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Showing posts with label bad company. Show all posts
Showing posts with label bad company. Show all posts

Friday, July 04, 2008

Game Play: Bad Company Multiplayer

Breaking radio silence. As aside, I haven't done that kind of concentrated coding in some time. It felt kinda good in that tiring don't want to do it again for some time kinda way.

I've managed to spend a little more time with the full version of Bad Company's online mode. I stated earlier that the single player stacks up well, not exactly a AAA shooter but certainly worth some attention. The online mode, however, feels like the kind of evolution I would have wanted from the Battlefield series when I first tried it and put it down so many years ago. This iteration feels less spawn point obsessed, less vehicle obsessed and far more balanced.

Bad Company's multiplayer is a slight twist on domination point style play where attackers are trying to destroy a pair of crates (full of tasty gold bars) in succession until they clear the map. The defenders are trying to stop them. It's simple enough for people to learn the basics in a few rounds and the sandbox mechanics from the single player allow for plenty of variation.

This is a solid recipe for online games these days. While I appreciate more complicated dynamics - they require more time for players to master and increase the amount of frustrated noobs crashing tanks into walls. While everyone would like to see tighter squad mechanics - it's often hard enough to get two people to work together than four.

Instead, Bad Company keeps players working in tandem by allowing spawns to occur wherever your squad happens to be. Provided that the whole squad doesn't get wiped out right away, this means that you press the line consistently without a lot of guesswork. In addition to this, as you spot enemy soldiers and vehicles - they'll show up on your mates' HUDs as well.

Add in the tight weapon mechanics, unlockable ranks and weapons, and some great vehicle physics and you have a game which is fun even when you're team is falling behind. Unlike previous incarnations of the subgenre, there's little risk of a handful of players camping vehicle spawns and dominating the game (or simply crashing repeatedly).

It's not all wonderful, though. The invite method (at least for the PlayStation 3) leaves much to be desired. There doesn't seem to be a very friendly way to leave the game in between rounds. The PlayStation 3's support for VOIP seems to result in a series of ghostly burbles coming through your speakers.

And while the current squad mechanics work fairly well, there's still a feeling that it could be more. Whether it lacks a commander role that could paint onto the squad's HUD or bark commands, I'm not sure - but I'm willing to wait for the next version to see how it evolves.

Easily recommend.

Thursday, May 29, 2008

Battlefield: Bad Company Demo Codes

Update:

These are gone now. Mostly to the first to the door and I still have the emails from those that didn't get to snag one. If EA can shake loose a few more, I'll give those precedence.

If you didn't tell me which system it was for - send me a follow up email even if you didn't get a code. It will help if a new batch comes up. New batch will be alerted in a new post.

Thanks for everyone who wrote in!



I (and probably a decent number of other bloggers) have been given a handful of codes for the upcoming Battlefield: Bad Company demo arriving June 5th for both Xbox Live and PlayStation Network. To get your hands on one (and you don't already have my IM/Skype/email/phone number/postal address/blackmail) - just send an email to the email over in the Hate Mail section of the right nav. I won't promise first come, first serve - but if you say nice things about me in the email it might help your cause.

Update: - It will also help your cause to send me your XBLA/PSN ID. Not required, if you're really shy (and I'm not even on XBLA anyway) ... but I figure it's a good way to track the handouts.

Here's a teaser:



Thanks to Andrew over at EA for dropping these by.