Once all control points are captured and the enemy eliminated, or the other side runs out of spawns, the game is won. Two sides battle for control of a map, fighting over specific points that a) control where players can respawn after meeting their demise and b) affect the number of spawns that side has available. We might have moved on from the Axis vs Allies of Battlefield 1942 to (hopefully) fictional modern-day conflicts between US Marines and the Chinese People’s Army or a ‘Middle East Coalition’, but the basic objectives are the same. How do you make the action feel even more epic, but still make the player feel they count? Amazingly, Battlefield 2 does exactly that.Īt heart the premise remains pretty simple. Some changes to the gameplay were needed, but when you’re cooking on a grand scale, you run greater risks when changing the ingredients. A change of setting and a new graphics engine might be enough for some developers, but not one of DICE’s ambition (Battlefield Vietnam only did the former, and was never a proper sequel). Which must have made the sequel a tricky proposition. With large maps that could cope with up to 64 players, a multitude of vehicles and a complex set of inter-dependent character classes, the game took the small-scale, bloodthirsty dramas of those earlier games and turned them into something operatic. Then, while the likes of Team Fortress, Counter Strike and Unreal Tournament showed the genre taking baby steps towards a more sophisticated, team-based gameplay, Battlefield 1942 took a deep breath and leapt forward. The first online 3D shooters gave us bursts of exhilarating action, but little real depth or tactical complexity.
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