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Fire and explosion highlight enemy positions as you charge through, taking out who you can but mostly trying to stay alive. The combination of darkness and smoke makes visibility limited, but the noise of battle is everywhere. Then it’s down into the canal, all crumbled mortar and spilled water, and a tense, terse run through the night. When you and your comrades scale a wall to finally drop into the city proper, you’re all giving each other leg-ups. When you set down a mortar to soften up (and, perhaps more usefully, illuminate) a distant target, another soldier is on hand to put it in place and prime. And, at this point at least, the game doesn’t seem to be pushing characters or dialogue too hard: clearly it’s war-as-entertainment, not any kind of simulator, but it does seem militaristic, not melodramatic.Īmidst the noise and screen-shaking explosions, there’s an emphasis on silent team-work.
![battlefield 3 soldier battlefield 3 soldier](http://st.gde-fon.com/wallpapers_original/345833_battlefield-3_soldat_oruzhie_1280x1024_www.Gde-Fon.com.jpg)
#Battlefield 3 soldier series
Tehran seems enormous and all around, not just a series of flat bitmaps painted behind impassable walls. There’s also a sense of vastness and openness to the level, despite this being an essentially linear experience. I'm far too uneducated in the mysterious ways of the recording studio to be able to tell you why, but everyone here's been enthusing about how meaty and involving BF3's audio is.
#Battlefield 3 soldier Pc
With DICE bullish that the PC version will be about as bleeding-edge as videogames get, I can’t wait to see how this looks on a decent graphics card. This feels dangerous.Īll the while, Tehran itself grows closer: this really is a remarkable spectacle, the Frostbite 2 engine doing remarkable things with lighting even on what, for this demo, is just the console build. One chap is sent flying in the air from a shell that lands dangerously close – while key storyline characters will either live or die according to predetermined narrative decisions, other soldiers could dynamically bite it at any moment. Thunderous explosions lead to trees aflame, which you and your comrades dash past to reach the relatively safety a gigantic concrete overpass. First up is charging down a forested hill towards the city below, which would probably go more smoothly if said hill wasn’t being bombed to hell at the time. Their orders are to capture an apartment complex on the other side of a canal, but that’s a whole lot easier than it sounds. “That is a biiiiig city.” And they’re going in, obviously. It's a hell of a sight: ugly and beautiful at the same time.
#Battlefield 3 soldier windows
It kicks off with a clutch of soldiers crouching on a hilltop amidst the ruins of unknown buildings, staring down at Tehran, vast capital of Iran, windows in its towering city blocks twinkling in the night. Nonetheless, it’s not exactly a quiet affair. Guillotine is a night-based mission, “something we haven’t done before”, and aims for a different sort of tension and action to the big street battle I played earlier in the day (more on that soon). No, they’re not saying exactly how long said campaign is, but executive producer Patrick Bach intimated that he’s not sure games with “movie-style narratives” and no sandbox elements are unwise to exceed 10 hours if they want to sustain “high quality”.
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The mission in question was named Operation Guillotine, and is placed about halfway through the singleplayer campaign. And yet, somehow, it's also far more subtle and convincing than COD and its recent raft of wannabe crown-stealers. That approach: MEGA-GRAPHICS, MEGA-EXPLOSIONS, MEGA-WAR. So getting eyes-on with a never-before-seen singleplayer level yesterday went some way to explaining BF3’s approach. Just two months ahead of release, Battlefield 3’s singleplayer mode remains something of a mystery – oddly so, given this game is DICE’s attempt to make their biggest franchise as appealing to lone gunners as team gunners.