
They say war never changes; it seems nobody told DICE.
After six years of stubborn experimentation they’ve finally given audiences what they’ve long craved; A proper sequel to Battlefield 2.
Battlefield 3 doesn’t follow the exact same mold however. For a start there’s a singleplayer campaign, relegated to a second, separate disk (on the 360 version at least).
Boot this up and there’s a disheartening sense of deja vu. Battlefield 3’s singleplayer is a homage to Modern Warfare, and not just the best bits. Multiple protagonists? Check. Heavy, almost unbearable scripting? Check. Infinite supply of respawning enemies with dead eye accuracy? That too. There’s even the token sniper mission. It’s all very predictable.
It’s not just derivative of Modern Warfare either. The line, “Frankly gentlemen I’m not hearing the aggressiveness I’d like” is ripped straight from HBO’s stellar production Generation Kill, and goes that extra mile to pull you out of the experience.
The singleplayer is short, shallow and highly forgettable. Fortunately the same can’t be said for the game’s main attraction. In fact, it’d be forgivable and even expected for most Battlefield fans to bypass the singleplayer entirely, and jump straight into the multiplayer.
There’s something immensely satisfying about planting C4 on a helicopter, flying to a high enough altitude, ejecting, and watching the metallic husk fall into a hive of enemy activity with explosive force. Meanwhile you survey the damage you’ve done as your canvas parachute guides you to your next interaction.
Battlefield hasn’t lost it’s unique flavour.
That flavour has been sharpened by DICE’s new Frostbite 2 game engine however. Animations are powered by the same system as FIFA, giving an eery believability to how your teammate’s shoulder cocks in conjunction with the recoil from their rifle. Bullets strike with frightening consequence, shredding concrete and kicking up dust.
Explosions can also tear down structures, as DICE’s destruction technology, pioneered by both Bad Company games, kicks in with an increased level of sophistication. Points of destruction aren’t as telegraphed; there aren’t many symmetrical structures with obvious points of vulnerability, but when the destruction does kick in it’s similarly impressive.
The real star of the show is the audio. Bullets crack and whizz with genuine menace, subconsciously forcing the player to hit the deck under intense fire. A suppressive effect is also apparent on screen, but honestly the game doesn’t need it. You can tell whether your foe is using a sniper or a machinegun simply from the sound made as the bullet careers past your ear. It’s a phenomenal feeling.
The game has a varied stable of maps with very few disappointments. There may not be anything as instantly magnificent as Karkand, so far, but the rolling green fields of Caspian or the wet, claustrophobic streets of Grand Bazaar provide sufficient replacement.
Classes have also seen an intelligent refinement. Assault now carries the ability to heal or revive fallen comrades, as Support controls the rationing of ammunition. It all makes sense, and as with many things DICE have done with this game seems completely natural.
War never changes, but the battlefield just got a whole lot better.
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So far the multiplayer has completely ruined my chances of getting a first this year. Boot it up with my housemate and we’re in it for hours. Great stuff.