There are some interesting progression choices (the idea is to perform well so you can afford better guns and gear in the next round, and it pays to have a hot streak), yet I can’t shake the feeling that this is a flavor-of-the-month answer to the battle royale trend. If you want a more focused, intense, teamwork-oriented experience, try and group up with folks you trust over Discord, rather than randoms via matchmaking. I can see a passionate community forming around Hazard Zone, or I can see it petering out. There’s also Hazard Zone, the third slice of 2042, but you need a good, communicative squad to stand a chance at staying alive, much less catching one of two rides off the map with your “data drive” goods in hand. If you’re bummed out by that lack of options, you’ll need to dig into Portal, which is where all of the custom games and legacy Battlefield experiences live. I wish we had another main mode beyond Conquest (which I usually like but feels too unfocused here in 2042) and Breakthrough (which captures some of the same spirit and momentum as Rush but isn’t a complete replacement). It’s hard to say for sure, but it definitely feels off right now.Īt launch, I think seven maps is enough - or rather, it would be if I dug them all. I’m curious if the solution might be to trim sections of these gargantuan maps or add more noteworthy locales to the barren areas. I understand that there needs to be enough room for everyone’s antics with tanks, choppers, jets, and hovercraft, but too many of the seven All-Out Warfare maps at launch feel less than ideal. There’s too much wasted space in the sprawl, and that feeling is exponential if you’re traveling on foot. While it helps that you can pretty regularly summon vehicle air-drops even after you’ve deployed on the ground (as well as call in a freaky “Ranger” robot dog that runs by your side and takes potshots at god knows what), there’s no getting around the scope of All-Out Warfare in Battlefield 2042. The odds can feel stacked against you in Conquest like never before. In the worst-case scenario with up to 128-player firefights on PS5, PC, and Xbox Series X/S, you might be constantly picked off and spend a huge chunk of your time waiting to respawn - or run, drive, or fly - to the next point of interest only to immediately die again before getting even the most minimal lay of the land. Instead of naturally encouraging players to synergize and strategize, the game design seems too indifferent - as if the maps, modes, character roles, and equipment were built separately rather than in tandem with one another.
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