It's quite an impressive show of force, backed up by an arsenal of 19 different weapons, ranging from pistols, sniper rifles and machine guns, to bazookas, mines, flame-throwers and hardmounted weapons. While you may be thinking this all sounds a bit over ambitious, let me just remind you that while Battlefield will offer a single-player game with bots, it will be online that developer Digital Illusions plans to take over from the likes of Medal Of Honor.
Similar in scope to its predecessor Codename Eagle which was a rubbish single-player game anyway , Battlefield has a lot more in common with games such as Tribes 2 and the up-and-coming PlanetSide, except of course that rather than mincing about in Power Rangers costumes shooting popguns and flying around on butcher's blocks, you could be escorting a bomber manned by your mates, while your comrades bombard the enemy defences from a battleship as 30 chums storm the beach.
As with Tribes 2, up to 64 players can fight across a single map, some of which will be a wide as 4km, which on foot could take a good half-hour to run across. Just to add a Team Fortress flavour to the mix Battlefield players will be able to pick a player class for their character, including Assault, Medic, Scout, Antitank or Engineer, and game modes will feature Team Deathmatch, Capture The Flag, Co-operative and Conquest modes - in which each team must capture and hold key areas, and the more they hold, the more it will eat into the 'lives' or respawns the other team has remaining.
It's with some thanks that despite its FPS mechanics. Battlefield: has ambitions away from the realism of today's more contemporary tactical shooters, the emphasis is squarely on team-based arcade action. And as the WWII war machine grinds relentlessly on without apparent end, Battlefield: seems destined to provide a good few of gaming's finest hours.
Although it has a solid multiplayer teambased focus, this single-player demo should still give you an inkling of what's to come when it hits the shelves next month.
This demo is set in Tobruk, the scene of one of Rommel's greatest successes in the North African campaign before Montgomery thwarted his efforts at El Alamein. A barren desert landscape means you'll have to make use of potholes, trenches and scattered bunkers to survive.
Your objective is to secure all the outposts, which to begin with are almost all occupied by the allies. However, playing as the allies isn't any easier. The German outpost is a large factory with several machine gun batteries and tanks at the ready. The allies have a few resources spread between a small base and five outposts.
The first thing to do is rush to the front and either commandeer a vehicle or get behind a bunker machine gun post. The enemy will probably flank you instead of going straight for your outpost, so make sure you know what's coming for you and which defenses you have on your radar.
As long as you keep your side's flag flying you should be OK, but you'll also need to check the map regularly to ensure all the outposts are still safe. If not, hop into the nearest vehicle, call over a gunner and go like hell. As well as tanks, you can control heavy artillery units and howitzers. In the final game, air and sea units will also be at your disposal.
It's one o'clock in the morning, I've been in Sweden for all of four hours and I'm sitting in an underground Internet cafe, taking sniper shots at American marketing people from the back of a giant Zeppelin.
It's fair to say I've had saner nights. The oddest thing about the whole experience is that the game in which myself, several representatives from Electronic Arts US, and the Battlefield development team along with the company president's brother who owns the cafe and graciously agreed to let us in after closing time due to my late arrival in the country are enjoying ourselves with Codename Eagle.
We gave it 44 per cent when we reviewed it. Other magazines weren't so kind. There is a legitimate reason behind this odd scenario, though. As Lars Gustavsson, lead designer on Battlefield , explains the next morning over a strong coffee.
Something more like Half-Life , an adventure with quests to solve and so on. Not that the original dream died, of course. If you delve into the multiplayer side of Eagle you get a taste of something greater.
Sadly, not enough people did delve into that side of things. If the emphasis had been on the multiplayer game, if people had played it like we did yesterday across the network, you'd have been seeing it in its true environment.
Understandably, I shuddered at first when they mentioned the plan for that night, but after sitting down with it for a few minutes I found myself engrossed in the sheer mayhem that ensued. The best way to sum it up is basically Counter-Strike with vehicles. TWo teams, Capture The Flag gameplay and a s setting. You can run around on foot, jump into trucks, jeeps, motorbikes with sidecars, tanks, helicopters, fighter planes, bombers, AA guns, boats and Zeppelins.
It's tremendous fun. While smaller bits and pieces of gameplay have been thought over and redone. It's good to see the basic original idea is still there and is still working. Each of the four campaign theatres - the Pacific, North Africa, East and Western Europe - allow you to recreate key moments from the war, from any side. Behind the scenes in each level there is a general 'ticket' system at work.
While the Germans control several points, the American side will be losing tickets until they manage to take over certain points. On Omaha Beach, for instance, the tickets would symbolise all the soldiers being shot to bits by the German guns while you storm the beach.
Although, with less emphasis on a structured squad system. The 'Conquest' missions don't put you in charge of large numbers of units or any of that business. You're one man and can do pretty much what you please. As, of course, are all the AI units on your side. This random factor sounds a little impractical at first, but fortunately Gustavsson insists that while the impression of unpredictability is there on the surface, there are a lot of controls going on in the background.
You get your mission briefing at the start of each level and can choose to stick with the AI soldiers, heading for the same control points as they do. These will always be interesting areas that have to be taken out. Or you can choose to go your own way, even though you don't know what you'll stumble upon. It could be a minefield or another machine gun in the bushes. While the game structure seems to encourage lone wolf behaviour, the combination of the ticket system and the adaptive AI means that strength in numbers is often the best bet.
It also means that no two games are likely to ever be the same. It's just pure luck that in that particular game it happened and you got a dramatic view of it. While playing Battlefield, it rapidly becomes obvious that this is primarily being designed multiplayer title it isn't long after being given the controls that an eight-player network game suddenly springs to life and I'm confronted by human AI for the rest of the afternoon , and we'll delve more deeply into that side of things in a month or two in Online.
That said, there should still be plenty of life in the single-player game, especially since DICE no longer has to deal with a publisher that insists on trivial things like storylines. Hopefully the freeform nature of Battlefield will set it apart from the ranks of other WW2 titles heading our way in the coming months. The vogue for transforming some of the 20th century's darkest and bloodiest moments into popular entertainment continues unabated. The film industry has exploited World War II for all it's worth, so nobody could begrudge the likes of Swedish developer Digital Illusions following up its relatively unsuccessful in the UK at least Codename: Eagle with another slice of digitised massacre.
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