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KiLL3r
7th September 2006, 01:15 PM
Conquest

All EA has talked about when mentioning 2142 to this date is Titan Mode. As you probably know by now this requires players to capture missile silos that unsurprisingly fire missiles. These missiles strike the opposition's 'Titan,' the titular vehicle that is basically a floating carrier. Once enough missiles have hit, the Titan's shield drops and then it must be boarded and four control consoles destroyed before the Main Core Blast Doors are opened to allow the attackers to destroy the Titan once and for all.

It was with some surprise then that the 30 odd high-spec machines (AMD Athlon 64 3800+ Dual Core Processor, 2GB RAM, top-end Nvidia graphics cards) were in fact running Conquest, something all Battlefield 2 players are familiar with (capture areas to gain control of the map and reduce the amount of tickets the enemy has. First team to 0 tickets or with least tickets when time runs out loses.)

http://img59.imageshack.us/img59/8358/screenshots82lf9.th.jpg (http://img59.imageshack.us/my.php?image=screenshots82lf9.jpg)http://img59.imageshack.us/img59/8313/screenshots83sb9.th.jpg (http://img59.imageshack.us/my.php?image=screenshots83sb9.jpg)

As Conquest requires no further explanation, and the build we were using was just two days older than the one presently available via FilePlanet.com with no notable major changes apart from an updated GUI, and the addition of a weak artillery strike for the Commander, I'll focus on the new maps we sampled.

Tunis Harbor

This port map was the first of the day and an early favourite of mine due to its close-quarter battles that are predominantly infantry based due to the lack of anything other than Fast Attack Vehicles (think a buggy) and one Battlewalker (a mech) per side. Another highlight of the map was that it was set in Africa giving it a warm glowy feeling that you just don't get on the harsh and barren ice-filled maps that feature in most of EA's released screenshots.

Action was never far away on Tunis Harbor due to its compressed layout and wonderful overhead walkways that provided snipers with a dazzling array of firing positions rarely seen in Battlefield maps, and other infantry with quick access to all capture points. Enemy walkers clumsy enough to stumble into tight areas quickly fell prey to infantry-thrown EMP grenades and anti-tank weapons that made light work of the fearsome vehicles that are typically so dominant on the Tuning Beta map, Verdun.

Gold badge baby, yeah!

Suez Canal

Suez Canal is a relatively large map geared towards vehicle use with a large bridge over the titular canal acting as the main choke zone between the two halves of the map with further progress once the two opposing forces meet typically only being made by squads utilising the speedy air transports - certainly not my favourite map of the day, though I'm sure the tank nuts will love it.

http://img59.imageshack.us/img59/43/screenshots42fx0.th.jpg (http://img59.imageshack.us/my.php?image=screenshots42fx0.jpg)http://img59.imageshack.us/img59/5160/screenshots53zq2.th.jpg (http://img59.imageshack.us/my.php?image=screenshots53zq2.jpg)http://img59.imageshack.us/img59/1729/screenshots46fq0.th.jpg (http://img59.imageshack.us/my.php?image=screenshots46fq0.jpg)



Sidi Power Plant

Back in the North Pole we switched over to Sidi Power Plant, another African map featuring a good balance between vehicles and infantry, and one capture point that to capture required units to dismount from their vehicles.

Shuhia Taiba

Another African map, though this one was tough on the legs if you were without a vehicle, unfortunately. I say unfortunately because Shuhia Taiba had a really good flow and a lot of vertical action that spiced things up, so basically, if DICE could pop a few more FAVs in there they'd be golden.

Shuhia Taiba also featured some great unique buildings including a giant circular "thing" whose shadowy underside was great for ambushes, and the laying of automated turrets.

Q&A Session

Our team's decimation of the enemy was halted for a Q&A session with DICE Sweden's Kristoffer Bergqvist (the only fellow other than myself to fly across the Atlantic to get there). Kris answered numerous questions though revealing answers weren't particularly forthcoming due to agreements and as-of-yet unannounced plans but he did discuss DICE's new "Live Team" that will handle anything to do with the community, support of the mod tools (they're coming ASAP, though don't expect documentation at the same time), and any other miscellaneous issues that pop up, including the support of patches. If you'd like to see the Q&A session yourself head on over here to download Tim's footage.

Kristoffer Bergqvist, the standee

KiLL3r
7th September 2006, 01:16 PM
In-Game Ads

A press release issued a day before our event announced that in-game adverts will be present in the retail edition of Battlefield 2142, much to many people's dismay. While Kris wouldn't go into too many details about the advertising he did confirm that the adverts will be static images that can be dynamically changed by IGA.

When asked how continuity and believability will be retained when fighting in environs in the year 2142 that feature 2006 adverts Kris suggested that the adverts may be weathered in some way to create the illusion of them being remnants from the days before the apocalyptic ice-age described by the game's back story. Kris also expressed his hope that the adverts will help recoup costs of developing the game quicker and allow DICE to invest further funds in the support of 2142 and future titles such as Bad Company.

Whether Kristoffer's hopes come true or not it is good to hear that DICE is making the adverts' integration as painless as possible for the player and for the good of the franchise, not just for themselves and EA.

http://img59.imageshack.us/img59/4060/screenshots07cx8.th.jpg (http://img59.imageshack.us/my.php?image=screenshots07cx8.jpg)http://img59.imageshack.us/img59/8127/screenshots60my5.th.jpg (http://img59.imageshack.us/my.php?image=screenshots60my5.jpg)


Once we'd picked our collective jaws up off the floor we checked out Titan Mode, starting with a map familiar to most in the room, Verdun. Post-groaning we realised that the map had been tweaked and so it wasn't all bad, until the Titan spontaneously combusted that is. What followed was a quick flick through a number of the maps we already played in Conquest Mode, along with a look at Minsk, the map shown in the very first Battlefield 2142 screenshot and trailer.


Fall of Berlin featured excellent infantry battles, incredible architecture, awesome vertical visuals, and an even better flow that really rewarded co-ordinated squad play - my favourite map of the day by far

http://img59.imageshack.us/img59/5424/screenshots75yw0.th.jpg (http://img59.imageshack.us/my.php?image=screenshots75yw0.jpg)http://img59.imageshack.us/img59/2909/screenshots78hn8.th.jpg (http://img59.imageshack.us/my.php?image=screenshots78hn8.jpg)

All Good Things…

As the event drew to a close I sat back in my seat and realised that unlike Battlefield 2 the core gameplay of Battlefield 2142 hadn't annoyed me all day. Never had I screamed out in frustration, yelled "fucking bullshit" at the top of my lungs, or wanted to ram the keyboard through the monitor, or perhaps even launch the game disc out of the window. By taking Battlefield out of the real world™ and into the future DICE has been able to remove annoyances such as mach speed jets that can incessantly bomb you from high orbit now that their hands are untied by the binds of reality.

I can't of course hand out any kind of review score at this time but I will tell you this - I swore blind to friends that I wouldn't touch Battlefield 2142 at the time of its announcement due to the amount of frustration I felt at the virtual hands of Battlefield 2, and then after playing the Tuning Beta released by FilePlanet I was on the fence, and now after playing a far improved version of the game at EA's Redwood Headquarters I will be playing 2142 upon the day of its release.


read the full article here http://ve3d.ign.com/articles/730/730472p1.html

Spacemonkey
7th September 2006, 01:27 PM
Thanks killer, nice screens

Black Heart
7th September 2006, 11:30 PM
wait on... where he says "recoup the cost of developing the game quicker"

how does a faster dev cost more ? I mean a slow development would cost more, surely ?

Spacemonkey
7th September 2006, 11:43 PM
how does a faster dev cost more ? I mean a slow development would cost more, surely ?

It costs more to hire the guys who whip the programmers and tell them to hurry up.

Black Heart
7th September 2006, 11:44 PM
i want that job!

Sonic-NZ
17th September 2006, 11:51 AM
http://img141.imageshack.us/img141/5867/resizeofbf2142adds1zq0qx3.jpg

Twii Light
17th September 2006, 12:08 PM
BattleField 2142 Trailer - YouTube (http://www.youtube.com/watch?v=V-DnK-d_sp0)

The only reason I want to get this game is so I can use the infamous 4Chan fad line...

http://pr0n.encyclopediadramatica.com/images/7/7e/1155195198244.gif

IMMA CHARGIN MAH LAZER...

Steady
17th September 2006, 12:14 PM
wait on... where he says "recoup the cost of developing the game quicker"

how does a faster dev cost more ? I mean a slow development would cost more, surely ?
He means they'll be able to recoup the development costs faster.

Menial
17th September 2006, 12:18 PM
It cost more to develop the game quicker cos there are more nerds required.

The sooner (and buggier) the game is released they can send the nerds home; and stop paying their promotional officer (Kill3r) to keep hyping.

The sooner they can get twats like me to hand over my not-so-hard-earned-cash the better, for them.

elemunk
17th September 2006, 01:14 PM
Some of those screens are average, but the top right one of the gun scoped takes up entierly way to much screenspace for my liking.

Bell
17th September 2006, 02:15 PM
lol the scoped view looks like its a heli cockpit or something.

Hopefully nick247 doesnt like this game and ruin it for you huh killer.

BerG
17th September 2006, 03:15 PM
ROFL nice sonic.