Finally a worthy contender for the First-Person-Shooter Throne
Ever since Call of Duty: Modern Warfare, every single First-person-shooter have more or less copied the same formula hoping for the same blockbuster success. Battlefield 3 separates itself by not only being a dynamic FPS but still unique enough for you to be able to differentiate it from the myriad of Call of duty wannabes. When I heard that there would be a preview build available for play during TGX 2011, my expectations were off the charts; I have got to play this game.
The build that was available during TGX was focused on the 2 player Co-Op mission, similar to Spec-Ops mode in MW2. The game started out with both my squad mate and I standing outside a convoy of Humvees. The mission was simple enough, extract a HVT from a neighbouring building and escort him to safety. The first thing I noticed was the fluidity of everything, from reloading your weapon to aiming down your Iron Sight. I was on SAW duty, with my trusty M249 with an ACOG scope while my squad mate was slinging a M4A1. We both stacked up next to the door and with a press of a button, my character moved to the right and breached the door. I am actually awestruck by the level of detail in the breaching animation alone, minor details like the lowering of your weapon to the inability to fire immediately after the breach. This attention to realism really adds to the immersion of the game.
The enemies inside were unaware of our presence and we took them out in a ballet of tactical movement and gunfire. Looking down the ACOG sight of my SAW, I turned on Infrared mode which looks like a combination of thermal vision and night vision, it allowed me to deliver headshots even in low light environments. We worked our way up the building, clearing every room and eliminating every threat. Then an enemy combatant who was oblivious to all the chaos and gunfire presented an opportunity to try out the Melee combat in BF3.I grabbed an enemy, covered his mouth, sliced his throat open and slowly lowered him to the ground. The animation is brutal and fluid. We reach the person we are supposed to extract and quickly proceeded to the convoy waiting outside.
The attention to detail in this game was awe-inspiring; pieces of trash are strewn around, pieces of loose paper floating through the air and the faint sound of rifle fire in the distance. The ambiance alone screamed "ambush", but my next objective for my squad mate and I was to take point and clear the road ahead for the convoy. We proceeded forward with extreme caution, the sound of “thump” and a RPG round came soaring through the air and all hell proceeded to break loose. The enemies appeared from all around and my screen started to blur and shake, that was apparently the new suppression mechanic in action. In panic, I unloaded my entire magazine onto a nearby balcony but to no avail, my screen was still blurred. In desperation, I threw a grenade onto the balcony and it worked, instantly the balcony collapsed, dust and debris flew in all directions, and a soldier was blown off the third floor into the street. The convoy of Humvees behind me finally arrived and poured hot lead onto whoever was still alive. The Mission was complete.
I realised how utterly realistic the experience was, from minor visual details to the fluid animation. No more are games held back by political rhetoric for naming real-world places and enemies.
I was in Iraq, and you will be too, soon…
By Kenny Chen KangYi
Article syndicated from POPCulture Online
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