Games are increasingly boarding the Modern Warfare success train but Battlefield Bad Company 2 is in a league all its own, for the most part. DICE has brought the latest entry of the Bad Company series to the consoles but does it flourish or flounder against the tide of narrative-driven first person shooters?
Battlefield: Bad Company 2
Developer: DICE
Publisher: Electronic Arts
Price: $59.99
Platform: PS3, Xbox 360 (reviewed), PC
[Editors Note: I decided to forego writing a full review for Battlefield: Bad Company 2, instead focusing my efforts on the single player component of this game. While I seen the multiplayer in action, I could not sufficiently play it due to network problems “leaving out an incredibly important piece of the game. Please don’t take this review as a sum of its parts but rather a reflection on the narrative of Bad Company 2.” – Will]
Battlefield: Bad Company attempts to come onto its own with a refreshingly funny, down to earth narrative to contrast the serious nature of other war based shooters. This is evidently seen in the subtle organic feel of the characters of Bad Company, tending towards a down-to-earth portrayal of soldiers. Players will again take the role of Preston Marlowe accompanied by the same ragtag crew of misfits that composed Bad Company. This time around, the story is more straightforward than the clouded morality and greed focused motivator of the last game. Interestingly enough, the events of the first game and its aftermath are never actually discussed in the sequel. Instead, the Bad Company is tasked with stopping an incredibly powerful super weapon from being activated by an evil Russian. The gist is pretty much in line with the Modern Warfare antics as of late, utilizing ludicrous scenarios as the last ditch resort to saving the good ol’ United States.
Destructible environments still remain as the staple to the series formula. Just about everything and anything can be blown up, which reinforces the dynamic feel of the Bad Company series. The destruction is amped up as wholesome buildings can now be fully demolished. However, amidst the spectacular visual enhancements, it never quite feels cohesive to the ongoing action during the campaign. As a result, it never utilizes the potential of during these heightened narrative moments quite as well as it should. The squad in Bad Company is indicative of this given the static nature of the A.I. It’s often that the other members of your squad will be content to stay stagnant in their position, waiting on the player to progress along the game’s checkpoints. When the squad does make any movement to a preset position, it is in such a way that it makes you feel disconnected from the action. For example, while I do realize the inherent scripted nature of a first-person shooter, the A.I.’s actions make it wholly apparent that they prefer to proceed into firefights and consume bullets rather than to flank an enemy’s position.
The length of the campaign will last a competent player around eight to ten hours. The pacing of the story itself is adequate and even enjoyable at times. There are parts during Bad Company’s campaign that are genuinely well-executed like a level where its sub-zero cold and you’ll find yourself running downhill from shelter to shelter in order to keep warm. In addition, the frantic vehicular sections provide a breather from the monotony of the foot missions and extend the onslaught of foes to new dimensions. The cut scenes and dialogue are hilarious to watch and listen to but often require standing around for extended periods of time in order for them to trigger. Even persistent players will inevitably grow impatient waiting for the banter to occur, wishing that the developers had more tact in implementing these asides.
While the campaign provides exhilarating narrative pacing, the level design does not and is frustrating to boot. The enjoyment is immediately halted by Bad Company’s annoyingly scarce checkpoints which sometimes require the repeat of whole lengths of a section in order to return to where one initially died. Often, the game becomes a chore to move from point A to point B which doesn’t exactly help since enemies are prone to selecting the player as their target instead of the accompanying squad mates, who serve as bullet fodder anyway. Health system has been switched to a regenerative health system requiring the player to pick and choose battles conservatively in intense firefights. Bad Company’s realistic gameplay physics lend itself to interesting moments, especially in executing foes through a well-placed RPG or a deadly sniper shot. The gunplay requires a bit more tact targeting as environmental factors such as wind can play a role in determining accuracy. Collectables return once again and to unlock a variety arsenal requires finding these guns scattered throughout the game. Once unlocked, weapons can be restocked at a supply drop most often found at a convenient checkpoint. Bad Company’s efforts to eliminate the tedious nature of scrounging around for ammunition are well implemented.
The Final Word
Battlefield: Bad Company 2 as a sum of its parts probably provides an enjoyable experience, most likely found in its multiplayer component as Battlefield veterans are accustomed to. The single player doesn’t quite feel as strong as the first game and its design decisions are apparent in reinforcing that assertion. However, one can’t help but feel appreciation for the misfits of Bad Company and their endless struggle to tackle impossible situations. Players looking for a solid gunplay shooter should look no further, just be prepared for the hitches and frustration that are surely abound in this game.– MonsterVine Rating: 3 out of 5 – Average