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eurogamer - Battlefield 3 Multiplayer - Preview
If you are in LA, you have a chance to play Battlefield 3 tomorrow...
ign.com - Five Innovations Battlefield Gave the World
Planet Battlefield - Battlefield 3 Dog Tags Revealed ( I guess the Russians are finally getting something out of the leaked BF3 .iso...)
By Dan Whitehead
18/10/2011 @ 14:00
I'm lost. It's not something I'm proud of, but I have no idea where I need to be going. I'm on the attacking force in a Squad Rush multiplayer game of Battlefield 3 and I'm running around like a headless chicken, trying to work out where those target markers are pointing.
Things started so well, too. We advanced efficiently along a mountain pass, dealt with some sneaky snipers who'd taken cover in the long grass at the top of a rise, and we'd driven the defending team back from the first two objective markers with ruthless efficiency. We were unbeatable. We were badasses.
But now I'm scampering about like a drunken puppy, trying to find some tunnel or doorway that will allow me into the guts of this enemy base. The objective markers are below me, so unless the game is horribly glitched, there must be a way in. One of my brothers in arms sprints past me and hurls himself off the helipad, clearly driven to suicide in the hopes that a respawn would put him back on track and make the way forward clear.
That's when, after an embarrassingly long time, the penny drops. I dash to the side of the helipad and peer cautiously over the edge. There, half a kilometre straight down, is the next objective. Halfway there already, my fellow soldier's parachute flutters into life. I take a deep breath and jump.
Welcome to Damavand Peak.
It's a moment of relief, not only because I'm back in the game and pretending I knew to do this all along, but because it means that DICE hasn't lost its knack. After the suspiciously COD-like Metro map in the beta, I was genuinely concerned that the masters of multiplayer map design had lost their touch, the unique flavour of old subsumed by the need to win over rival fans.
Damavand Peak, it turns out, is a quintessential Battlefield map. It's vast. It's varied. You can approach its objectives from dozens of directions, and join the battle in countless ways. Whatever class you favour, whatever loadout you've picked, it feels like the map was designed just for you. And yet for all its flexibility, it keeps moving forwards, relentlessly. Apart from, you know, when feckless journalists don't pay attention and somehow miss that their entire squad has performed a 500m base jump.
It's that jump that will get all the attention of course, but it's more than just a gimmicky stunt. Once you realise that this is the part where you hurl yourself into the abyss, there's a natural elation as you freefall down, seeing the tiny toytown buildings thundering up to meet you, as you dare yourself to wait one more second before deploying your chute. In live play, this is where lots of giddy noobs will meet their end. Just as newcomers hung around helicopter spawn points, only to be picked off by shrewd snipers, so ruthless sharpshooters will earn healthy XP from the fact that a veritable shower of fresh meat will be flinging itself into their sights from the same point.
Over time, it becomes clear that simply spawning and dashing to the jump is a fool's game. We wait for someone to grab a chopper. Then, after he spirals and clatters his way to a messy demise, we wait for someone who can actually control the thing to grab a chopper. Then, as they strafe the landing site, the rest of us make the jump, some aiming for rooftops to provide more covering fire, others bound for the objectives.
As we glide in, the flutter of the chute roaring in our ears, I spot an enemy taking aim below. Somehow, brilliantly, I manage to take them out with a mid-air headshot, swooping in for a landing next to his defeated corpse. It's a pure fluke, of course, but undoubtedly my first "you'll never believe this" Battlefield 3 war story.
It's a breathless action-movie map, but one that never loses sight of the freedom that defines the Battlefield experience. What it demands is that you adapt to the terrain as you go, adjusting tactics according to the situation. After the tight funnelling and close quarters combat of the first push, you land at the second pair of objectives in the middle of a large industrial mining facility.
There are large warehouses and processing plants. Intricate pipework provides elevated walkways and sneaky rat runs. Push the defenders back from there, and they retreat into the mine itself, a cavernous space with gantries and rock formations where attackers must either find a secret path inside or else risk an all-out frontal assault on an enemy with plenty of opportunity to dig in.
It works, and it works exceptionally well with the Rush modes. Some fans have complained that Rush is taking precedence over Conquest, which is seen as the "true" Battlefield mode. Maps like Damavand Peak, which is clearly designed to favour the push-and-fall-back rhythms of Rush, give some credence to that, but that's not such a bad thing.
For one, Battlefield 3 also boasts maps like Operation Firestorm, an absolutely enormous open plan theatre of war where vehicles are essential and anyone planning on going lone wolf can expect to spend a lot of time jogging aimlessly along with only the crunch of their combat boots in the sand for company.
But Rush is also, arguably, a more refined take on military engagements than the free-for-all sandbox of a Conquest map. Rush imprints structure on the battle, giving both teams a clear through line to follow, and that results in better, more organic teamwork and a greater sense of drama, either the elation of the attackers as they take another objective or the backed-into-a-corner resolve of defenders with nowhere else to retreat to.
There are still a lot of unanswered questions surrounding Battlefield 3, not least concerning its single player campaign and the introduction of standalone co-op maps, but it seems that when it comes to players finding exciting new ways to shoot each other's faces off, the standard will be as high as ever.
18/10/2011 @ 14:00
I'm lost. It's not something I'm proud of, but I have no idea where I need to be going. I'm on the attacking force in a Squad Rush multiplayer game of Battlefield 3 and I'm running around like a headless chicken, trying to work out where those target markers are pointing.
Things started so well, too. We advanced efficiently along a mountain pass, dealt with some sneaky snipers who'd taken cover in the long grass at the top of a rise, and we'd driven the defending team back from the first two objective markers with ruthless efficiency. We were unbeatable. We were badasses.
But now I'm scampering about like a drunken puppy, trying to find some tunnel or doorway that will allow me into the guts of this enemy base. The objective markers are below me, so unless the game is horribly glitched, there must be a way in. One of my brothers in arms sprints past me and hurls himself off the helipad, clearly driven to suicide in the hopes that a respawn would put him back on track and make the way forward clear.
That's when, after an embarrassingly long time, the penny drops. I dash to the side of the helipad and peer cautiously over the edge. There, half a kilometre straight down, is the next objective. Halfway there already, my fellow soldier's parachute flutters into life. I take a deep breath and jump.
Welcome to Damavand Peak.
It's a moment of relief, not only because I'm back in the game and pretending I knew to do this all along, but because it means that DICE hasn't lost its knack. After the suspiciously COD-like Metro map in the beta, I was genuinely concerned that the masters of multiplayer map design had lost their touch, the unique flavour of old subsumed by the need to win over rival fans.
Damavand Peak, it turns out, is a quintessential Battlefield map. It's vast. It's varied. You can approach its objectives from dozens of directions, and join the battle in countless ways. Whatever class you favour, whatever loadout you've picked, it feels like the map was designed just for you. And yet for all its flexibility, it keeps moving forwards, relentlessly. Apart from, you know, when feckless journalists don't pay attention and somehow miss that their entire squad has performed a 500m base jump.
It's that jump that will get all the attention of course, but it's more than just a gimmicky stunt. Once you realise that this is the part where you hurl yourself into the abyss, there's a natural elation as you freefall down, seeing the tiny toytown buildings thundering up to meet you, as you dare yourself to wait one more second before deploying your chute. In live play, this is where lots of giddy noobs will meet their end. Just as newcomers hung around helicopter spawn points, only to be picked off by shrewd snipers, so ruthless sharpshooters will earn healthy XP from the fact that a veritable shower of fresh meat will be flinging itself into their sights from the same point.
Over time, it becomes clear that simply spawning and dashing to the jump is a fool's game. We wait for someone to grab a chopper. Then, after he spirals and clatters his way to a messy demise, we wait for someone who can actually control the thing to grab a chopper. Then, as they strafe the landing site, the rest of us make the jump, some aiming for rooftops to provide more covering fire, others bound for the objectives.
As we glide in, the flutter of the chute roaring in our ears, I spot an enemy taking aim below. Somehow, brilliantly, I manage to take them out with a mid-air headshot, swooping in for a landing next to his defeated corpse. It's a pure fluke, of course, but undoubtedly my first "you'll never believe this" Battlefield 3 war story.
It's a breathless action-movie map, but one that never loses sight of the freedom that defines the Battlefield experience. What it demands is that you adapt to the terrain as you go, adjusting tactics according to the situation. After the tight funnelling and close quarters combat of the first push, you land at the second pair of objectives in the middle of a large industrial mining facility.
There are large warehouses and processing plants. Intricate pipework provides elevated walkways and sneaky rat runs. Push the defenders back from there, and they retreat into the mine itself, a cavernous space with gantries and rock formations where attackers must either find a secret path inside or else risk an all-out frontal assault on an enemy with plenty of opportunity to dig in.
It works, and it works exceptionally well with the Rush modes. Some fans have complained that Rush is taking precedence over Conquest, which is seen as the "true" Battlefield mode. Maps like Damavand Peak, which is clearly designed to favour the push-and-fall-back rhythms of Rush, give some credence to that, but that's not such a bad thing.
For one, Battlefield 3 also boasts maps like Operation Firestorm, an absolutely enormous open plan theatre of war where vehicles are essential and anyone planning on going lone wolf can expect to spend a lot of time jogging aimlessly along with only the crunch of their combat boots in the sand for company.
But Rush is also, arguably, a more refined take on military engagements than the free-for-all sandbox of a Conquest map. Rush imprints structure on the battle, giving both teams a clear through line to follow, and that results in better, more organic teamwork and a greater sense of drama, either the elation of the attackers as they take another objective or the backed-into-a-corner resolve of defenders with nowhere else to retreat to.
There are still a lot of unanswered questions surrounding Battlefield 3, not least concerning its single player campaign and the introduction of standalone co-op maps, but it seems that when it comes to players finding exciting new ways to shoot each other's faces off, the standard will be as high as ever.
If you are in LA, you have a chance to play Battlefield 3 tomorrow...
Act of Valor
Synopsis: An unprecedented blend of real-life heroism and original filmmaking, Act of Valor stars a group of active-duty Navy SEALs in a powerful story ofcontemporary global anti-terrorism. Inspired by true events, the film combines stunning combat sequences, up-to-the minute battlefield technology and heart-pumping emotion for the ultimate action adventure. Act of Valor takes audiences deep into the secretive world of the most elite, highly trained group of warriors in the modern world. When the rescu... more
Release Date: Opens in Theaters Friday, February 17, 2012
Rating: NR: Not Rated
Screening Info:
October 19, 2011 at 7:00PM
Los Angeles, CA
Special Instructions
PLEASE NOTE: COME EARLY FOR A CHANCE TO SEE AND PLAY A SNEAK PEEK OF BATTLEFIELD 3! ! SEATING IS FIRST COME, FIRST SERVE. SEATING IS NOT GUARANTEED.
Oh, if you like Battlefield, you might like the movie too.
[yt]1dS7XkRcD-c[/yt]
Maybe win a guaranteed seat from IGN.Com
Synopsis: An unprecedented blend of real-life heroism and original filmmaking, Act of Valor stars a group of active-duty Navy SEALs in a powerful story ofcontemporary global anti-terrorism. Inspired by true events, the film combines stunning combat sequences, up-to-the minute battlefield technology and heart-pumping emotion for the ultimate action adventure. Act of Valor takes audiences deep into the secretive world of the most elite, highly trained group of warriors in the modern world. When the rescu... more
Release Date: Opens in Theaters Friday, February 17, 2012
Rating: NR: Not Rated
Screening Info:
October 19, 2011 at 7:00PM
Los Angeles, CA
Special Instructions
PLEASE NOTE: COME EARLY FOR A CHANCE TO SEE AND PLAY A SNEAK PEEK OF BATTLEFIELD 3! ! SEATING IS FIRST COME, FIRST SERVE. SEATING IS NOT GUARANTEED.
Oh, if you like Battlefield, you might like the movie too.
[yt]1dS7XkRcD-c[/yt]
Maybe win a guaranteed seat from IGN.Com
ign.com - Five Innovations Battlefield Gave the World
With the launch of Battlefield 3 almost here, IGN pays tribute to this outstanding series for the fresh ideas it has brought to combat gaming.
October 18, 2011
by Adam Rosenberg
While many of the greatest innovations in the Call of Duty series find their roots in the first Modern Warfare game, the evolution of DICE's work on Battlefield has been much more gradual. The series honed its grand-scale approach to multiplayer warfare over a period of years, culminating in this month's release of Battlefield 3.
With the big Modern Warfare 3 vs. Battlefield 3 holiday showdown bearing down on us, we thought it would be a good idea to explore some of the elements introduced by each series that even now continue to create ripples in the realm of FPS games.
Here we look at some of the greatest innovations that were introduced or streamlined by the Battlefield series...
Class Warfare
Battlefield 1942 was the first game in the series to embrace the concept of different soldiers having different roles. Tribes had already gotten there first, but BF1942 built a more rigid framework around the idea with five discrete classes, or "roles," each with their own unique weapons and equipment load-out.
It's simple, intuitive stuff. The roles of Assault, Scout, Medic, Anti-tank and Engineer are easy enough to understand, with each one favoring a different play style. This in turn creates a greater sense of team unity, since the most effective operators on the battlefield know how to help fellow teammates' weaknesses with the strengths of their own selected class. It's been a constant in all of the Battlefield games released since, and as one of the most popular early examples, it continues to serve as a source of inspiration for many games makers.
Open-World War
Battlefield has also always embraced the idea of giving each theater of war an appropriate sense of scale. Each game's various multiplayer maps are individually huge, offering plenty of room for ground, air and water vehicles to operate and do battle amidst the infantry soldiers on the ground.
The large maps and abundance of vehicles necessitate larger armies, and so Battlefield went for big-team warfare as far back as 1942, with lobbies that supported as many as 64 players. These three components combined foster a much more epic feel, an always-there impression that a much larger, and quite varied, war is raging all around you.
Merit-Based Multiplayer
Most of the earlier online team-based first-person shooters took a fairly simple approach: shoot at the other team to score kills and, eventually, win. Occasional objective-based modes mixed things up a little, but it always boiled down to constantly staying on the offensive. The Battlefield series is one of the first to actively encourage players to stay out of the active fight and instead focus on aiding the team in a key support role.
This was really a natural outgrowth of BF1942's roles. Suddenly you had these soldiers on the virtual battlefield that simply weren't built for in-your-face combat. The Medic in particular is almost purely a support role, with limited offensive capabilities. The series did and still does reward non-combat actions, which goes a long way toward creating the feeling of a more realistic experience.
Leave No Man (Or Woman) Behind
Team-based online shooters are generally at their best when the group of players that you're fighting alongside come together and function as a military unit. The Battlefield series actively promotes this idea by breaking teams down into squads and allowing downed players to re-spawn in the midst of their group.
This is a tremendous help for maintaining that team-oriented play in Battlefield's larger lobbies. A full team of 32 online players has a hard time functioning together, but break that team up into eight squads of four and you're looking at a much more manageable grouping of comrades-in-arms that you need to coordinate with. Players will always have the option of simply ignoring the squad and going it alone, but Battlefield's built-in squad mechanics continue to be one of the more effective recent FPS innovations.
Weapons Of Mass Destruction
The most recent major step forward for Battlefield came with 2008's story-driven spinoff, Battlefield: Bad Company. All of the series typical multiplayer trappings carried over, but Bad Company introduced the idea of near-total environmental destructability. Any house or other dwelling can easily be reduced to its skeletal frame with a few well-placed explosives. Suddenly, cover is no longer the sanctuary it once was, since a grenade can tear through much of the environment with ease.
The feature has been a Battlefield constant since Bad Company, appearing again in Bad Company 2 and yet again in Battlefield 3, now just a few weeks from its October 25 release. It continues to be refined and updated as well, thank to the significant number of enhancements offered by DICE's Frostbite 2.0 engine.
October 18, 2011
by Adam Rosenberg
While many of the greatest innovations in the Call of Duty series find their roots in the first Modern Warfare game, the evolution of DICE's work on Battlefield has been much more gradual. The series honed its grand-scale approach to multiplayer warfare over a period of years, culminating in this month's release of Battlefield 3.
With the big Modern Warfare 3 vs. Battlefield 3 holiday showdown bearing down on us, we thought it would be a good idea to explore some of the elements introduced by each series that even now continue to create ripples in the realm of FPS games.
Here we look at some of the greatest innovations that were introduced or streamlined by the Battlefield series...
Class Warfare
Battlefield 1942 was the first game in the series to embrace the concept of different soldiers having different roles. Tribes had already gotten there first, but BF1942 built a more rigid framework around the idea with five discrete classes, or "roles," each with their own unique weapons and equipment load-out.
It's simple, intuitive stuff. The roles of Assault, Scout, Medic, Anti-tank and Engineer are easy enough to understand, with each one favoring a different play style. This in turn creates a greater sense of team unity, since the most effective operators on the battlefield know how to help fellow teammates' weaknesses with the strengths of their own selected class. It's been a constant in all of the Battlefield games released since, and as one of the most popular early examples, it continues to serve as a source of inspiration for many games makers.
Open-World War
Battlefield has also always embraced the idea of giving each theater of war an appropriate sense of scale. Each game's various multiplayer maps are individually huge, offering plenty of room for ground, air and water vehicles to operate and do battle amidst the infantry soldiers on the ground.
The large maps and abundance of vehicles necessitate larger armies, and so Battlefield went for big-team warfare as far back as 1942, with lobbies that supported as many as 64 players. These three components combined foster a much more epic feel, an always-there impression that a much larger, and quite varied, war is raging all around you.
Merit-Based Multiplayer
Most of the earlier online team-based first-person shooters took a fairly simple approach: shoot at the other team to score kills and, eventually, win. Occasional objective-based modes mixed things up a little, but it always boiled down to constantly staying on the offensive. The Battlefield series is one of the first to actively encourage players to stay out of the active fight and instead focus on aiding the team in a key support role.
This was really a natural outgrowth of BF1942's roles. Suddenly you had these soldiers on the virtual battlefield that simply weren't built for in-your-face combat. The Medic in particular is almost purely a support role, with limited offensive capabilities. The series did and still does reward non-combat actions, which goes a long way toward creating the feeling of a more realistic experience.
Leave No Man (Or Woman) Behind
Team-based online shooters are generally at their best when the group of players that you're fighting alongside come together and function as a military unit. The Battlefield series actively promotes this idea by breaking teams down into squads and allowing downed players to re-spawn in the midst of their group.
This is a tremendous help for maintaining that team-oriented play in Battlefield's larger lobbies. A full team of 32 online players has a hard time functioning together, but break that team up into eight squads of four and you're looking at a much more manageable grouping of comrades-in-arms that you need to coordinate with. Players will always have the option of simply ignoring the squad and going it alone, but Battlefield's built-in squad mechanics continue to be one of the more effective recent FPS innovations.
Weapons Of Mass Destruction
The most recent major step forward for Battlefield came with 2008's story-driven spinoff, Battlefield: Bad Company. All of the series typical multiplayer trappings carried over, but Bad Company introduced the idea of near-total environmental destructability. Any house or other dwelling can easily be reduced to its skeletal frame with a few well-placed explosives. Suddenly, cover is no longer the sanctuary it once was, since a grenade can tear through much of the environment with ease.
The feature has been a Battlefield constant since Bad Company, appearing again in Bad Company 2 and yet again in Battlefield 3, now just a few weeks from its October 25 release. It continues to be refined and updated as well, thank to the significant number of enhancements offered by DICE's Frostbite 2.0 engine.
Planet Battlefield - Battlefield 3 Dog Tags Revealed ( I guess the Russians are finally getting something out of the leaked BF3 .iso...)
Tuesday, 18 October, 2011 at 12:12 PST | ^Scott^ | Print News
Today we got our hands on 159 of the dog tags that will be in Battlefield 3. Of those 159 are 3 dog tags for other EA games such as Need for Speed The Run and Mass Effect 3. Thanks 32bita. Note that the images below are a few megabytes each. Alternatively, you can view them in gallery format on Battlefieldo.
Today we got our hands on 159 of the dog tags that will be in Battlefield 3. Of those 159 are 3 dog tags for other EA games such as Need for Speed The Run and Mass Effect 3. Thanks 32bita. Note that the images below are a few megabytes each. Alternatively, you can view them in gallery format on Battlefieldo.
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