|
Battlefield
2 on the PC never failed to be an addictive and compelling experience.
Whether you had the most future-proof hardware or a creaking dinosaur
of yesteryear, it didn't matter. Accompanying a small fraternity
of friends to camp out at the nearest soon-to-be Black Hawk was
an adventure in and of itself, and that's not to mention the firefights,
the bombing runs, and the occasional yet hilarious team kill. Its
console counterpart, however, was something different entirely.
To the dismay of battle-hardened mouse clickers everywhere, Modern
Combat failed hit the target, just barely perforating its edges
[Perhaps it's because I never played the PC version, but as you
can see from the Modern Combat review, I loved it! Ed]. Plastic
weaponry, reduced scale and a general lack of graphical polish contributed
to a more 'arcadey' feel. This may have gone largely unnoticed for
those new to the series, but it proved to be an outright disappointment
for hardcore fans. It also reiterated a commonly shared ideal; translating
a PC franchise to home consoles usually produces less than spectacular
results. By no means was Modern Combat a bad game; it just wasn't
a great one either.
It's
for this reason that I entered the Battlefield: Bad Company Beta
with minimal expectations. After downloading the beta, I eagerly
attempted to join a game - any game - in the hope that my doubts
and low expectations would be proven wrong. Soon, several minutes
had passed, as each time I was greeted by disconnects or other connection
errors. However, this is a beta, a game still under development,
and a popular public beta at that. It was probably a little unreasonable
to expect that everything would flow smoothly, although I have every
right to demand that in the final release.
After
returning to the beta sometime later, I began to play on Oasis (one
of the two maps available), a valley-like, Middle Eastern themed
map that's blanketed with sand, trees and foliage, and populated
by sporadically placed vehicles, buildings and the occasional actual
oasis. I soon noticed the contrast between the wider, open areas
and the more claustrophobic, tighter areas between groups of buildings.
With terrain height being considerably erratic in places, I discovered
that the ground would sometimes dip and rise enough to avoid enemy
scopes and that sticking to these areas was best, as strolling out
into open sight will more than likely get you killed. When not in
the heat of the battle zone, clusters of structures and terrain
spikes act as static body armour - a means of staying alive - but
when exchanging fire, running and gunning between these buildings
is the only means of taking cover and the key to avoiding the respawn
timer.
On
Oasis, following the objectives marker on the HUD usually brings
you to concrete of some kind, and this is where the structure deformation
comes into play. Almost any building, whether it's a house, barracks
or bunker, can be ripped a new one or two - given enough firepower.
Playing a game of hide and seek with hostile bullets has been given
a new dimension; instead of scrambling around a building to find
the front door, you can simply make your own. The same can be said
for enemy strongholds; you don't have to go around the perimeter
- now you can simply plough through it. The trade off of course
is that a building that you're using for cover can soon be reduced
to piles of nicely rendered bricks and mortar, meaning that you'll
have to rethink strategies and that rarely are you truly safe from
attack.
Now,
place a few pennies in a box, seal the box and place the box and
several others in strategically specific positions in a war-heavy,
battle-scarred environment. Grab some weapons, maybe a shotgun and
a sniper rifle, a few vehicles - a tank, perhaps a helicopter. Recruit
twenty-four players, twelve per team, wind-up and let go. This may
not be the best description of Bad Company's Gold Rush mode, but
it's certainly the most accurate. Each side must duke it out to
either attack or defend a number of containers that contain gold,
no less. Meanwhile, in true Battlefield fashion, a bar representing
reinforcements degrades gradually for every death that each team
incurs. Though not radically different from previous titles, it
doesn't really have to be, given that it's always worked so well.
One
aspect I do have a quarrel with however is the supposedly destructible
environments. Slamming a grenade into the side of a building always
produces exactly the same results for that particular area of wall.
It may be twice, three times or a thousand; the outcome always seems
to be the same. Each time the same gaping hole appears, leaving
me to imagine how much fun a truly dynamic and deformable environment
would really be. Buildings aren't entirely vulnerable either; unleashing
a barrage of projectiles upon a structure won't collapse it entirely,
though it may leave it a little worse for wear. Honestly, the destructible
environments don't meet expectations and digging a hole in the ground
isn't really possible either; a noticeable indent appears, though
not significant enough to provide any benefit in battle. We can
only hope that some of the problems found with this mechanic are
fixed before release. Trees and foliage peppered with bullets will
submit, crashing to the ground leaving an open, unoccupied space,
which is a nice addition because every tree mowed down is one less
place for a sniper or sneaky foe to hide.
Battlefield
2: Modern Combat followed a through-the-scope, tunnel vision method
of gunplay, but Bad Company has instead opted for a Call of Duty
style, down the barrel aim mechanic and from my time with the game,
is much improved as a result. This is the case for assault rifles
and most rapid-fire weaponry, while sniper rifles, as you'd expect,
utilise scope vision. The left trigger aim function is specific
to the type of weapon. Unfortunately, this feels marred by an overly
keen auto-aim and the same clumsy, oversized reticule when firing
from the hip. Searching the options menu revealed a few handy toggles,
one being aim assist for those daring enough not to use it. And
if you can't tell already, the reticule, whilst a minor issue, is
one that I highly dislike and possibly one of the biggest factors
in the 'arcadey' feel exclusive to console iterations. Despite this,
weapons are still fun, visceral and deliver a great sense of power
upon impact.
The
weapons of war in the Battlefield series have always provided the
booms, the bangs and the even bigger bangs that brought Battlefield
much to closer to being, well, a battlefield. Bad Company is no
different; from playing the beta, the vehicles are as you'd expect.
Tanks, helicopters, boats and jeeps are present, all rendered with
painstaking attention to detail, and all of them handle surprisingly
well, making them a lot of fun to use, particularly on Oasis, a
vehicle-orientated map thanks to its crossing roads and manoeuvrable
terrain. As a method of transportation and speed, vehicles aren't
as much of a necessity; it seems the army has recently taught its
soldiers how to sprint.
Bad
Company runs on the advertised 'Frostbite' engine, and the game
looks good, sporting some impressive lighting effects and realistic,
believable weapon and character models. Still, this realistic, grittier
visual style isn't reflected in the gameplay; enemy soldiers can
still take a bullet or two and pumping lead into other players for
what felt like forever was the only way to take them down. This
can be relieved by tapping the right trigger for a more accurate
and precise shot, but it's by no means ideal.
Even
at this beta stage, Battlefield: Bad Company seems to being developing
well. The visuals, the audio, and just about everything else is
satisfying, creating a solid, entertaining multiplayer component
that, if not by a large margin, seems superior to its console predecessor.
The destructible environments aren't quite as dynamic as I hoped
but they should still provide some tactical depth. Destroying the
majority of a structure might infrequently catch a sniper with their
pants down or a camper who's got nothing better to do than hang
around for passing victims. It's safe to assume that some features
have yet to be revealed but presumably the core gameplay will remain
same. More than two-dozen players wouldn't have hurt and the weapons
still feel slightly oversized and bulky, although these are relatively
minor complaints. Despite a few issues, the beta provides a glimpse
into Battlefield: Bad Company that shows real potential for greatness,
but we'll have to leave the jury out on that one until we get our
hands on the full game.
Previewed by Adam Meadows for AceGamez (All Rights Reserved).
|