Battlefield evolves
and throws a
single-player
campaign into its
multiplayer sights
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BATTLEFIELD: BAD COMPANY VIDEO
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Gaming has the power to make people
go nuts! Seriously, take your pick of
the many franchises that still attack
our favourite pastime and more often than
not, there’ll be a rabid fan base attached to it
frothing at the mouth any time their obsession
is mentioned. Just to put it into context, let
your mind think about Halo, Project Gotham
Racing and even, believe or not, Pro Evolution
Soccer. This craze goes far beyond the realms
of Microsoft’s box too – some Italian plumber
has been sending people crazy for over 20
years now! However, this fixation doesn’t
always stick to the stereotypical big guns.
In fact, some of the strongest love is kept in
reserve for those who consistently deliver but
manage to do so without the razzle-dazzle of a
million pound marketing campaign. Battlefield
is such an anomaly.
Making its name on the PC with its uberhardcore
multiplayer match-ups, the demand
soon reached such a degree it was only a
matter of time before it stretched its wings
and appeared on multiple formats. This it did
in 2006 and, again, attracted a super-strong
following. And then DICE decided it was time
to do something a little bit different. After what
we can only assume was a mammoth meeting
between all of its most prominent executives,
Digital Illusions CE made the call to ignore its
spiritual home and focus all its attentions on
the console. Of course such a move would have
to contain a unique twist to the franchise to
try and convince those not besotted with the
licence to make the jump. The answer? Develop
a single-player mode!
In 2008, it’s extremely strange to say that a
game adding a solid, narrative-driven oneplayer
experience to its repertoire is a refreshing
change, but that’s exactly the case. Following
the exploits of the ‘Bad Company’ – Haggard,
Sergeant Redford, Preston and Sweetwater
– you do your ordinary army thing (obeying
orders and all that) until the constant slog
becomes too much and the boys decide
to hunt down some rogue gold they just
happen to stumble across. This, if you’ve been
monitoring the game, you already know – the
tongue in cheek and light-hearted nature of the
plot has already seen many individuals warm
to it. Like all things that whet one’s appetite,
though, there’s nothing quite
like putting a controller in
your hands and seeing
what it’s like to play.
Thanks to EA, we got to do
just that with a level not seen
outside of DICE HQ!
Proudly representing
the second
mission of the
campaign,
the squad is
still rather
loyal to its
bosses,
but a taste
of the yellow
stuff has started
to mess with
their heads. Rather
than turn it into
a moral dilemma
between right
and wrong with
all four soldiers’
ethics being sorely
tested, Battlefield
keeps every aspect as
humorous as possible.
Sweetwater and
Haggard constantly
run down their boss – who is only days away
from retirement – and his deadpan, dry
responses are pure comedy! Mix this with the
game itself and, well, you’re in for a real treat.
After being coerced into checking out a
potentially dangerous building because ‘you’re
the new guy’, that classic Battlefield mentality is
instantly recognisable. A huge environment sits
in front of you and there’s little-to-no structure
to it whatsoever. Sure, there are certain
objectives and goals that have to be met, but in
terms of a linear path, there just isn’t one. You
head towards the red triangle on your map,
and it’s entirely up to you how to approach a
situation. Take our first enemy encounter for
example. You’re enjoying a long walk, in which
we were convinced some punk was going
to snipe us from afar – old habits die hard
– when a group of thugs started screaming in
our direction, followed by an array of bullets.
Noticing a slight verge to the right, we ran up
it, nipped around the back of the two buildings
and blasted these morons from behind. The
real genius, though, was what the rest of our
squad did. We’ve all experienced some horrific
team AI in the past. Countless promises that
you’ll feel part of a unit, more often than
not, are outright lies. Bad Company is a little
different. Much like the multiplayer – and that’s
a phrase we suggest you get used to – your
buddies watch what you’re up to and respond
accordingly. In the same way you do during
a Live match, you’ll find yourself preempting
what your chums may get up to and doing
what’s appropriate to stay atop of your foes.
The fact that the version we tested was still
relatively early suggests that this could be even
more advanced when retail copies blast their
way onto shop shelves around the country.
After the besting of our two debut
combatants, we continued to make our way
to objective one: blast the hell out of some
enemy weaponry in a building to the north.
A quick stroll through a picturesque field was
cut short when we laid our eyes on a sight of
true beauty: a boat! Vehicles have always been
a staple within DICE’s shooter, so it came as
little surprise when we boarded that mother.
A quick trip over to the other side of the
lake allowed our target to be in sight. What
followed was Bad Company’s true original,
universal selling point. Following a blood war
of epic proportions (that saw our adversaries
fall to their knees because we’d killed them!),
we grabbed some explosives and placed them
on the suitable machinery that needed to be
destroyed. We backed out the building, safety
first, whacked the trigger and waited for the
inevitable explosion and satisfactory bang. This
we did receive, but good gosh did we get a lot
more too.
Back in 2001, a game called Red Faction
was released with technology built-in known
as Geo-Mod. In short, it meant a lot of the
environments would respond accordingly to
damage. Impressive it was, but Bad Company,
to be blunt, takes the idea to a whole new
level entirely. As the blast ripped through
the building, numerous bricks flew outward,
knocking into the surrounding environment
and destroying them as well – like a run of
dominoes, the wall hit a chain-link fence
and the fence hit some trees; everything
was ruined. Never before have we been so
impressed or taken aback by the concept
branded as destructible environments. Not
only is it hella fun to blast the crap out of walls
with a rocket launcher, the ability to use it to
your advantage is key. Let’s say you’re trapped
in a building with plentiful foes waiting for
you outside. It’s perfectly conceivable that you
could make a huge hole for yourself in the wall,
whip out your sniper rifle and start picking off
your prey from your man-made gap.
With our first objective down, we were a little
startled to see just how far away numero two
was. Like the multiplayer offering, the levels are
akin to an online map. Being masters of that
field, DICE has laid it out damn well. As we
were worrying about the long haul to our next
point, we spied a truck, begging us to hop
in… which is exactly what we did! With music
blaring out, and a warm feeling of contentment
settling in our stomachs, the sheer variety of a
single mission was about to expose itself to us.
We came across a small stronghold filled with
yet more budding assassins, did away with
them, blew up some more enemy weaponry
and then got the orders to advance to a
nearby town. Getting to the area took a fair
whack but the trip was a damn enjoyable one
thanks to the sublime design, equipped with
transportation and a few blockades. And then
everything changed…
Up to this point, Bad Company had given
out the impression that the particular level we
were riding through was a simple seek-anddestroy
assignment. While that’s true in some
respects, as soon as we stepped foot into the
small settlement, Battlefield’s attitude changed
completely. Dozens of unrelenting, projectile
fiends unleashed a wave of pure aggression
towards us and keeping to cover and being
tactical in any advancement became key.
The shift in gameplay shocked us to such a
degree that several letters would’ve been sent
back to our mother. Someone would need to
explain the concept of checkpoints to her, but
hopefully you get our joke all the same! This
shift of pace was all-but perfect, as not only
does it keep you on your toes, it creates an
atmosphere that’s akin to taking all the modes
DICE has proven it can do (CTF, deathmatch
and so on) and merging them into a solitary
stage. This is clearly an area that has been
concentrated on. Once through the town,
more commands – which were met with so
much sarcasm and quips it’s hard not to laugh
– saw America’s finest send in its tanks that
needed protection to another nearby village. A
jaunt through a valley that threw soldiers, rival
tanks and a few special so-and-sos equipped
with RPGs was thrilling; it’s near vital you
benefit as much as possible from obliterating
raised platforms where the mentioned
antagonists stand. Not only will it stop them
shooting at you, it’s just damn fun seeing them
fall down – immaturity is cool!
Once the tanks had safely reached their
destination, yet more instructions were barked
our team’s way, this time to eradicate a
communications post in a nearby building. Oh,
how ever will we do that? Well, you could find
the building, climb the stars and conventionally
pelt it with cartridges, or, thanks to that old
destructible element, make an opening in the
house with some kind of rocket and then lob
a grenade in after it. We love choices! A quick
counter-attack followed by another trek to a
local port – and a shoot-out with some marines
that is above and beyond – brought our
experience to a close. We were damn happy!
Anyone familiar with Battlefield, who may
have even been adverse to DICE’s motivation
to add a single-player, will be amazed at what
it’s come up with. The shooting mechanic is
as solid as ever, and mastering the different
weapons differs depending on your base skills.
The machine gun is fairly easy to get to grips
with, but the electric screwdriver – yes, you
read that correctly – takes some stealth and
melee tactics. More importantly, it’s morbidly
fascinating to kill a man with such a tool.
This, plus the usual variety Battlefield has
always offered up, means everything is heading
in an excellent direction. Any worries we may
have had about the story can be laid to rest,
the characters are well thought out and unique
and their constant banter keeps things fun, and
as we get ready to close up this preview, we’re
going to play through our slice of goodness
again. Not only to see just how differently we
can approach it, but because the run-’n‘-gun
mechanic is that good.
Considering it would take a courageous, or
stupid, person to bet against the multiplayer
side of things, Bad Company could easily be
one of the FPSs of 2008, and one that takes
up home within your white box for a long time
to come.
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson