WARNING: If you tend to favor the beautiful pictures and beautiful music to the game fun, change Site! Viiite. Here prerogative (peut-être. ..) Quarantine assumed and experience combined, only account on the fun. Even though the packaging does not follow ... Of course, when the marriage of fun, beautiful pictures and beautiful music is there, so much better and we will not fail to note. Moreover, the test Gen68 are constantly "evolving". The test of the game does seem that when I think have something to say. But nothing stops progress in its ruling, to see things previously unnoticed, later to find gross errors hitherto well hidden and I do not know what else ... All items will therefore edited several times. It's also what should be the prerogative of the quarantine!
Battlefield mean battlefield. Rarely has a license brought both his name. Last scion of a family synonymous brawl, Bad Company is the second console version of a license already rich PC (with the illustrious Battlefield 1942, Vietnam, 2 and 2142). The first release on Xbox and PS2 I think, aka Battlefield Modern Combat, was somehow a light version, while extremely fun, the PC versions. This time, for the first time, we can consider that DICE, creators of the license, has focused on home consoles at the expense of computers. On the one hand BC is currently on xbox360 and ps3. But mostly it is implementing some new exclusive.
The game principle is always the same. We choose what we call a "class" soldier. Then the arms are among those to be released as and his exploits. After the fire, either you are part of the attackers who must win the enemy bases, or advocates who must bear all costs (for now only one game mode available, but others are coming dixit DICE). Along the 8 multiplayer game cards, lie two chests to be destroyed in a database. Once these two chests destroyed, the base is gained by the attackers and two chests will appear in a more distant now that the defenders must defend etc.. etc.. Depending on the size of the map, you must come in after 3 or 4 total bases for a game-time average 20 minutes per game around.
There are two ways to get involved either to the last place for the defending champions, won for the attackers. Or within a group of one or several men in full combat. Classes available are:
Battlefield mean battlefield. Rarely has a license brought both his name. Last scion of a family synonymous brawl, Bad Company is the second console version of a license already rich PC (with the illustrious Battlefield 1942, Vietnam, 2 and 2142). The first release on Xbox and PS2 I think, aka Battlefield Modern Combat, was somehow a light version, while extremely fun, the PC versions. This time, for the first time, we can consider that DICE, creators of the license, has focused on home consoles at the expense of computers. On the one hand BC is currently on xbox360 and ps3. But mostly it is implementing some new exclusive.
The game principle is always the same. We choose what we call a "class" soldier. Then the arms are among those to be released as and his exploits. After the fire, either you are part of the attackers who must win the enemy bases, or advocates who must bear all costs (for now only one game mode available, but others are coming dixit DICE). Along the 8 multiplayer game cards, lie two chests to be destroyed in a database. Once these two chests destroyed, the base is gained by the attackers and two chests will appear in a more distant now that the defenders must defend etc.. etc.. Depending on the size of the map, you must come in after 3 or 4 total bases for a game-time average 20 minutes per game around.
There are two ways to get involved either to the last place for the defending champions, won for the attackers. Or within a group of one or several men in full combat. Classes available are:
- Assault : Class well-balanced attack force and firepower.
- Recognition: sneaky class, which comes from afar and we are much fond of. What the sniper!
- Support: class high firepower, very destructive and able to "fix" men and vehicles.
- Artificer: specializing particularly in the rocket launcher.
- Specialist: including a dart thrower emitting signals to direct the shells of the rocket launcher to a particular target, even without visibility.
Who says multiplayer said communication. One of the great strengths the PC versions is the existence of a highly efficient communication interface based on mouse clicks and keystrokes. All this disappeared in the drafts consoles in favor of automatic communication (a wounded seeking help, support with care kit is only reported to others, a damaged vehicle "calls" for help etc.. Etc.. ) and, of course, voice by microphone inserted. But I do not know what you think, but I've never found the system very efficient voice transmission on our home consoles. Bah, it plays very well without ...
Let therefore in innovations. The first new size, a decent single player and incidentally funny. The solo has never been the strong point of the series as it focuses almost exclusively on the multiplayer. I do not linger on the scenario (BOF) or solo mode on this for several reasons. Well done, I have not yet learned that a fun game after all mixed. The reactions of bots, both enemies that crazy room mates are very artificial, unlike those of humans against which we are accustomed to struggle. Therefore (and a bit as usual in games of this kind) can be seen in the single player a sort of great tutorial very entertaining, with a little taste of it back through the bonus to discover the multiple levels of play (including chests of gold). We learn to use different weapons that are gradually introduced as well as handling all kinds of vehicles: cars, tanks, boats, helicopters ... Voila. Nice. yeah, nice ... but so much less than the rest.
I see you coming ... the rest is the multiplayer mode of course? Well no! The rest is a real revolution, still in draft form yet. This is the destructibility, trick-des-ti-bi-li-ty! For the first time in this game, the destruction of virtually all elements of the battlefield (buildings, trees, containers, gas cylinders ...) is managed with the engine developed by DICE Frosbite. Better, the terrain is deformable! And impressive: I remember at one of my games on the demo (I assure you, I test the full version here) have seen a few guys from my team throw to turn grenades on the ground, no a priori reason ... What was my surprise to see a few seconds later the ground will deform and eventually form a sort of hiding in the hollow the better to await the enemy ... That's awesome! What is less clear is the indestructibility of the elements on the ground. While it is extremely cool in terms of gameplay to see that is more immune to nowhere. A building? And presto, a few well placed shots artillery leaving only the concrete reinforcement. Suffice to say that it is also found that protected the infant Jesus on his birthday! A tree? Hop and a shot of grape and it is cut. A container? It is likely that it is filled with gas, it behaves itself if attacked with a gun ... It is better protection eh? I leave you Moreover, imagine the kind of indirect strategy you can implement with this type of interaction. So, what's wrong exactly? Well, eventually, we note that damage occurs routinely in the same places. It is therefore not a real destruction that would reflect the point of impact and tutti quanti. But much more of a global destruction, the effect is the same as long as you tap a little bit in a given area. It is far from the speculation on the subject that emerged in some quarters "well informed". I remember some posts on a forum early in the development of gambling on the possibility expected to do, for example, a hole in a wall to get involved as a sniper and shoot everything that moves, not found. It is an illusion in BC. But ultimately, this is not necessarily a bad thing as the game would have been impossible to play. How to find because the sniper in question? Hello hysterics ... Moreover, it will be impossible to completely destroy a particular building. Even in the attacking artillery repeatedly. Again, the engine shows its limitations (voluntary?) And the frames of the building will always remain strong. While in think? The idea and innovation are simply brilliant. A big thank you to DICE for it. But we feel that this is really just a first version of something that will certainly be much more successful within a short time. That said, let us cut to the chase. It adds fun, it's fun, and we love the fun!
Outside the adoption by the designers of a very special video filter which makes the image "sandy" even if the use effect is very successful, with 8 maps, multiple game modes coming flawless technique and sound insane (I recommend playing with headphones to detect enemies arrive), Battlefield Bad Company is a product not to be missed, although I must confess myself personally tired faster than I thought ... forty years?
Pros:
Let therefore in innovations. The first new size, a decent single player and incidentally funny. The solo has never been the strong point of the series as it focuses almost exclusively on the multiplayer. I do not linger on the scenario (BOF) or solo mode on this for several reasons. Well done, I have not yet learned that a fun game after all mixed. The reactions of bots, both enemies that crazy room mates are very artificial, unlike those of humans against which we are accustomed to struggle. Therefore (and a bit as usual in games of this kind) can be seen in the single player a sort of great tutorial very entertaining, with a little taste of it back through the bonus to discover the multiple levels of play (including chests of gold). We learn to use different weapons that are gradually introduced as well as handling all kinds of vehicles: cars, tanks, boats, helicopters ... Voila. Nice. yeah, nice ... but so much less than the rest.
I see you coming ... the rest is the multiplayer mode of course? Well no! The rest is a real revolution, still in draft form yet. This is the destructibility, trick-des-ti-bi-li-ty! For the first time in this game, the destruction of virtually all elements of the battlefield (buildings, trees, containers, gas cylinders ...) is managed with the engine developed by DICE Frosbite. Better, the terrain is deformable! And impressive: I remember at one of my games on the demo (I assure you, I test the full version here) have seen a few guys from my team throw to turn grenades on the ground, no a priori reason ... What was my surprise to see a few seconds later the ground will deform and eventually form a sort of hiding in the hollow the better to await the enemy ... That's awesome! What is less clear is the indestructibility of the elements on the ground. While it is extremely cool in terms of gameplay to see that is more immune to nowhere. A building? And presto, a few well placed shots artillery leaving only the concrete reinforcement. Suffice to say that it is also found that protected the infant Jesus on his birthday! A tree? Hop and a shot of grape and it is cut. A container? It is likely that it is filled with gas, it behaves itself if attacked with a gun ... It is better protection eh? I leave you Moreover, imagine the kind of indirect strategy you can implement with this type of interaction. So, what's wrong exactly? Well, eventually, we note that damage occurs routinely in the same places. It is therefore not a real destruction that would reflect the point of impact and tutti quanti. But much more of a global destruction, the effect is the same as long as you tap a little bit in a given area. It is far from the speculation on the subject that emerged in some quarters "well informed". I remember some posts on a forum early in the development of gambling on the possibility expected to do, for example, a hole in a wall to get involved as a sniper and shoot everything that moves, not found. It is an illusion in BC. But ultimately, this is not necessarily a bad thing as the game would have been impossible to play. How to find because the sniper in question? Hello hysterics ... Moreover, it will be impossible to completely destroy a particular building. Even in the attacking artillery repeatedly. Again, the engine shows its limitations (voluntary?) And the frames of the building will always remain strong. While in think? The idea and innovation are simply brilliant. A big thank you to DICE for it. But we feel that this is really just a first version of something that will certainly be much more successful within a short time. That said, let us cut to the chase. It adds fun, it's fun, and we love the fun!
Outside the adoption by the designers of a very special video filter which makes the image "sandy" even if the use effect is very successful, with 8 maps, multiple game modes coming flawless technique and sound insane (I recommend playing with headphones to detect enemies arrive), Battlefield Bad Company is a product not to be missed, although I must confess myself personally tired faster than I thought ... forty years?
Pros:
- It's really fun. It
- "Zouli, zouliii very, very booo.
- Here is a lot of noise.
- Finally a decent solo in a battlefield.
- No lag.
- cool weapons.
Cons:
- No parachute is good parachutes.
- must get used to the picture a bit grainy.
- is still somewhat the same thing.
- A little less depth than the PC versions.
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