On the eve of the early access to Battlefield 2042 , which will open tomorrow, Electronic Arts invited journalists to a three -day closed presentation. During each day, the authors showed one of the three main elements of the game: first All Out Warfare (we already wrote about it), then the new Hazard Zone mode, and at the end – Battlefield Portal, which combines the content of three games of the series ( BF1942 , Bad Company 2 And BF3 ) in one playlist.
Alas, according to the results of the presentation, we cannot tell anything good: judging by 10-12 hours of gameplay, all the problematic points that were noticeable in beta versions will be worse on the release. Contrary to the hopes of fan fans, Dice made much more controversial decisions than it might seem at first glance, and Battlefield 2042 has every chance to take the laurels of the most contradictory game of the series Battlefield V.
Nevertheless, it would be unfair to prepare a full -fledged review of the three days of presentation, so the review will be released later, when we thoroughly study everything that the game can offer. In the meantime, we share brief, the most important impressions of what you saw.
All – Out Warfare
Oddly enough, the long -merged information was confirmed: the arsenal of the weapon Battlefield 2042 and really has only 22 copies, half of which everyone has already seen. They are felt in different ways, and accessible body kit (sights, trunks, handles) in the release version is much larger, but the adjustment of the weapons is still not so extensive as to smooth out the problem. In addition, Dice significantly changed the ballistics: now it is noticeably difficult to control the return and scatter, and the assault rifles have to be regularly switched to a single fire. Apparently, the developers listened to the reviews of the community, most of which the return seemed too gentle.
Also during beta testing, many players complained that the Orbital card (one of the eight planned for the release) was exorbitant even for 128 players. Unfortunately, the remaining seven cards follow the same trend: the locations are extremely spacious, but at the same time very monotonous and badly thought out in terms of levela design. Control points in the “capture” are still located too far from each other, which forces players to make march-brushes on uninhabited wastelands in search of gameplay. There are no clear directions of the attack on the maps, there are no interesting flanks (it is difficult to get around someone from the flank, fighting literally in the field), there are practically no height changes, if you do not take into account all sorts of hills, dunes and a couple of buildings. There is no foundation that would give random shootings a tangible structure. In addition, when the scale of the battles is so great, the individual skills and abilities of specialists are instantly lost against the background of a general chaos. They seem to be useful, but do not create the feeling that the player makes a significant contribution to the common cause.
But if the “capture” is still working somehow, then for the “breakthrough” the card is balanced completely unimportant. The attacking team enters the battle almost close to the front line, and there is simply no time to organize the defense before the assault – the first line surrenders in a few minutes, because the defenders immediately begin to thresh strike aircraft.
Hazard Zone
Hazard Zone mode in reality is played exactly as it was possible to imagine the trailers: this is a very pale, frankly shameful attempt to perform in a niche Escape from Tarkov. Eight detachments of four players are landing on the map and hunt for hard disks, and then try to escape with looted good – for this it is necessary to break through to the transport, which arrives only twice for the match. The dead detachments (like those who could not be saved) will lose all the prey, and the four winners will receive a unique currency as a prize, which can be spent on equipment in the next match.
More measured battles with a smaller number of players in theory should better reveal the tactical potential of specialists, but in practice, Hazard Zone is fatally annoyed at best in two hours, if not in twenty minutes. Firstly, for some reason, the battles go on huge maps from All-out Warfare, which are not adapted for the regime, because only 32 players participate in the match, and not standard 128. In this situation, even more dead zones automatically arise on maps, the gameplay pace sags even more, and locations are felt very empty. Secondly, there is no integrated economy in Hazard Zone and at least any permanent progression: trophy currency is needed only to buy equipment, and strictly for one match. Take home a good gun from the enemy’s body or you can’t configure your own.
As a result, it is difficult to say which audience the Hazard Zone marks in the audience. Newcomers who die in every sortie will probably quickly bore the need to grind the currency just in order to take a comfortable weapon into battle. Moreover, the reward for this grind will be a rather fresh experience that offers absolutely nothing worth in comparison with the usual modes of the game – about other popular royal battles and there is nothing to say. And the burned hardcores Hazard Zone does not offer https://golden-pharaoh-casino.co.uk/ a weighty reason to linger for a long time: without a clear progression there is absolutely nothing to strive for, there is nowhere to hone the skill. Perhaps the situation will somehow correct content updates, but it is difficult to believe in it because the idea is broken on a fundamental level.
Battlefield Portal
But Battlefield Portal definitely seems to be the most interesting element of Battlefield 2042. Everything works exactly as the developers promised: on a special site (hello, times Battlelog ) you can configure your own game mode in detail. And to configure unexpectedly flexibly – up to individual mechanics, numbers and other small nuances. The reserve of the health of soldiers, the visibility of the interface, the speed of running and the flight of bullets, access to one or another weapon, a multiple of damage, a revival timer, the ability to aim, switch to a sprint and lie down – there are really many options. And in addition to them, Portal uses a visual programming language that allows you to write its own rules of the game. This is not to say that it is easy to handle, but when the tools falls into the hands of the community, surfing for user servers is guaranteed to be a curious occupation.
The most pleasing that Portal makes it possible to push soldiers from different eras in battle, and just return to the familiar battlefields in a new engine. At the presentation, for example, the authors presented a simple Deathmatch, where the infantrymen from BF1942 fought with special forces from Bad Company 2 – the forces of the parties were, to put it mildly, but nevertheless, but nevertheless. No one prevents the classic rules of the favorite part if desired. Portal surprisingly reliably reproduces the mechanical nuances of previous games of a series like physics of movement and ballistics. It is a pity that the previous Battlefield even in a very cut -out form on a modern engine are played much nicer than Battlefield 2042.
If, after beta testing, suspicions crept out that Battlefield 2042 will be at least a contradictory game, then the presentation confirmed them confidently. A significant part of the fans of the series will be disappointed: despite the colossal budget and the joint work of five experienced studios, only one element of the project of three turned out to be worthy of attention – the one that quotes the developments of previous Battlefield issues.
However, there is a certain (microscopic) chance that over time the All-out Warfare and Hazard Zone will still open from the best side-but we will talk about this already in the review.
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