oh yea before i forget theres also going to be 100 player support and the ability to fast rope into areas via blackhawks!
i got a woody over here lol
i just got my copy of computer gaming world in the mail today and in it there was an exclusive world premiere of battlefield 2 which i just finished reading and let me be the first to tell you this game looks ****ing insane. i also don't hesitate to say i think this is the game we all have been waiting for and far be it from me to just blurt **** out like that. as you all know many games have come and gone over the years that were hyped up as being the "next big game" that really never turned out to be just that but i can honestly say now i think that's all about to change...
anyways let me just stfu now and let you check out these videos i found on the net that i went searching for immediately after reading the cgw article.
http://media.pc.ign.com/media/677/677882/vids_1.html
ftp://217.13.1.25/E304/battlefield_2.wmv
also here's 3 screenshots
and finally a preview
http://pc.ign.com/articles/514/514523p1.html
enjoy
oh yea before i forget theres also going to be 100 player support and the ability to fast rope into areas via blackhawks!
i got a woody over here lol
Yea, I saw the videos a few days after E3 and my mouth was wide open in awe during and still after watching the videos. I've never been a big battlefield fan, but this damn well changes my mind. This perhaps could be the best modern FPS of all time. The graphics and the weapon models are so detailed is sick. It's not due out for another year, but with the new engine, rag doll physics and new balistics physics...this game is simply going to take computer gaming (and the battlefield series for that matter) to a whole new level..man I can't wait!
Sure the video looks all sweet and ****, but honestly, do you think that the gameplay's going to be like that? You could easily make a video with almost exactly the same plot and intensity with BF1942, and well know how that game plays: it's an arcade game. The graphics for BF2 are nice but they're not really anything special these days, and physics are relatively commonplace especially with the next-gen games coming out within the next few months.
Yea, but they have several diffrent things that are going to shy away from the more arcadish type play to enhance team work and realism. I mean it looks really good, but you never know untill it actually hits the market. I think we are just stunned at the huge advancement so far over what battlefield has produced prior.
In the various interviews I've seen, the developers have said they have no intent on making the game more realistic per say. Of course they're going to try to make teamwork better, but do you really think they'll succeed? The core gameplay of Battlefield simply isn't geared toward that, it's just run around on your own and shoot people until you get shot, maybe capping a CP or two along the way.Originally Posted by 100_Percent_HOOAH
massive
it's a word that's overused these days, particularly in online gaming. everything is massively multiplayer, with massive maps, massive game worlds, massive numbers of character classes, massive powers, massive arsenals and massively boring and cookie cutter.
but battlefield 2 may just live up to its "massive" billing-more than 100 players can compete on dynamically balancing maps with persistant characters and global leader boards, operating more than 30 land, air, and sea vehicles in a gritty, beautifully rendered battle zone that is almost frightening alive. DICE, the stockholm based team behind battlefield 1942 and battlefield vietnam, has made so many improvements and brilliant design decisions already, nearly a year from release, that we must, however begrudgingly, tell you this: battlefield 2 is going to be massive.
the killing zone
the obvious upgrade to the battlefield franchise is the game world. graphics and sound work in tandem to create a modern era war zone that is alive as can be. anything you would expect in real life is in place here: bullet spray pocks walls, destructable structures reflect the progressive carnage inflicted on incredibly detailed terrain, and light and shadow occur realistically right down to muzzle flashes illuminating dark rooms and alleys. maybe the best example of the living battlefield comes in the form of the civilian vehicles lining city streets they aren't just decoration, but are also fully operational for your commandeering pleasure. drop a machine gunner in a truck bed and hit the road. or you can just blow the vehicles up to take out opponents seeking cover behind them. should you shoot the cars, you can marvel at the detailed physics engine behind the realistic way the autos rotate and bounce on their shocks when shot right before you plud your ears from the ensuing, inevitable blaring car alarm. i could go on and on about the insane look of this game or you could just look at the jaw dropping shots we've got here and get the full story.
note: intricately constructed maps allow plenty of opportunity for ambushes.
not an army of one
so how do you keep 100 players battling on a map from devolving into a chaotic cluster frag? by building in squad support, persistent characters, and privileges awarded by rank. this time out, enlistment in the battlefield army is practically a career. once you pick a side ( the u.s., china, or the fictional middle east coalition) and a class and name your character, he exists. forever, basically. the game still compiles stats and scores your progress on a game by game basis, but now, global servers accrue each of your characters' stats and grant rank promotions, allowing even lousy but dedicated players to work their way up from buck private to sergeant.
anything lieutenant or above, however, will have to be earned not just by dogged persistance, but also by being one of the top players across the entire battlefield 2 community. these ranks aren't point based, but relative. online leader boards show where you rate and how far you need to go to gain another stripe or star on your insignia. topping all this off are individual awards based on personal performance each class has different distinctions, such as sniper of the month.
so what do officers gain for their ability and dedication? access to an online officers club, which should provide faster downloads of updates through special servers, news, yournaments, and access to games with a minimum rank requirement perfect for testing yourself against the best and for filtering out the clueless noobs.
but higher ranked players also gain a huge new destinction, one that underscores battlefield 2's commitment to real teamplay, and that is the designator of "commander." the highest ranked member of any given side has the option to play as commander (players do have a server option for making this an elected honor) and direct the action.
commanders have a top down view of the battlefield and are the only ones who can call in air or artillery strikes. they can direct individual squads over a dedicated voice channel as well. it's a great opportunity to give a more cohesive, tactical edge to all the mayhem. plus, it gives you someone to blame when your side loses.
battlefield 2's robust plans for squad support are geared toward encouraging even the most casual player to join a squad and should have strong appeal for the clan gamer. dedicated squad voice support and a simple radial squad communication menu for the headsetless let gamers truely coordinate their team's actions. onscreen chevrons indicate where your squadmates are at all times to help you even more.
need more incentives to stick together? how about the vehicle bonuses that classes bring to select vehicles? once your squad's medic jumps into a jeep, for example a bright red cross decal is slapped on the door as it becomes a roving medical vehicle with a healing radius. it gets better these effects stack, so you can drop a heavy infantryman in the same jeep for extra armor and a sniper for a nice little just because boost speed boost. one note: these abilities are restricted to certain vehicles per class and are not cumulative (i.e. two medics won't double the healing radius) for balance and modest realism issues. so you can forget about making that radar invisible, super fast, ultra armored healing and repairing attack jet.
note: we may just need to add the defibrillator to the short list of great humiliation weapons, right next to half-life's crowbar and ut2004's shield gun. while medics in battlefield 2 operate primarily as healers, their lifesaving defibrillators turn lethal when applied to a healthy player. can you imagine sneaking up on a camping sniper, shouting "clear!" and then stopping his heart with a blast of electric current? of course you can't.
note: the squad that hunts together lives together.
note: while DICE is doing all the hardcore designing, it has enlisted the help of trauma studios for one thing: coolness. the new york city studio is tasked with prototyping smaller features simply to enhance the game experience. its input so far has led to the medic's lethal ans livesaving defibrillator, as well as rapelling lines that drop from helicopters to both deploy and rescue soldiers. currently, up to 10 combatants can hang from a line and they can shoot while they're there.
trauma has more tricks up it's sleeve, but this is the one we really hope makes the cut. don't you want to see 10 rope hanging monkey killers raining death from above as they sweep through city streets?
drive-by shooting
about those vehicles you can expect more than 30 land, sea, and air vehicles in the finished game. the developers expect the class based enhancements to nudge players into using them, but frankly, the stable of tanks, jeeps, fighter jets, helicopters, and attack boats should be plenty of incentive on its own. in a nod to the modern age setting of the game and in an effort to focus on more intense combat, big naval vessels (like destroyers) have been eliminated from the game. however, the inclusion of fast, vicious patrol boats and the like should more than make up for it.
all the action takes place in three theaters of war: china, russia, and the middle east. while none of the war zones are based on any specific city or battle, all are being designed with current world hot spots in mind, so while you won't be fighting in baghdad per se, you'll be fighting in a place much like baghdad. and the action should be very familiar to any battlefield 1942 or vietnam vet DICE is very happy with its ticket based control point CTF variation and isn't planning on changing it at all. it is adding optional secondary objectives to certain maps that confer in game advantages things like taking out power stations to hobble the enemy.
arguably, the only big chance in gameplay is the scoring. in yet another nod to encouraging teamplay, scoring in the game is being tweaked so that medics get points for healing comrades and pilots get points for kills made by their passengers.
the infantryman who paints a target with a laser for a guided missle, will get credit for the eventual kill.
is there more? you bet. but we'd have to deforest half the continent to get enough wood pulp for the pages we'd need to cover every single detail in this game.
you'll just have to try to hold on until spring 2005, when you can experience the game for yourself.
until then, remember one thing: it's going to be massive.
note: not only are these the most detailed enviroments in any online game ever but you also get to blow them up!
note: yes, the game looks that good.
note: one of the biggest problems in any multiplayer shooter is balancing maps for player load. no one likes deathmatching with two people on a sprawling 32 player map any more than they like deathmatching with 32 people in a two player arena.
obviously, DICE has to create maps bigh enough to accomodate its targeted player load of more than 100 but what happens when only 22 people show up on a server? DICE has an ingenious solution: dynamically sizing maps. think of a map as three concentric circles. with, say, 32 or fewer players, only the inner circle is active, and the exterior circles are inaccessible and out of play. when a threshold is crossed of players is crossed, the map opens up the next circle, and eventually, right around the 100 player mark, the last one opens.
as players drop, the map contracts accordingly, with distant players warned to get back to the active zone.
don't worry if you're too far to get back, you'll be killed and spawned within the smaller map, but your score won't be affected by the death.
note: every item on the soldiers is animated and moves realistically.
note: battlefield 2 is all about squad cooperation. and tanks. squad cooperation and tanks.
note: here's what you can expect from the various classes when you enlist in battlefield 2.
usa
commando
pistol: m9 beretta + silencer
assault rifle: m4 short
vehicle bonus: stealth
sniper
pistol: m9 beretta + silencer
sniper rifle: m82a1
vehicle bonus: speed
light infantry
pistol: m9 beretta
assault rifle: m16a2
heavy infantry
pistol: m9 beretta
heavy mg: saw
vehicle bonus: armor
antitank / antiair
pistol: m9 beretta
rocket launcher: predator
vehicle bonus: radar
medic
pistol: m9 beretta
assault rifle: m16a2
grenade launcher: m203
vehicle bonus: health
engineer
knife: knife
pistol: m9 beretta
shotgun: benelli m1
vehicle bonus: repair
china / mec
commando
pistol: tokarev t33 + silencer
assault rifle: ak short
vehicle bonus: stealth
sniper
pistol: tokarev t33 + silencer
sniper rifle: dragunov
vehicle bonus: speed
light infantry
pistol: tokarev t33
assault rifle: ak74
heavy infantry
pistol: tokarev t33
heavy mg: pk
vehicle bonus: armor
antitank / antiair
pistol: tokarev t33
rocket launcher: mbt law
vehicle bonus: radar
medic
pistol: tokarev t33
assault rifle: ak74
grenade launcher: m203
vehicle bonus: health
engineer
knife: knife
pistol: tokarev t33
shotgun: saiga 12
vehicle bonus: repair
hmm i wonder where they got that fromOriginally Posted by Ding Chavez
hint joint operations
Except joint operations sucks.
Why the hell are people staying so close in front of tanks?
oh so you've played the FV eh?Originally Posted by 100_Percent_HOOAH
As for the above statements of people just randomly running around and shooting aimlessly, it heavily depends on the server admins and the amount of clan play is had. I run a couple of Desert Combat and Battlefield Vietnam servers and we all get on with teamspeak and have at it in a coordinated manner. Sure there's the few stranglers on both teams, but the core group stays together and fights together. I love the new flag system in BFV where teamwork gets flags faster and makes it so they can overpower a smaller force quickly when they work together.
This Battlefield 2 has a new commander system to where a highest ranking person can act as the commader and has a map and can see where all his forces are and direct them accordingly. This includings air support, and some sort of csar support.
Battlefield was fun for a time, aswell as the mods. Though, with the FarCry development kit coming out mid june, I'd say any game will probobly have some competition with mods.
Mods keep games alive, so i'm not as excited about the game itself, but more... what can mods do? Will they actually get a SDK(Special Developer's Kit), unlike BF42 and BFV? Scripting does not give you all the possibilities in the world, only correct amount/types of source code does.
BF2 will be HUGE if its modding capabilities are beyond any game, plain and simple. Also means mods for it will be amazing.
I just cross my fingers for good mod support... its a rare thing now a days with games. UT2k4 did a good job, but not enough... RO(Red Orchestra, WW2 mod... omfg its sweeeet!) is great, but its gonna be hard for them to do everything they want, because the ut2k4 SDK is still limited.
because its a damn game and they are posing for a SS...Originally Posted by anonymous individual
this blows DC out of the water