It's difficult to review a game that is as segmented as
this, namely because you have effectively 2 games in one here. The first being
the actual single player mode which I'll be breaking down, and the multiplayer
mode which I'll also be breaking down. Then after, have a breakdown and go on a
2 week bender of drugs, drink, hookers and games, without the drugs, drink or
whores. Well... maybe the hookers. The old motto, Live Fast, Die Young, Leave a
good looking corpse. Those that said that, never saw a kid die in an industrial
blender. Or an acid bath.
But still.
The Battlefield series has long been known and popular
for its almost unrivalled online gaming functions, 64 player battles fought on
huge maps, with respawning and regenerating lives until either time runs out or
until all lives have been sufficiently expended for one side to cry home to
mummy. With each increment of the series, the games have taken place in wars
across the ages, even in the future, with this instalment being set in the
"Tomorrow" war of near future-land and featuring long term hot-cold, on-off
again bed buddies, the Americans and the Russians.
Never quite sure why the world seems so focused on having
the Yanks and Ruskies going toe to toe for so many games, they do it in the
whole of the Modern Warfare series, in various Battlefield games etc. Why not
don't armies take on the Japanese? Because they'd be stormed by giant robots
and ninjas that blast nukes from their hands. Nobody takes on the British
because nobody can be bothered with the small island of tough bastards that
wouldn't shoot people but rather punch bullets into their enemies before giving
them a dry slap and telling them to 'man the fuck up.' Or is that just
Manchester?
Battlefield 3 takes the side of some guys in the American
forces and occasionally some guy in the Russian forces, trying to work out
through a series of flashbacks, what has happened, where some guy is and what
happened to a bunch of nukes that might be around. The plot follows
main-generic-white-guy being interrogated about missions that fucked up, things
they were told and found out while skipping out to other people doing other
missions in that fun, non-cohesive plot way that people seem to enjoy (read:
have forced upon them) that allows a player to enjoy tanks, planes and other
such vehicles when the real forces have specialisms that wouldn't involve them
doing such things in the real world.
War is fun, fighting is awesome and people need their
shit fucked up. Hoo-hah.
The levels involved are a rather straight forward affair,
giving a mix of large open areas of combat, close area combat with an
obligatory level involving stealth, flying a plane (painfully badly made),
driving tanks, barricading against army onslaughts and breaking through large
buildings and skyscrapers. Most of the levels offer nothing more than a flavour
of the online mode except for the airplane level. This has to be a contender
for “Poorly made, poorly executed” level of the decade.
Being dragged through a long scene with nothing going on,
the flight warm up, then having the plane take off by the pilot which is NOT
you while you occasionally look around and fire a few missiles and flares at
attacking planes before doing what seems to be a compulsory element of warfare
gaming, Infra Red bombardments. It's painfully slow, removes almost all
interactivity and becomes a stop-go snore-a-thon just to painstakingly do
something that either could have been done in a few seconds of cut scene or could
have had the player started already by being in the damn air while under
attack.
There are, elements that could be boss battles in the
game, which are just Quick Time Events and depending upon where you are when
they happen, might be fatal or just need repeating. It's another break from the
norm of game play that you'd usually not expect but save for the idea behind
boss battles supposedly being of something difficult, you can't really have
that in a "realistic" shooter game. A realistic shooter can't
suddenly have a cyber demon pop up and take 50 rockets to down while you
yourself limp like a kid with skinned knees at the merest graze of a bullet.
The balance is gone and though it might be amusing for a few seconds, you're
changing the game again just to balance and quantify doing something
unrealistic. So QTE's are a possible way to go though to make a
"boss"/"final boss" in such games without going the
scripted "keep doing x until you meet y" route.
Possible idea for future games, any time the final boss
turns up early and can be shot, the rest of the game should be playable with
huge story changes. Just a thought.
Control wise, it's the fairly usual affair of run, move, look,
shoot etc, learning the grenade buttons; crouch/prone buttons might be a little
awkward at first if you've been playing other games of a similar nature.
Driving tanks and jeeps is fairly straight forward except the trigger becomes
accelerate and flying helicopters is like rubbing your stomach with one hand,
patting your head at the same time with the other hand, then changing over
every few seconds, while on a unicycle. It takes an effort to master and
thankfully it's only in a co-op level.
For all intents and purposes, the single player mode
really does gear the player up for the online multiplayer mode and the non-stop
chaos those online modes entail. While there is a story, it's nothing we've not
seen before and has the same usual predictable twists and faults one would
expect, there's nothing really new here or shocking, and that includes the
supposed shocks that are meant to make us go "oh wow no really?" when
the story line copies other shocks from other games that were done far better
than this is executed.
Each level gives you a load out of weapons and equipment
and forces you to utilise them, a main weapon, a pistol, grenades and usually
some specialist equipment to help achieve the objective. It gives players the
chance and opportunity to test out and use various equipments and weapons, such
as RPGs, while stealing enemies’ weapons will also give you the chance to
experience those too. Making you a war-fare time Robin Hood in stealing from
the rich to give to the poor, and by rich I mean dead, and by give I mean shoot
in the face.
Co-operative mode within the game allows for 2 players to
work together (assumption) to try and overcome 6 different missions ranging
from large open areas, to different aspects of the single player missions, to
flying a helicopter and being a gunner for it. If the other player dies, they
can be picked up like a healthy handshake and ass-slap will repair their fatal
wounds, like a gaping head wound would be fixed in that fashion.
IF (big if there) you can find and use someone that knows
how to play or can be relied upon to not bollocks up the entire mission, you
can get into a circumstance where people can actually flank, pincer and cover
each other without feeling silly about it. Some events and missions require
very specific timing and the margin for error down to the time it takes most
people to realise light has gone round the planet. Thankfully the stealth
mission isn't failed if you're revealed and you can just brute force it
afterwards.
Even in the hardest mode, the game is fairly forgiving if
one person plays keep away from the bullets and just revives the person who is
out in the open whenever they drop the floor, but given that, guns and weapons
feel accurate and not as spray and pray as have been seen in other games. The
iron sights in weapons seem to hit opponents with regular consistency rather
than missing outright and stands as a feature passing over to the online
multiplayer too.
All in all, the single player mode feels very tacked on
and with a predictable story, only serves to cement itself as nothing more than
a training session for the online game which the series is more famous for.
Having said that, the online mode is double-edged sword.
The premise is simple; you start at rank 1 and can be one
of 4 types of specialist from the first aid guy that never picks up his downed
colleagues, engineer guy that is the only real defence against tanks, except
for, another tank. Support guy with the big machineguns and toys and Sniper guy
who smells really bad and sits away from everyone else, like most gamers do at
an outdoor family event.
Each class has its own weapon sets and inventory to be
chosen and more is unlocked as the levels progress. The more someone uses a
specific weapon, the more items they unlock for that weapon such as new scopes,
handles, undertow launchers, stands, silencers, or bigger equipment like
first-aid paddles, mines and explosives, rocket launchers and remote control
robots. The game has these classifications set up to ensure that nobody is able
to do everything and the emphasis is on team play. A sniper with a lock-on
guide will be great use to an engineer with the right rocket launcher for
massively long range attacks doing more damage. But otherwise just paints up a
bright dot on the screen that might as well say "it's a fucking
tank".
Likewise first aiders require dead people to help or can
drop health packs, support people can drop ammo for others and engineers can
(if equipped) repair tanks and vehicles. Teamwork is the name of the game and
unless you're on the rather pointless "Close Quarters" maps, you're
not likely to be able to Rambo the game for your team (unless you're really
agile in a tank and a damn good shot) it's unlikely you'll survive unscathed
for a whole round and not need to respawn.
There's a lot of variation in maps, some will have
players taking and holding an objective, some will have the defend/attack
system of playing with HQs, others are of the "get a flag and hold it as
long as you can" type, some levels are straight kill fests of one team
slaughtering another, other levels are vast open, sprawling areas populated
with tanks, planes and god knows what else to give the impression of a full
scale (poorly organised) battleground.
Once into a game, you can either solo it within your
team, or be put into squads, randomly being put into squads is a veritable
lottery of whether it benefits you or not. Some of the perks for players can be
attributed to the others in the same group, from more ammo, to being
unshakeable in combat, to running faster and longer than others. If they leave
mid game or switch teams, your bonus that they provide for you, drops
immediately. Rather reminiscent of the old "It's my ball and I'm going
home". Though some of the perks are rarely felt significantly within the
game.
Following suit with the Battlefield games is the highly destructible
arenas, most buildings can be blown through and holes punched into walls with
grenades, walls shredded and used as sniping points, areas of cover blown apart
and removed from play. Need to get on the other side of a wall, hit it with a
tank, C64 or grenades and you'll likely get through.
Vehicles are an odd mix-up, of players either working
well together to get lots of kills with drivers and gunners working well in
tandem, or someone jumps out and buggers off to enjoy something else, there's
almost a feeling of being forced to remain in a vehicle with someone while
you're flooring it around the map up until the point of the enemy blowing you
up, almost like a very dysfunctional marriage.
There is a lot of fun to be had by the game and the game
plays out very well with large scale battles, though there's always the issue
of respawn and dying straight off if you start with squad mates rather than the
HQ, but the HQ spawning tends to leave you miles away from the action. At times
though you'll hit highs of flanking squads of people and slaughtering them all
before they realise you're there and then to be spun around and throat slashed
by someone who steals your dog tags and runs off, likely to be gunned down by
someone coming to your aid.
As with anything that relies with online play, there will
be griefers, there will be those exploiting things, there will be those taking
the piss, trolling and making life shitty for others. But a balanced team set
up with equal skilled players, will make for a very thrilling game.
It all depends on if you can tolerate being so dependent
on others for a good game, while lacking the ability to reach through their TV,
grab them by the headset and garrotte them with the damn cables.
No comments:
Post a Comment