Those who remember the heroes of Battlefield: Bad Company of the sample of 2008, today will be very painful to look at them. Two years ago, they were daredevils and adventurers who got into the service in the armed forces due to some monstrous mistake. Today, they are not recognizable: they look like naughty sixth-graders, to whom a strict teacher suddenly came, dragged them by the ears, put deuces on behaviour (“talked in class, rude to the teacher, invaded the territory of a neutral state”) and called the parents into the school.
From our first meeting, the special forces really somehow subsided. And it’s a pity: today we would prefer to see them as they were in the first part of the game. This is because by 2010 there were so many shooters about the military without fear and reproach that they start to get confused. The teeth of Modern Warfare are biting on all sides, Spec Ops and the new Medal of Honor are announced, another part of SOCOM has just appeared on the PSP, and Rainbow Six: Vegas 2came out not too long ago. In all of these games, Kevlar-clad men selflessly struggle with world terror, continually look heroically away into the distance and show with their whole appearance that they are engaged in important business and in general they are not joking. On the one hand, their mood is explicable (after all, war, at stake is the lives of millions and so on), but on the other hand, when all the games about modern war and special forces look like a hybrid of the ancient Greek tragedy and the movie “Save Private Ryan”, sooner or later it starts to tire and becomes somehow uncomfortable.
Quite another thing – the four characters from the first Bad Company. For example, one of them took a state-owned helicopter “to ride” and damaged the general’s limousine, the other – out of pure curiosity infected a top-secret military network with a virus. For this, they could have been sent straight to the bunks, but instead, they were offered to serve in the very “bad company” of the 222nd battalion, which for many years has been the largest supplier of cannon fodder for the US Army.
But even when they got into the penal battalion, these slackers very quickly forgot about the subordination and sense of duty: the player did not even have time to look around, as a sabotage operation in the enemy’s rear turned into a dubious enterprise with the hunt for someone else’s gold, illegal crossing of the state border, an audience with the Balkan dictator, rides on a gilded helicopter and God knows what else. The subject campaign was supposed to be an appendage to the multiplayer, but in fact, it offered something that was not in Call of Duty and the like. It was a military comedy, in which besides “Saving Private Ryan” (blood, explosions, fragments, heart-rending cries of the seriously wounded) there was something from the movie Stripes (“Volunteers Unwillingly”) with Bill Murray.
Who served in the army, he does not laugh in a circus
What the heroes did between the first and second parts was a mystery, but during that time they managed to change. Perhaps they overestimated their values, settled down, and realized that war is not a place for jokes and extravagance. They may have gotten a scolding from their bosses and are now intensely thinking about their behaviour. Perhaps the dispatchers from headquarters complained about the non-working situation on the air. Be that as it may, now the characters are joking about ten times less often, and do not go on adventures at all: all the time it takes an operation to search for top-secret weapons, with which the cunning Russians (well, who else!) Plan to seize America. The only people who do not let a player die from hopeless longing and despair of wartime are the helicopter pilot (hairy pacifist,
It would seem a trifle, a barely noticeable change of priorities – but the game changes as a result, and very much. Today, the single-player part of Bad Company is more similar than ever to Modern Warfare, and the developers seem to deliberately reinforce this similarity. If earlier they tried to create some kind of an illusion of an open world, to make the player feel that he had fallen into another online Battlefield match (spacious maps, vehicle trips, the ability to attack another target from an arbitrary side), now more and more we find ourselves in a narrow corridor and systematically move from one shootout to another. Staging scenes (truck chase, defence of a stunted barn from superior enemy forces) has become much more
Battlefield: Modern Talking 2
Whether the game has become better is a big question. On the one hand, yes, now it is a more collected, dynamic and entertaining game, some scenes from which tightly cut into the memory of even those who sit behind it in a semi-conscious state. When you need to silently shoot the guards during a tropical thunderstorm, synchronizing shots with thunder, this is impressive. When you need to go down the mountain through a snowstorm and wild cold, warming yourself in random huts (otherwise the character will freeze to death), it’s great. On the other hand, after passing the game, you realize that Bad Company is still not Modern Warfare. Not enough courage, courage, fiction. Where Infinity Ward blows a million fireworks, DICE fuses just enough for a dozen. Where in Modern Warfare 2 terrorists cynically cut civilians at the airport, the main villain of Bad Company 2 (similar to a mentally retarded sergeant in retirement) with a contented look fires a captive American soldier – a terrible atrocity, even though the body in the frame is not shown.
Some scenes from the Activision TV series in DICE were reproduced almost verbatim: there will be a top-secret technology that destroys all the electronics throughout the city, and the scene on the plane, and even the level that takes place in Japan during World War II, so that the creators of World at War should be bent. But the Call of Duty from Bad Company still fails – too small, too realistic (this, believe me, it’s important: when a player kills an occasional splinter ten times in a row in a staging corridor shooting, it’s not even ugly). ridiculous.
But what has been said above does not mean that you have to go past Bad Company 2, wrinkling your nose in disgust – despite the strange decisions made by the developers, the mechanics of the original still allow you to receive a lot of pleasure from the game. In a sense, the similarities with the project Infinity Ward, even by the way – DICE give an exhaustive answer to the question of what Call of Duty would look like if it could have destroyed any building. The Frostbite engine, as before, allows you to make a hole in anything. This, of course, not Red Faction: Guerrilla, but the task, in this case, is different: to cause the player the feeling that no coverage can be completely safe. Even if the grenades do not reach the bullets and do not help, the enemy will always have a grenade launcher, with the help of which the blind wall, beyond which just a second ago it was so comfortable, turns into a gaping hole with a diameter of one and a half meters. And if it seems little to you and you decide to continue to sit in a dilapidated house – at the most dramatic moment of the hero the collapsed ceiling will crush to death. Why, even the rule that the projectile does not fall twice into the same funnel does not work in Bad Company 2: since the first part, the system of destruction has been brought to mind, therefore the bullets are pinching off pieces of the walls, so the only place where can be guaranteed to hide from the fire, – This is one of the few monolithic objects in the location. Or in the grave.
However, everyone who has heard about Battlefield before that understands that the most interesting thing in this series traditionally occurs in multiplayer modes. Immediately make a reservation – at the time of delivery of this number, there were still a few weeks left before the launch of the official servers, therefore, our impressions of the closed PC-beta are lower.
With the multiplayer mode, the situation in Bad Company 2 is extremely ambiguous. Let’s start with the good. DICE did a titanic work and rewrote the familiar principles of pumping from scratch. Little remained of a single rank system for all classes and a set of experience. Each class (there are four of them: a medic, attack aircraft, an engineer and a sniper) must be pumped separately. Weapons for fighters of different specializations are also different. Constantly playing, say, an engineer, you will not be able, as before, to open a new sniper rifle or machine gun. The weapon itself has become more: before each round, you have to choose what to take with you on the battlefield. The number of gadgets has increased. The same sniper is able to blow up equipment, install a motion sensor or direct artillery at the enemy. In addition, for the first time in the history of the series, we were given the opportunity to modify the technique. So the incentives for constant pumping is now much more.
But all this is purely technical issues, but what happens directly on the battlefield? Battles have become more violent, intense. Introducing a new game mode Rush, in which one team defends the control points, and the second must destroy them one by one, the developers have achieved a very important thing. The battle is no longer spread all over the map, as before, but concentrated in one point. Something constantly explodes around you, crumbles into dust, the wounded moan, the commanders yell, new orders are received on the radio. When bullets whistle above the ear, and the shells burst close by, I want to fall into the snow and dig into it to the very top, otherwise death. Understanding this chaos is not so easy, but you will very quickly realize that you have become a participant in a non-recreational tactical operation,
The system of total destructibility drove the campers from secluded corners into the thick of the fight. There are almost no places on the maps where you can hide, surrounded by anti-personnel mines. Constantly you have to change position, move, join shock groups and attack head-on, distracting the enemy’s attention while another group bypasses the enemy from the rear.
The impression of all this tactical magnificence fades somewhat due to a number of unpleasant trifles. Take, for example, a weapon. In order to kill the enemy, it is often necessary to put bullet after bullet at him. Imagine: you are releasing a whole horn from the Abakan to the enemy from the middle distance, but he does not die and he even manages to knock you out of the grenade launcher. Compared to Modern Warfare 2, they die here very long and painfully, and even with strange animations – it is often impossible to understand whether the enemy has already died and writhes in agony, or is recharging (in the campaign this feature of the game also causes a lot of inconveniences). Realism is, to put it mildly, does not add.
A similar situation with the movements. For some reason, DICE removed the opportunity to lie down (recall that in BF2 snipers spent 90% of the time lying down), and in order to kneel down, you have to constantly hold one of the buttons on the PC. While running, you can not strafe (you have to steer the mouse), and when looking through the scope of the edge of the screen hides the lilac haze that limits the viewing angle.
Finally, performance. Apparently, due to the destruction system, the PC version of Bad Company 2 at the minimum settings produces almost two times fewer frames than the MW2 – at the maximum. In a single with this you can still put up, but in multiplayer like this is unacceptable. In fairness, it should be noted that most of these shortcomings can be corrected with patches, moreover – for online shooters, it is common practice. For the same reason, it is now simply impossible to give an unambiguous assessment of the multiplayer mode: it is clear that the game has a lot of potentials, but what ultimately results from it depends on the ability of developers to respond quickly to community requests.