At launch, Battlefield V moved at a faster pace than previous games in the series. Not only could you run around quicker than before, but you could kill enemies faster, needing only a handful of bullets. This week, the game rolled out some changes to that gameplay rhythm, alongside a new hardcore playlist, and it has left the some members of the community confused and fractured.
Tagged With battlefield 5
When people talk about games like Battlefield 5, individual characters are typically the last thing on the list that people care about. But amidst all the chatter about the multiplayer, general progression systems and DICE's direction for Battlefield more broadly, there was one little performance that I wanted to call out.
Briefly: The developers of Battlefield V are looking into rebalancing the game's time-to-kill and time-to-death. In a post on the game's official Reddit, the devs wrote: "We're seeing players die too often/too quickly and get frustrated because of it. So, we're looking at how we can improve the experience for new players and veterans alike." While there are some slight weapon tweaks in the newest patch, there is no current timeline for extensive rebalancing.
Every year, the art team at DICE do some of the best work in video games, and 2018 has been no exception. Battlefront II featured some of my favourite pieces from 2017, and some of the work that went into imagining Battlefield 1 could have been hung in a War Memorial.
Battlefield 5 is complicated, sweeping, and enjoyable to play. Its narrative highlights World War II’s lesser known fronts, and its competitive multiplayer is fast-paced and action-focused. It’s romantic, it’s exhilarating, but I can’t shake the feeling that something is off about it. For every grand feat of daring, there is a tension that I can’t ignore.
Battlefield V, playable now for EA Access and Origin Premier members, takes the series back to its World War Two roots with far more spectacle than when the series premiered in 2002. I was sceptical after the game's rough betas, and while I've only had a handful of hours with its latest incarnation, Battlefield V has largely proven itself. It plays fast, tells lesser-known stories, and while not everything has clicked yet, it's an intense experience.
Remember when Battlefield games were named after the year they were set in? If EA still followed this convention, then the upcoming Battlefield V would be set in, what, 5AD? Not sure the Lee-Enfield was that popular back then. Anyway, I digress. For PC owners, the publisher has just released system requirements for the game, so you can know ahead of time if you'll need to upgrade or not.
When DICE announced War Stories for Battlefield 5, it couldn't have come at a better time. Fans were begging for a return to more historical-inspired settings, and the inclusion of tales from the front lines was a perfect fit for the series. Instead of buzzwords like "levolution" and navigating around destructible skyscrapers, players were exploring the trenches of Gallipoli once more.
War Stories was almost universally welcomed, despite being a fraction short and missing some opportunities to show key perspectives from the Great War. So Battlefield 5 has tried to work on that concept this time around, highlighting largely untold World War 2 stories through personal vignettes.
It's a great idea. But after a few hours with the campaign, it becomes clear that there's a bit of a problem.
At Gamescom a few weeks ago, I got to spend about an hour and a half across a couple of days with Rotterdam, one of the two maps playable in the Battlefield 5 open beta. With the typical lack of co-ordination that you get at public events, it was a total mess. To make matters worse, Rotterdam is a dense, highly exposed map, with lots of long sight lines and exposure on most parts of the map.
Narvik is the other map playable in the BF5 open beta. Thankfully, it's a much better showcase of DICE's grand shooter.
When Nvidia announced their real time ray tracing feature set at Gamescom, the big question looming over the announcement was the games. And during an Editor's Day outlining various aspects of the Turing architecture, developers working on Control, Metro Exodus, Battlefield 5, Mechwarrior 5: Mercenaries and other games explained precisely what gamers could expect.