Replay Wednesday: Battlefield: Bad Company

If you’ve paid close attention to my post tags, you may have noticed one called “grim shootin’,” which I generally append to games that put on a big ol’ Serious Face under the pretense that it makes the game more fun. Most modern FPS fall under the grim shootin’ banner, which is a shame, because it didn’t always used to be so. Heck, I don’t even have to reach all the way back to the 90’s, when Quake and Doom showed gamers the simple joy of circle-strafing and comically over-large weaponry—I merely have to go back to 2008, when one of my favorite shooters of all time graced store shelves, Battlefield: Bad Company.

Bad Company was Battlefield developer DICE’s first hand at making a Battlefield game specifically for consoles; prior entries were crappy PC ports that failed to capture what made the PC series so popular, or understand what makes shooters work on a console. Bad Company, makes a few choices atypical of modern FPS, several of which dumbfounded critics and audiences back when it was first released, but those quirks combined with the game’s large-scale action give Bad Company a distinctive, enjoyable vibe that I find preferable to nearly every other shooter on the market today.

Unlike previous console Battlefield games (or, as I understand it, Battlefield games in general), Bad Company has an actual, honest-to-goodness single player campaign. You play as Preston Marlowe, a rookie to the Army’s B Company, a division comprised of delinquent troops meant to act as cannon fodder before the “real” soldiers enter. During the middle of an unspecified conflict with the Russians, Marlow and squadmates stumble upon a horde of mercenary gold and, hoping to leave B Company in the filthiest, stinkin’ richest manner they can, strike out to track down the source of the precious bullion.

Bad Company’s story favorably reminds me of every bad 80’s B action movie I’ve ever seen. Characters are given broad, over-the-top personalities, and it’s hard not to warm up to such defined (for an action game) personalities. In addition to Marlowe (who’s more of a blank slate, the better to act as an audience-surrogate), there’s Haggard, an explosion-happy redneck who keeps going on about Truckasaurus Rex; Sweetwater, a neurotic tech specialist with more than a small hint of Steve Buscemi; and Sergent Redford, a no-nonsense CO whose tough-guy attitude and long-suffering demeanor are plucked from so many Police Chief-type characters. Also heard, but unseen, is Mike 1 Juliet, field operator for B Company, whom everyone refers to as Miss July for her attractive-sounding voice. The cast is miles away from the anonymous grunts populating most modern shooters, and give the proceedings a comic, anarchic kick.

Of course, Bad Company does more to stand out than simply act as a haven for broad characters and stolen gold. Bad Company was already deep in development when Call of Duty 4: Modern Warfare altered FPS games forever in November of 2007, and does not follow its now-ubiquitous structure of linear levels and heavily-scripted setpieces. Instead, Bad Company’s campaign plays like a very literal adaptation of classic Battlefield gaming: players are dropped onto a large, expansive map, and must fight their way to the objective using whichever route they choose. Though Bad Company’s tension never becomes as drum-tight as the Modern Warfare series, it’s easy-going exploration is much more befitting of the game’s tone, which is heavy on jokes and light on self-serious military jargon.

Level design isn’t even the biggest way Bad Company divorces itself from other modern shooters. Battlefield employs a respawn system similar to the Vita-Chambers in BioShock, letting players respawn after dying while keeping the mayhem they wreaked before death intact. Simply put, if you shoot two dudes and then kick the bucket, the two dudes you shot stay down after you come back. This effectively neuters the game of any stakes, never causing players to worry about their mortality, but it allows the gameplay to continue uninterrupted, and encourages experimentation with different forms of play.

Perhaps the most distinct element of Bad Company’s gameplay is its emphasis on destructibility, provided by the Frostbite engine (making its first appearance here). Every building in the game can be blown up, with walls and window sills crumbling from rockets or under-barrel grenades. It’s this last element that elevates Bad Company to something special; if a guy is shooting at you from behind cover, remove it with some C4 and move in for the kill. Bad Company distributes explosive ammo frequently and freely throughout the campaign, practically encouraging players to relax, play around, and have fun blowing stuff up real good.

This, in a nutshell, is why I love Bad Company. From the surf guitar music during the loading screen to the constant banter between Haggard, Sweetwater, and Sarge, Bad Company is no less of a lark than the corny, over-the-top 80’s action movies I know and love. This levity of tone and lack of frustration completely hooked me during my junior year of college; I played it for a week straight during break, spending every day casually working my way through the campaign, losing track of time and missing several meals.

Stellar, too, is Bad Company’s multiplayer. Present and accounted for is Conquest, Battlefield’s signature mode involving the capture of control points. Far more satisfying, though, is Bad Company-original Gold Rush (renamed Rush in later, more Serious sequels), with two teams alternating between attacking and defending two crates of gold. If both crates are destroyed, the defending team retreats further into the map to protect another two crates, and the game continues until either a) the attackers destroy all of the gold, or b) the defenders destroy enough attackers. Gold Rush was my obsession for a good six months after I bought a subscription to Xbox Live, and the mode still holds up well today. Incredibly, Bad Company‘s multiplayer runs faster and more-responsively than either of its sequels, with online play practically lag-free and performance feeling buttery-smooth.

I was in a good place when I first played Bad Company, and nostalgia could easily be clouding my judgment regarding Bad Company. Still, I think its structural differences from most modern action games (Vita-Chamber respawns, huge open levels, and massive explosions) make it a must-play for shooter fans looking for a fun, leisurely way to experience Battlefield.

Five for Friday: Downloadable Games from 2011

Though perhaps not as strong as past years, 2011 was a fine twelve months for downloadable games. Some of my favorite gaming experiences have come from the Xbox Live Arcade, and the few I purchased so far this year have done me up right (Magic: The Gathering – Duel of the Planeswalker is still something of a weekly staple since I first got it in June).

Unfortunately, what with this holiday’s deluge of releases, and only a finite amount of money that I can devote to games, there are still a few top-tier gaming experiences I missed, and would like very much to catch up with.

The Top Five Downloadable Games from 2011 That I Will Buy If Given Microsoft Funhouse Points for Christmas

5) Torchlight

Runic Games’ little dungeon crawler that could broke out in popularity when it launched on Steam in 2009, and now Xbox Live has received a port. It’s a loving port, though, letting players loot through randomly-generated dungeons while slaying fell beasts and collection sweet drops. It’s basically a cartoonier, less-epic Diablo, but Diablo ain’t on Xbox Live, and my magpie-like predilection for finding and hording treasure would surely be taken care of with Torchlight.

4) The Dishwasher: Vampire Smile

One of my favorite new genres of the past ten years is the stylish action game, a blend of traditional hack ‘n’ slash brawling and aesthetic show-boating made popular by games like Devil May Cry and God of War. Vampire Smile cribs several combat elements from its stylish action betters (juggles, points-based combos, complete and total overkill moves), and sets it in the vein of a 2D beat ‘em up. The strange, Johnny-The-Homicidal-Maniac-meets-Kill-Bill art direction and hyper-violence gels with the play mechanics to give the package a dark, gritty feel unique from anything I’ve ever played on Xbox Live Arcade.

3) Beyond Good and Evil HD

After hearing somewhere close to THE ENTIRE GAMING CRITICAL WORLD sing the praises of Beyond Good and Evil, Michel Ancel’s adventure cult classic that sold roughly two-and-a-half copies, now I can experience BG&E‘s open-world exploration, Zelda-esque dungeon crawling, and startlingly sci-fi fiction in HD. Protagonist Jade is still regarded as one of the better-written female characters in all of gaming, and Ancel’s vivid, imaginative world still stands as compelling to this day.

2) Outland

Perhaps developer Housemarque hoped for a Reese’s Peanut Butter Cup effect when they created Outland, because the game plays like a glorious combination of Castlevania: Symphony of the Night and Ikaruga. In Outland, players scrounge about the environments, discovering new powers and unlocking new sections of the game in true Metroidvania fashion. Outland‘s visuals look informed by African tribal art, and the game is positively stunning. One of my favorite downloadable games is 2009′s Metroidvania platformer Shadow Complex, and I’m hankering to dive into another open, side-scrolling world.

1) Bastion

Oh, lordy, does this game look inviting. Nearly everything about it, from the gorgeous, hand-drawn aesthetic, to the wonderful bluesy soundtrack, to the twitchy action-RPG gameplay, calls out my name, like a whispered Siren song consisting largely of Beatles lyrics. Bastion’s fiction is rich and involved, and the game’s use of sound (the narrator, the aforementioned bluesy soundtrack, etc.) piques my interest in ways I haven’t felt for a game before. If I can carve a niche out in my holiday break, and especially if the game goes on sale, Bastion will be my holiday must-play.

Review: Call of Duty: Modern Warfare 3 (Gamer’s Guide to Life – 11/16/11)

Okay, forget all of that cozy stuff I was talking about last time—now, it’s just plain cold. As I type this, I’m huddled up in a sweater, scarf, and hoodie, half-expecting to start seeing my breath at any moment. What’s that? Turn up the heat in my apartment? But that costs money! Besides, since when has a little cold killed anybody?!

…oh.

At any rate, I’ve been up to more lately than literally shivering in my boots. Last week I saw a few articles published across various outlets, and I hope to roll them out steadily over the next several days. Up first is my review for one of 2011’s most anticipated titles, one that a coworker gets on my case to play with him every. Single. Day. It’s also the first game I reviewed to receive any backlash regarding its score, and though this hardly sounds like a good thing, pour moi, I retain a Fall Out Boy mindset about it: “I don’t care what you think, as long as it’s about me.”

The game, of course, is Call of Duty: Modern Warfare 3, and the link is below.

Title: “Review: Call of Duty: Modern Warfare 3
Outlet: Gamer’s Guide to Life.com
Publish Date: 11/16/11

My vision blurs, and myriad shouts and explosions fill my ears as I come to. I’m sitting in an overturned Humvee, trying to come to grips with the chaos going on around me. “We gotta move, now!” calls my squadmate, cutting himself free of his seatbelt. I open the door and hoist myself out, as outside light blinds me. My eyes adjust, and I watch a cruise missile collide with a skyscraper, sending debris cascading down to the street around me. The report of gunfire, grenade concussion and screams of terror and pain wells in my ears. Not far up the street, invading troops are bearing down on my position, barking orders and sending a hail of bullets in our direction. My squadmate tosses me a magazine, and I load my weapon, ready to meet the enemy head-on. This is Modern Warfare 3, and this is only the first level.

Read the rest at Gamer’s Guide to Life.

Need for Speed: The Run – Demo Impressions

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Racing onto Xbox Live and PSN is a demo for EA’s latest entry in the Need for Speed franchise, The Run. Developed by EA Black Box, The Run will hit store shelves on November 15th, making it the third Need for Speed title released in the past twelve months. Will The Run‘s blend of high-stakes street racing and on-foot action be enough to separate itself from its predecessors and competing racing franchises? I took the demo for a test drive to find out.

Need for Speed: The Run is a more narrative-focused than past titles, placing players in the shoes of Jack Rourke, a driver competing in a cross-country dash from San Francisco to New York, with a purse of $25 million being offered to the winner. The demo takes place along two legs of the race: Desert Hills, California, and Independence Pass, Colorado.

Desert Hills takes players through a Mojave-esque stretch of wasteland, tasking gamers to pass ten cars before the finish line. The desert course is fairly straightforward, with one or two shortcuts hidden throughout the track, and reminded me of a few courses from last year’s Need for Speed: Hot Pursuit. At the end of the race, the game showed me my time and overall standing in the cross-country contest, with a reminder that I need to pass a certain ranking by the time I reach Las Vegas—this could be an interesting way for players to progress though the campaign without necessarily placing first every time.

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Gameplay in the desert was reasonably fun and arcade-y, but felt a touch off. Perhaps this can be attributed to the game’s being built on the Frostbite 2 engine; anyone who has spent time with Battlefield: Bad Company 2 or the Battlefield 3 beta can tell you about those games’ loose-feeling controls, and The Run seems affected by the same issues. Aside from the small control gaffes, the game handles similar to Hot Pursuit, with weighty cars and nitros boost that fills up by driving recklessly; coupled with the desert course, the experience felt a tad familiar to Criterion’s entry in the series.

The next race, Independence Pass, shook things up a bit—quite literally, in fact. The race opens with a scene of Jack stopped in front of a snowy mountain pass, warming his hand and presumably taking a breather. Another racers tears past him, though, and the chase is on. Players need to race down the spindly, icy canyon and overtake the racer before he reaches the bottom, all while trying to avoid careening off the end of the cliffs. Additionally, the local mountain patrol is blasting for avalanches, leaving gamers to negotiate falling snow and rocks.

I dig the concept of one-on-one races like this, and for the most part, the action compares favorably to 2006′s Need for Speed: Carbon‘s canyon runs. It starts to feel cheap near the end, though, when the race becomes less about competing against the driver, and more about memorizing falling rocks. Still, with Independence Pass, it looks like The Run will feature more racing variety than simple point-A to point-B sprints, and these event races could be thrilling in short bursts.

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The canyon race also gave me the chance to try out Need for Speed: The Run‘s new rewind function, a feature that’s starting to become standard-issue in modern racing games. However, rather than acting like a VCR, similar to titles like Forza 4 or Need for Speed‘s own Shift 2, The Run‘s rewind system is more akin to Call of Duty‘s respawn mechanic: players cross checkpoints as they progress through the track, and each rewind sends them back to the nearest checkpoint. I’m a bit torn on this system; on one hand, it’s not nearly as seamless as rewind features in other racing games, often pulling me out of the experience. On the other, the checkpoint system places more of an emphasis on survival, rather than correcting small errors, which could lend itself well to other high-stakes levels like Independence Pass.

Graphically, The Run is solid, if unspectacular. Car models look about as good as one can expect from a triple-A racing franchise in 2011, though they certainly aren’t as jaw-dropping as the vehicles in the Forza 4 demo. Environments look exactly like what you would expect from a game built on Frostbite 2, and while they do look pretty good, I couldn’t help feeling like I was racing through one enormous Bad Company 2 map.

Given the demo, Need for Speed: The Run probably won’t reignite my passion for the series the way that Underground did back in 2003, but the experience still seems solid. Racing fans looking for a more non-traditional experience may want to give it a rental when it drops November 15.

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