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This looks bad. I've just been spotted and a tank is zeroing in
on my location. All around me I hear spotters shouting my position
and movements over the radio. By now I'll be a bright red blip on
everybody's radar. Darting down an alley, I find a second to stop
and heal before five enemy troops charge around the corner. Trapped
against a brick wall I do the only thing I can - pull out a grenade,
roll it into the corner and duck. Dust and shards of masonry bounce
off my helmet as I barrel through the hole that was once a supporting
wall and out into the sunshine again. I'm safe. That is, until some
cheap camping sniper takes me out. Oh well, five seconds to the
next respawn.
No,
I haven't finally succumbed to shellshock after endless hours of
storming virtual beaches and dodging digitised bullets - I've been
playing DICE's latest Battlefield release, the console-exclusive
Bad Company, which aims at bringing the series' esteemed multiplayer
action into the living room. The game is split into two modes -
single and multiplayer - and most fans of the series will be pleased
to know that the strongest aspect of Bad Company is still its online
multiplayer. It is here that you can fight it out with twenty-three
other players as either the defenders of between two and four gold-filled
crates or as the attackers after the riches. While there is a wide
range of maps and character classes, this Gold Rush mode is the
only one currently available. DICE has confirmed, however, that
more modes will become available to download for free in the near
future, including the land-capture Conquest missions. Multiplayer
is also the place to level up your profile and acquire new weapons
through a points system, while special items and weapons can be
won by downloading and completing the demo, owning a previous Battlefield
game and registering for various newsletters and offers on EA's
website. It's good to see that, for now, micro-transactions aren't
available, as these can unbalance a game by allowing players with
more money than skill to load up on superior kit and exploit the
system.
The
single player mode can be seen as more of a seven-hour training
module for the multiplayer side of things, introducing you to the
gameplay basics that you need to master before you can put up a
decent fight against real enemies. The extremely realistic shooting
mechanic is the most important element to get to grips with; shooting
from the hip simply will not work. Unless you're lucky or happen
to be carrying a shotgun, you won't be able to dispatch an enemy
who suddenly appears up close without unloading an entire clip.
While only a few hits can be deadly, without precision aiming most
shots will miss. With ammo as scarce as it is in some sections,
the patience to size up foes from a distance, crouch, aim and fire
is essential, especially in larger firefights.
The
storyline employs a theme that's currently very popular - what happens
when soldiers decide to go private? Bad Company follows a squad
as they become disillusioned with the attitudes and practices of
their commanders and break away when presented with the temptation
of gold. Truckloads of gold. It's not the best written scenario
but, compared to the force feeding of questionable ethics in games
such as the disappointing bravado of Army
of Two, it gets the job done and smoothly links the various
battles together. You control Private Preston Marlow, a recent transfer
to the US army's embarrassing B-Company. Whenever a soldier messes
up (highlights include inadvertently uploading a computer virus
to the military's servers when looking for porn and accidentally
blowing up US government property), he gets sent to the Bad Company.
Stuck with a black mark on his record, Marlow is thrown into the
squad alongside his reluctant, slightly clichéd, two-days-from-retirement,
gruff sergeant, a smart mouthed misfit, and a bomb crazy demolition
expert. While these characters sound all too familiar, their personalities
are developed enough to make them endearing and the banter between
teammates is some of the best since Bungie let the Red
vs. Blue team into the Halo
3 cut scenes. Even in death, the last thing you hear before
it all goes dark is a smirk-inducing quip about your situation.
While such familiarity may not be the most desirable thing on actual
battlefields, it's a more than welcome addition to the game.
Also,
while we're on the cheery subject of death, I was elated to learn
that Battlefield: Bad Company uses an actual health meter. If you
get shot then you take damage and it doesn't recover if you run
away and hide like a coward for a minute; instead you can top up
your health by jamming a syringe into your chest, which never runs
out but it does take a few seconds to recharge. Unfortunately, in
the single player campaign this does, at times, make things too
easy, especially when coupled with a BioShock
style respawn system; when you die you are returned to a pre-designated
spot on the map whilst all enemies (and the damage they've taken)
remain the same. This life system, while thankfully not present
in the multiplayer, removes any fear of death in-game by not punishing
you when you fail. It does remove the monotony of more difficult
sections, however, so it's at least fulfilling its intended function,
preventing unnecessary replays of challenging missions. You can't
be invincible, after all.
While
it's clear that the environments in Bad Company are specifically
designed for player verses player action, not a lot of thought has
been put into the enemy AI to give the campaign mode that same feel.
Opposing soldiers generally remain rooted to one spot unless you
smoke them out with a grenade and they always know where you are.
With every shot coming at you with pinpoint accuracy, these supposedly
'human' opponents are more reminiscent of the sentry guns from Alien
vs. Predator: deadly, accurate and single minded. The one exception
in their killing prowess appears to be reserved for the grenades
and rockets that they hurl at you; unless you are unlucky enough
to be standing right on top of one, when any explosives go off the
splash damage is infinitesimally small. This is carried over to
the multiplayer matches, where grenades and high explosives, unless
used for destroying vehicles, have only one other function - blowing
a path through any obstacle in your way.
DICE
claim that their new Frostbite engines makes 90% every environment
is destructible. The only structures and features that cannot be
destroyed are fortified buildings, large boulders/rocky outcrops
and the rock beneath the topsoil. Now, destructible environments
have been around since the release of Red
Faction in the wake of the launch of the PS2 and they often
fail to live up to their promise. When given free reign to obliterate
everything around you, there inevitably comes a point where you
can destroy no more. With Red Faction this was about an inch into
any surface (save for a few strategically relevant brick walls).
Thankfully, Bad Company's environmental damage is as thorough as
it can be without detracting from the gaming experience. You learn
early on that there is no action button, commonly used to open doors
etc. When you're in Bad Company, the only thing you need in order
to enter (or exit) a building is a grenade, rocket or brick of C4.
Making your own path through a level opens up a wide range of options,
similar to the multiple entry points of the Rainbow
Six series. Of course, stealth isn't an issue here - but being
able to reduce the side of a house to rubble makes for a stylish
and memorable escape.
The
temporary nature of the buildings also shifts the usual dynamic
of duck, cover and shoot. When up against an enemy, be it a lone
troop or a rocket-packing tank, you're never safe when the wall
next to you fails to form an impenetrable barrier of protection
and explodes into powder, accompanied by a deafening squawk of radio
feedback and a blinding cloud of dust. The frustration of trees
blocking a shot can also be solved by a quick flurry of machine
gun fire. In a barrage of tree-busting bullets that would make Al
Gore cry, you can shear through whole forests in order to uncover
a cheeky sniper hiding out amongst the branches. In multiplayer
this enhancement adds to the tension of the battlefield; no one
is safe and every vantage point is also a potential death-trap,
as all it takes is one well aimed rocket to bring the entire top
floor of a building crashing down. This system does have its limits,
though; you can't man a turret and dig your way under the level
and the structural frames of buildings cannot be destroyed. While
noticeable when trying to blow up all you see (laughing like a maniac
along the way, of course) this isn't disappointing when you think
about the effort that goes into designing a level. In the furious
action of a deathmatch it's not even something you'll dwell on as
masonry and bullets rain down.
Frostbite
does a great job of rendering this all in fantastic detail as well.
While Bad Company isn't quite up to the level of Call
of Duty 4, it holds its own and, thankfully, doesn't fall into
the trap of colouring every texture a different shade of brown and
piling on the bloom. You get lush meadows, dense woods, beautiful
architecture and some really unique urban locations to... well...
you'll mostly be blowing them up. While the graphics are good but
not outstanding, the sound surpasses anything encountered before.
The voice acting is believable and strikes just the right tone for
a game that, without the humour, could run the risk of being another
generic war shooter. The sound designers didn't miss a trick either;
fire a gun outside and you get a satisfyingly powerful crack as
each round explodes out of the barrel. Take things inside and it
gets really good; empty rooms echo convincingly and every shot is
deafening. The high pitched screech of radio feedback followed by
the moment of deafness I mentioned earlier also provides a truly
immersing, disorientating experience when you get too close to the
action. The in-game music adds to the light, humorous mood carried
through the game too, with touches of smooth jazz, surf music and
classic bluegrass. While the choice of radio stations isn't anywhere
near the level of those found in GTA
IV, you can still find a tune to suit your mood for some good
road music.
Before
passing final judgement on Bad Company, one thing remains to comment
on; it wouldn't be a Battlefield game without a vast plethora of
vehicles and this latest title does not disappoint. Through the
course of single player and on every multiplayer map you'll travel
by land, air and sea on anything from a golf cart to a tank to a
gigantic attack helicopter. The controls for these are, once mastered,
very smooth, and there are plenty of view options and different
seats to choose from. Being able to change from driver to gunner
at the press of a button also saves a lot of hassle and arguments
- no more fighting over who sits where and no mad dashes to your
chosen seat! You can easily form the whole crew of a vehicle single-handedly
too, smoothly jumping from movement to shooting without having to
leave the vehicle.
As
a single player experience, Battlefield: Bad Company has some nice
touches. The story, whilst not epic, is enough to keep you entertained
and make you care about what you're doing. As a multiplayer, it's
truly fantastic, despite having only one game type available at
the moment. In fact, even if Bad Company had been released as online
only, as happened with the phenomenal Warhawk,
it would still be well worth checking out. Indeed, it's a worthy
addition for anyone who has ever enjoyed blowing up their fellow
men, both online and off.
Reviewed by Henry Osadzinski for AceGamez (All Rights Reserved).
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