[Previous] Battlefield v

I love Batelfield. I walked with a series from the polygonal Second World War and stylish jungle of Vietnam to the skyscrapers of Shanghai and Verden’s fields. I received her changes and transformations. I gladly met new, albeit not taking root, chips and grieved with a community when the series was bad.
And now the series has a dark strip. New part, Battlefield 5, drowning under the hat and oppression of angry comments. The fault is not so much modern Internet as incompetent PR managers and Electronic Arts managers. Their solutions and the approach look good only in the eyes of the “progressive” public. Those people who will never launch a game with the warlike name Battlefield.
They kill the game, daring from it old fans. Those thanks to whom the series is still afloat. And what is the most offensive, judging by Bete, Dice finally turned out my Batelfield.

Batelfield has always been about the feeling of a big war. It is not so important that there was a battle for: for a small village of several houses, a city quarter or several trenches in the field. Good parts have always been able to maintain dynamics and mood, using the setting not as a restriction, but the ability to show battles from the unusual side.

It is because of this focus that the only regime that always succeeded was Conquest: the mode of capture of points with tanks, aviation and infantry. The front line often changed in it, but it remained clear where the enemy detachment would come from.
Which did not prevent the series from constantly chasing the trends. So in it such modes settled as:
The capture of the flag, Tim Drasmach, the Square Desmach and the disposal (mode in the manner of Counter-Strike). On the basis of the latter, they even tried to create a e -sports league, but did not grow together. Now they are trying to add battles-rake.
All these modes were not really bad, but they were not very suitable for the game. In Tim Desmach you can’t put a lot of technology, and in neutralization they gave only one life.
And these are only the modes, so the series is shattered quite strongly: in the second part, they introduced a commander who could call the shelling and intelligence in order to remove it in Bad Company. Instead of it, there was a destruction, which was left by the third part in a rather circumcised form. And the private fragments of the game, such as shooting or classes, were redone for each new game, and it came out with varying success.

All this led to Battlefield 1 with an incredible hype at the start and huge sales … which did not help the game hold the audience. Now BF1 is playing less than 60 thousand players on all platforms – this is 2 times less than in Sidge on only PC. It turned out because the game lost in the depths and became like an arcade branch. There were no arms modules, instead of them – options for trunks;with technology also;The verticality has disappeared, the commander was again forgotten;Destructibility with deep funnels from explosions returned, but houses available for destruction became much less: on maps – fields and deserts. As a result: Boredom and despondency after the hundredth hours of the game.
And after all, EA did not prevent anything from ordering the DICE, tormented by the annual release of games, but about the second world: to repaint the tanks and stick other skin on the guns, but no, the first decided that they needed nafing no equal equality with cyberseches in prostheses, and the latter smoked a maste and re -called the game.again and, glory to the Scandinavian gods, this time they had the right grass.

To begin with, Dice decided to send the old shooting to the frost: a visual recoil because of which the rearrangement looked in one direction, and the bullet flew to the other, went into oblivion along with the modules stiffly sewn into the barrel:
Now you shoot where the sight is looking, and the trunks are available in only one option, for nothing that instead of modules is a “pumping” tree with perk and branches. Moreover, without the ability to pump everything or lose progress, pumped the gun under one option – take the new copy the same and start again. But the second option can be applied as a New Year tree, and the tactical yoba should be left as it is. Thanks to these changes, you finally feel the weapon, as it should, and when you properly dextering you knock out from the stormgver malicious sniper squirrel eyes through the entire two -hundred -meter square. For nothing that not to death, because the arcade system with a drop in damage and a ridiculous damage remained at a distance.

The changes have affected the Theredlion casino technique. To begin with, specially prepared saboteurs ruined the engines and lay into the gas tank to all tanks and planes, which is why the tiger will sneak on the fjords carefully and not in a hurry, and the planes rarely develop speed above three hundred. Unlike BF1, of course, where the Kabykhn Renault FT went at the speed of an experienced OBT, and the corners almost overtook MiG-31. But the designers have finally took care of reliability, so the tanks are now able to absorb the whole arsenal of the Panzershovs and bite a couple of shells from their colleagues. Also, the equipment was deprived of a focus from space, so no more endless ammunition: shot 18 shells – go to the warehouse to replenish. Even a machine gun and it ends. This also applies to airplanes. True, they forgot to report this to the arrow-scammers, so that the turret on the Befiter and the machine gunner in the tank will continue to water rivals without restrictions.

Infantry adheres to the same logic. Now, during the revival, each fighter is handed over by horny and not a cartridge more, and all of them are allowed to carry no more than two reserve. Because of which the submachine gunners who clamp the cartridges become even greater bastards. Health is also in deficiency: if you used to sit out in the shelter and heal raspberry jam with time – now health is not completely restored. The rest has to be replenished with first -aid kits, which can now be worn with you.

All this creates a new dynamics of war on exhaustion and eliminates many old problems. For example, there is no spam grenades and long positional confrontations: I shot a little – run to replenish ammunition or look for a first -aid kit. The war became mobile, and thanks to a reduced time for killing, a fleeting.

In addition to the balance sheet, the graphics. Yes, it at times looks quite flat, there are flaws in the form of soldiers, there are soap textures, strange solutions for the cascade of shadows and not so much diversity in geometry. But the right glare, juicy explosions, absromeling teselized snowdrifts with a real snowman erected by a snowman create a very peppy and dynamic picture, which definitely looks better with RTX.

In addition to snowmen and snowdrifts, you can build various fortifications that allow you to block passages and create safe areas. All this is especially relevant in the new mode: Grand of the operation.

The Grand of the operation is similar to operations presented in BF1 – an asymmetric regime with a team of attack and defense, where one needs to capture points and destroy the goals, and the enemy, respectively, is not allowed to do this. The main difference between “grades” is a pronounced stage. The operation is divided into days. In the presented operation on the first day (although rather night), Britain players are landing from airplanes and are trying to destroy the coastal artillery of the Germans, and in the second they capture the city a little further from the coast. Almost all the battles here are positional, the front line is understandable, but the enemy constantly comes up with how to dodge and you try to keep up with. Perhaps it is the new regime that reveals the very spirit of Batelfield, for which I love the series.

In addition, the developers added a sightseeing multiplayer campaign with tasks, such as murder of 15 opponents on a certain map or victory in the Grand of Operation. In the future, multiplayer campaigns will become a seasonal event with special awards. Similar are in Team Fortress 2 and CS: GO, but there you need a paid pass for access.

Changed the functionality of the detachment commander. Now the whole detachment is accumulating glasses for which you can order a special equipment, reset of supplies or the FAU-2 blow, which destroys buildings and kills opponents in a large area. And casts all allies by several meters. That by the way is an innovation too. The entire movement system was processed, and now external factors have influences: explosions, if they do not kill – discard, jumps have become even more intuitive: the character reaches a slightly to the cornice or window, and after the fall, the hero rolls. It can be seen that the company once did Mirror’s Edge

Unfortunately, so far before all this you need to wipe through technical flaws. And no, it’s not about departure or unstable framework, there are no problems with this. The case is in a clumsy interface in which it is not clear where the button is, and where the text is just. The case is in the Crush servers of the EA, which demand to connect to the game 5-6 times to start. The case is in the crooked browser of the servers, the case in the detachments that cannot be formed from the menu – you must first go to a certain server to which you still need to manage to connect. Moreover, with a nifig, you can attach you to some detachment and send you to battle while you dig in the main menu or throw it out of the game, because the squad leader left.
The case is in the game currency, which works in one menu, but does not work in another, in pumping, which is not pulled up to some menus, in the principles and tasks that do not work or are not updated. In rewards that cannot be taken due to the next glitch of EA servers. The feeling is created that the interface is in the early alpha, while the main gameplay has nothing to do. Although there are questions to him: how do you like a revival that does not always work, the need to clamp the button to go to the respuna and another press to go up to the card and get the opportunity to change the class and equipment?

But then the developers gave us the opportunity to pour out your hat: now you can hate not only that white sniper scum behind the bush, but the whole human race, what kind of class, race or floor it was.

Battlefield 5 is already a good basis, which, with proper finishing, will be released by a cool game. There is still something to heit for (everything can be heitly), but after playing Beto I would buy a doped version. It feels novelty, new dynamics, enthusiasm. With constant feeding, BFV can be an excellent entertainment for the team for a couple of years in advance. But it is unlikely to become. Thanks to poor advertising and an unsuccessful release date – there are few pre -orders, and if there are few players, the game will not be finalized. It is clear that this is the fault of the publisher, but I would not want to see how such a good Battlefield will fall under the oppression. However, everything is in our hands.

The author of the project: Sergey Zaslavsky.
Chief editor: Ilya Demchenko.

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *

More posts