerto. “There are methods that we’re developing and evolving. We are confident that the measures we have in place currently are giving the desired result in not allowing anybody to manipulate the system or take advantage of it.
“From a coaching bug point of view, the player cams that we’ve put in place have been a really useful feature. That’s something that we looked at, to start with, as a broadcast feature that had some great context and depth. It grew into something that we now utilize to ensure we can see what players are doing.
“We’ve worked with players on camera angles, we have down-the-line shots, coaches have cameras on them and we listen to TeamSpeak for both a broadcast feature and in terms of integrity,” he continued. “The MOss system is far from perfect but it allows us to know what’s open on someone’s computer, there’s a report sent to us post-match with that information.
Moving forward in the face of adversity
Despite having what they believe is a solid solution to both playing online and safeguarding the integrity of the tournament, it would be understandable if a tournament organizer decided to postpone an event due to the recent exploit revelation and subsequent disciplinary rulings. Haworth ensured Dexerto, however, that that wasn’t an eventuality BLAST considered.
BLAST have undergone plenty of growth in 2020 so far despite the difficulties, expanding into new titles like Valorant and Dota 2.
“We’ve never really moved our date around. We put our 21 days in the international calendar [that’s shared by all CS:GO tournament organizers] in April this year to try and provide full transparency,” he said. “We worked on this straight after the Spring Final, there were a couple of bits that we thought we could include like the coach cams but there were also a couple of things that weren’t ready for the Fall Series. We played around with them but wasn’t sure if it would cause performance issues on players’ PCs so we didn’t want to risk it.”
There’s not the only difficulty in providing a fair and stable environment for the players, BLAST have plenty of staff that are needed to execute a full production. Having staff at home using personal internet lines isn’t the most confidence-inducing prospect, but the company has managed to execute a means of working that allows for maximum efficiency given the circumstances.
While online play, and the copious amount of events that are taking place, may not be ideal, esports has proven to be resilient in the face of extreme and unpredictable challenge. The Fall Series was revered by industry professionals and Counter-Strike fans alike, but it’s clear that BLAST are not resting on their laurels leading up to the next phase of the competition.