PAX 2012 Medal Of Honor: Warfighter Community Event

Before I get into the “meat & potatoes” of Medal Of Honor: Warfighter, and my experience with the game during the PAX 2012 Medal Of Honor: Warfighter Community Event…I should give you a little background intel about myself.

I am not just a fan of the Medal Of Honor franchise. I am a battle hardened veteran of almost every Medal Of Honor battle space” ever made available to me from the fine folks at Electronic Arts.

I was part of the team that destroyed “Railgun Greta” (I always thought that would be a great name for a band). I was there with the French Resistance, when they put a stop to the V-1 menace. I survived the horror of “Panzerknacker Unleashed“. I experienced the tragedy & triumph, of both D-Day & Pearl Harbor.

And of course, I was there when Mother, Preacher, Voodoo, & Dusty all said goodbye, to one of their own.

But enough about me, let’s talk about Medal Of Honor: Warfighter. I just thought that it was important for you to know as you read this, that the opinions expressed here, are not those of some casual gaming blog writer, or some detached industry media guy who could really care less about the game.

These are the opinions of a guy who knows this franchise, and has come to expect a certain something when he plays Medal Of Honor.

Flash forward to Seattle, Washington. The “Jet City“.  Friday, 31 August, 2012. Westin Hotel. 1900 hours.

20 or so Medal Of Honor community members fill the lobby, and you can feel the sheer anticipation pulsing throughout the room.

After signing in, we are finally led upstairs to a huge meeting room filled with food, fun, & fireteams.

As we started the gameplay portion of the evening I was instantly caught off guard, by just how good the game looks.

I play Battlefield 3, so I know what the Frostbite 2 can do. But you could immediately tell that Danger Close has a firm grasp on the engine’s real capabilities.

The second thing that I noticed was the sound design. It was even a topic later in the night, during a Q&A session with the DEV team.

The ambient audio in general is superb. But the gunfire in particular, is simply stunning. Each weapon has it’s own distinct sonic personality. You can almost “feel” the difference between weapons, based solely on how each one sounds.

With regard to the essentials, Warfighter’s basic gunplay and control interface, remain relatively unchanged from the game’s predecessor. All in all, to this point, I’m feeling pretty optimistic about everything I’ve experienced so far.

But, keep in mind that 2010’s Medal Of Honor was a hybrid endeavor. With Danger Close developing the Singleplayer mode (on a heavily modified version of the Unreal Engine 3), and DICE (EA Digital Illusions CE) developing the Multiplayer mode on the Frostbite 1.5 engine.

In fact, that may have been the only thing wrong with the 2010 iteration. You could tell that the two modes were somehow related, but were also distant cousins at best.

So, as I blazed my way into Warfighter’s Multiplayer mode, I was a bit apprehensive about what I might find.

However, I’m happy to report that I was pleasantly surprised to find that Danger Close had re-imagined the Multiplayer mode, and has aptly transplanted it’s DNA into the mode’s fabric.

Unlike 2010’s game, you can tell that Danger Close developed this mode. It didn’t seem like I was playing someone else’s version of Medal Of Honor. The HUD, and player icons were well thought out, and unique. I didn’t notice the usual visual clutter on the screen like you see in some shooters. And thanks to the technology of the Frostbite 2, player movement was smooth, and very natural.

The Spec Ops mode was interesting, though I rarely found myself using it. It gives you a very quick “IR” peek at your environment when you need to amp up your situational awareness a bit. Some players may complain about it, but as I mentioned, it’s not something you can “lean on” during the course of the game. It really is something that you’d only use if you find yourself in a “tight spot“.

There is also a “suppression” effect that occurs when you find yourself taking enemy fire. It’s similar to the Battlefield 3 suppression mechanic, but is toned down enough to distract & disorient you, more than it disables you. I like the execution of the effect overall, and I think most players will agree.

Other elements from the 2010 game make a return to Medal Of Honor: Warfighter. Offensive & Defensive Support Actions are back, and have been tweaked a bit.

They seem more useful and balanced, but must be used strategically in order to achieve any real results. I also love the way a player must think before he deploys one of these actions. For instance, if you launch a UAV (Unmanned Aerial Vehicle). Your player actually stops, and literally “launches” the UAV by hand. If you call in an A-10 “air strike”, your player must again stop, and actually “lase” the target for tasking. It makes the player vulnerable, which means you have to use discretion when deploying any of the support actions.

I also love the revised melee mechanic. At one point, I jumped off a raised position to engage an unsuspecting foe below, dispatching him with a well placed tomahawk. If I could have, I would have “high-fived” myself.

And although we only played on two maps during the event (Somalia & Sarejevo). It seemed like we played on 3 or 4 different maps, due in large part to the unique map design Danger Close implemented. Depending on which game mode we played, we’d find ourselves fighting on a different portion of the overall map.

Sarajevo, is set at the Kosovo Olympic Stadium. What was once a proud structure that represented something glorious, is now just a shell of rubble & untamed vegetation after years of civil unrest in the region.

I can’t put into words how dense, and cluttered the terrain is on this map. Be advised, there won’t be any “Run & Gun” here kids. To properly navigate this AO, you almost have to “move & shoot” the “Tier 1” way. I think the saying goes…”slow is steady, and steady is fast“.

A “bombed out” bobsled track snakes it’s way throughout most of the map, and provides hundreds of vantage points from which to engage the enemy. In addition to the many man-made structures that litter the map, rocky perches and natural terrain also provide players with a plethora of tactical options.

The three game modes we experienced were “Sector Control“, “Hot Spot“, and an e-sport game mode called “Homerun“.

SECTOR CONTROL-
This mode is exactly what is sounds like. It’s very similar to Battlefield 3‘s “Conquest” mode.
Players must capture & defend designated “nav points” on the map, to push the enemy back and ultimately control the AO.
It should also be noted that because of the nature of the game modes we played, the infantry combat is fierce at times, and will really test a team’s ability to work together & communicate. In other words…team work is essential.

HOT SPOT-
Next up is “Hot Spot“, my personal favorite of the three game modes we saw during the event.
In this mode, players are tasked with either planting or defusing a bomb that will destroy a designated tactical target if it isn’t defused in time. The cool thing is that you don’t choose where to plant the bomb if you’re attacking, HQ does. Similarly, players on the defending team will have 2 or 3 “potential” target sites to defend, but won’t know which site is actually being attacked, until the bomb is planted. It makes for a mad scramble at times. And the fire fights that ensue are epic to say the least.

HOMERUN-
Finally, we come to the “e-sport” game mode that was named by the Medal Of Honor community at-large. Homerun is a fast paced, no respawn, “Capture The Flag” game mode, that almost always comes down to a “last man standing” scenario. The fact that you only get one life per round (10 rounds in all), cranks up the stakes considerably, and was the only game mode that evoked cheers from the community players in the room. It sucked to die, but it was actually fun to watch the match unfold from the “dead lobby“.

Overall, I’m glad that Danger Close seems to understand the importance of innovation with regard to the Multiplayer mode. The Fireteam feature alone, proves that they are at least conscious about getting players to work together to achieve the objective.

But with that being said…there is one aspect of the Multiplayer mode that I’m concerned about.

Honestly, I’m still a little skeptical about the clan support options that we’ll see with Medal Of Honor: Warfighter. When asked about it, we were told that clan management would take place via Battlelog (like Battlefield 3). I firmly believe that developers have neglected the demographic of players who prefer a “team first” gaming experience. Most Multiplayer shooter titles today, seem to have forgotten those of us who want to be part of a team. A group of like minded gamers, who share a real collective identity. We want the ability to create and manage private matches, and to manage our clan down to the last shooter. We want the ability to achieve an actual online presence. But sadly, most titles focus on the individual. A players rank or KDR seem to be more important than the greater good of the team these days, which I think promotes a selfish “me first” type of dynamic. We’ll see how Danger Close chooses to handle this, but I’m not 100% sold on the idea of using Battlelog to manage my clan.

After all, most of us already have a “friends list“.

Regardless, I’ve got my fingers crossed. All I know is that for about six and half hours in Seattle, I was Tier 1. Danger Close has clearly found it’s identity, and has put it’s stamp on the franchise. And without question, I left Seattle with an excitement I haven’t felt in a while. Medal Of Honor: Warfighter seems to have everything a grizzled Medal Of Honor veteran like me would expect, or want.

We’ll find out soon enough if that’s enough to compete in a somewhat crowded genre/market. Medal Of Honor: Warfighter from Electronic Arts & Danger Close (PC, PS3, & Xbox) goes loud, on October 23rd.

Until then shooters. Watch those corners….and Stay frosty.

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Hitman: Absolution – A Test of Faith

I’ll never forget the first time I was introduced to Agent 47.  I had just received my copy of The Official PlayStation Magazine with its monthly disc packed with previews and game demos.  There on the disc was a demo for a game titled Hitman 2: Silent Assassin.  I saw the stylishly dressed bald guy dual-wielding a pair of hand cannons and I was immediately intrigued.  The prospect of sneaking in to a highly guarded mansion, taking down a mob boss while rescuing a priest had me giddy with excitement.

Then I tried to play the demo.

Emphasis on “tried.”  It was a total mess.  The controls were not only WAY more complex than anything I was use to playing, the AI was absolutely brutal.  I knew right away that I was in way over my head and that there was absolutely no way I was getting over the learning curve.  I ejected the disc and went on to other things.

Or at least I attempted to.

The fact was that even though I was terrible at the demo, I found the concept fascinating.  This was the character I had been waiting to play for a long time.  So I went back, and I was still terrible.  But I went back again and this time, even though I was still terrible, I actually made it into the kitchen disguised as a delivery guy.  Then, I promptly took 2 steps in the wrong direction and all hell broke loose.  This scenario played out dozens of times and each time I got just the tiniest bit better. Long before the first time I made it through the level with the coveted Silent Assassin ranking I was hooked, and I knew that this was a series I would follow for as long as it was around.

Fast forward 10 years to the first release of info on the fifth game in the series.  I couldn’t be more excited.  Finally! A Hitman game on “next-gen” consoles.

Then I watched the trailer.

This is NOT Hitman! It’s way too action heavy!  Instinct mode?  Are you joking?  This looks like Splinter Cell: Conviction (which I enjoyed, but it wasn’t Hitman).  I/O Interactive, you broke my heart.  I suffered waiting through not one, but TWO, garbage Kane & Lynch games.  And for what?  For you to rip the very soul out of  the franchise that I love?  For you to bastardise a series so you can  dumb it down for the masses of mouth-breathing Call of Duty “bro” gamers?  To hell with this, I quit.

Or at least I attempted to.

I’d obviously been betrayed along with all the rest of the die-hard fans, but I just couldn’t believe it.  I searched every article I could find in hopes that I was wrong, but everything I read just sounded like the devs doing a song and dance to distract us from the atrocities they had committed against their fans.  I had all but given up hope and written the game off.  Then a friend told me about a sniper challenge mini-game that you could download if you pre-ordered the game. I figured “Why not?” I’d pre-order the game to get the code and then go back and then move the money to Borderlands 2.

Then I played it.

I figured that I’d try it once and then maybe watch some tv.  Two and a half hours later, I had to force myself to go to bed.   The Agent 47 that I hadn’t seen since 2006 was back and better than ever.  The defining moment came when I shot an elevator control box to open the doors and then made a member of the main target’s security force disappear down the elevator shaft. After dozens of replays I finally achieved Silent Assassin rank, but with the addition of a friends leaderboard, Silent Assassin is just the beginning.

I know that the latest trailer has sparked plenty of uproar, and people are jumping to all kinds of conclusions and continuing to rage about “the absence of stealth” and “too much action” but now I just shake my head and smile.  I’m confident that when the game launches it will be the naysayers, and not the devs, who will be seeking “Absolution.”

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Modern Warfare: 3 Early Pirating ~ “Don’t Get Caught!”

 

Story by: CritiKiL

Call of Duty Modern Warfare 3 doesn’t come out until Nov. 8. But pirates have already obtained the video game — one of the most-anticipated of the year — VentureBeat has learned. The PC version of the game, or at least part of it, has been circulating among pirates in the U.S., who illegally copy and share it without paying Activision Blizzard or its retailers. That’s a big problem, as Activision Blizzard is expected to sell more than 20 million copies of the game in 2011 alone, according to Arcadia Research. That amounts to more than $1.2 billion in sales at retail. Piracy has always been a problem with video games, especially for PC titles. But the pirates go after Call of Duty because it’s the big prize. Every year, a cat-and-mouse game ensues. Activision Blizzard closely monitors manufacturing in the weeks leading up to shipment, since it only takes one stolen disk to set off the viral spread of pirated copies. But it’s hard to stop inside jobs.

Evidently, pirated discs began to spread quickly after an employee at a shipping warehouse (run by a huge shipping company) in Fresno, Calif., stole one disc. It’s not clear how many full copies spread this way, as the disc that was stolen was apparently Disc 2 of a two-disk set for the PC. Security may have been too tight for the thief to steal the other disc. The same course of events happened before last year’s launch of Call of Duty Black Ops and the year before that with Call of Duty Modern Warfare 2. But sales of the franchise keep climbing.

Investigators are using the same tactics as last year, knocking on doors around the country and asking people nicely to turn over and delete their pirated copies of Modern Warfare 3. Rather than face fines, many complied. A Modern Warfare pirate who was caught posted a message (below) yesterday on Craigslist. In it, the person warns others not to buy MW3 before the release date because “they will come get you.” The post says “you will be fined $5,000″ and it could result in permanent banning from online play. Then the person adds, “I already went through it.”

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So Far, Nothing Beats Battlefield: 3…

Story by: CritiKiL

The war for the military FPS game of the year has begun, and Battlefield 3 has fired the first shots.  The attention to detail and care that DICE has put into its Frostbite 2 engine shows (which is ‘also’ incorporated in NFS: The Run racing game!), and leaves gamers with a highly polished and addictive shooter.

In the campaign mode you’re in the shoes of Henry Blackburn, a Staff Sergeant in the United States Marine Corps who’s being interrogated and as he tells his side of the story, you play through ‘his’ events and end up playing as a few different characters watching the story unfold from their individual perspectives (much like the Call of Duty franchise). It is clear that DICE tried too hard to capture the Call of Duty audience, but overall it owns up to having it’s on individuality. That’s what Battlefield is all about though, watching tanks battle and etc. But there’s a scene  that’s a skydiving mission and that is Awesome.  The Co-Op mode is not bad either.

However, it is the Multiplayer mode which steals the Show! It reminds me of the Socom we used to love but now hate. Don’t miss it at all. The squad based combat encourages teamwork and coordination. We have the choice of four classes; Assault, Engineer, Recon, and Support. Each class has its own set of abilities that aid the team. The Assault class can drop med kits to heal your comrades, the Engineer can repair damaged vehicles, the Recon class can spot targets and mark them, and with Support you can replenish your teammates’ ammo.  There are also a variety of customization options for each class with dozens of primary weapons and secondary weapons to choose from, and camouflages to earn for your soldier. Unlocking new weapons, attachments, camouflage, vehicle upgrades are dependent on your performance and how well you work with your team. We’re just not awarded for kill, but assists help us unlock equipment and weapons. Unlocking new items to customize our character is the heart of the multiplayer, and these rewards will keep you coming back for more.

So, if you’re looking for a deep multiplayer experience where working as a team is encouraged, Battlefield 3 is the game you have waited for. The campaign mode is nice, but the multiplayer is so fun and addictive that you can easily overlook the campaign’s shortcoming. Battlefield 3 will have your attention for months on end with its sharp graphics, amazing sound effects and team-based multiplayer. DICE once again shows that it knows how to make an enjoyable multiplayer experience.

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Worms: Ultimate Mayhem to launch on Steam for the PC

Today Team 17 announced the release of Worms Ultimate Mayhem on Steam for the PC, which is scheduled for release on 28th September 2011. Worms Ultimate Mayhem will allow Worms fans a level of customisation like never before, there are over 100 items available including a huge selection of silly hats, hands, gloves, moustaches and glasses. Another great feature is ‘Wormpot’ which allows even more game style adjustments, with over 1,000,000 possible combinations. If you want to take a look there is an official trailer showing the customisation on Team 17 YouTube channel.

Courtesy of Team 17

If all that wasn’t enough, there will also be a Weapons Factory that allows you to build your very own weaponry so you will have endless possibilities for fancy dress and destruction.

More information about the multi-player content and other improvements in the game will be released by Team 17 soon. Fans can pre-order Worms Ultimate Mayhem for the PC from Steam now.

 

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Latest Battlefield: 3 Images!

Images by: CritiKiL
So. You’ve seen the video’s of the game but you might be upset at the price for being able to play Multiplayer. You need an uplifting in spirit to get you to fork up the cash to make that happen. You’ve been skeptical as to who to trust because you’ve been dished out games that don’t add up to your expectations and are incapable of a refund ~ Well these images should put you ‘back’ on track as to how awesome this game is going to be, not to mention that your friends are going to be revived-in-spirit once they’ve had a peak at the New screenshots of the game. Here ya go:
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Battlefield: 3 Will ‘Probaby’ Have ‘Online Pass’…

Story ‘Repeated’ by: CritiKiL

The confusion regarding EA’s plans for Battlefield 3‘s multiplayer access is palpableGamerZinesreports that Battlefield 3 Executive Producer Patrick Bach stated in an interview last week that the game would “probably” require a code for access to multiplayer. When pushed on whether EA would lock out second-hand players through use of an online pass, he replied, “I think we are.” EA told the site it would pick up the conversation “another time.”The latest major iteration of the Battlefield franchise, Battlefield: Bad Company 2, implemented a “VIP Pass,” granting access to extra content, but placed no initial limitations on multiplayer access. EA’s online pass (i.e. Project Ten Dollar) — now utilized by many publishers, with Ubisoft being the latest — cuts off multiplayer to anyone who doesn’t purchase a code, which comes bundled in new copies of games. Of course, with today’s announcement of EA Sports Season Ticket (i.e. Project 25 Dollar), there’s a whole new level of possibility.

“The whole idea is that we’re paying for servers and if you create a new account there is a big process on how that is being handled in the back end,” Bach said. “We would rather have you buy a new game than a used game because buying a used game is only a cost to us; we don’t get a single dime from a used game, but we still need to create server space and everything for you.”

Update: EA’s statement: “We have not made any announcements regarding Battlefield 3 and Online Pass.” ~ This still needs more clarification. We will update this article when we know more…

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Ghost Recon: Future Soldier ‘Peeks’ & ‘Beta’ Announcement!

Story by: CritiKiL
Want to know what ‘Data Mugging’ is? When will GRFS be released as well as the ‘Beta’ for the game? Want to see some exclusive muliplayer and co-op footage? ~ Check out some Never Seen Before Gameplay, as the lovely Ms. Brookelyn interviews Tommy Jacob (Creative Director on the Multiplayer)

and Roman Campos (Lead Game Designer on the Campaign) for Ghost Recon: Future Soldier. Together these two guys reveal features in the Multiplayer, the story behind the campaign as well as tell us when we can finally expect that “Beta”…we have all been waiting for.

NOTE: Whenever you PRE-ORDER Ghost Recon Future Soldier at GameStop, you’ll receive a FREE Signature Edition UPGRADE and beta access (on Xbox 360)…you can read more about that, HERE: http://tinyurl.com/5t5hkyk

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Battlefield: 3 ~ Return of the Dog Tag, Now even Better!

Story by: CritiKiL

Dog tags have always been a part of Battlefield, acting as a personal calling card for every soldier on the field, and these little emblems will be making a return this fall in Battlefield 3. After the launch of Battlefield 1942, the development team received physical dog tags from DICE as a token of appreciation. The team was so tickled by the gesture, they made sure dog tags have been a part of the in-game experience, becoming a part of the franchise since Battlefield 2142.

Your dog tag is your personal business card in Battlefield 3 – it’s what you dangle in front of an enemy you’ve taken down, and you can also collect the dog tags from your enemies as trophies, adding an extra bit of bragging rights to the festivities. “When we introduced dog tags in Battlefield 2142, we immediately knew we’d turned the knife duel into something new and very personal,” says Alan Kertz, Senior Multiplayer Designer at DICE. “Now players could have a record of their humiliation takedowns, and players were striving to protect their neck.”

With that in mind, DICE wanted to make sure dog tags in Battlefield 3 were even more personal, bringing an extra weight to them. You’ll be able to choose a design that goes with an in-game stat that gets tracked dynamically. “Dog tags in Battlefield 3 go beyond just having your name on them,” explains Kertz. “We have hundreds of dog tags that can be your personal calling card. Every time you kill an enemy, they see your tags. It’s your calling card – it’s your place to brag, and dynamic tags can show off how great you are with a knife, a jet, or even show off your personal play style.”

The only way to get a dog tag from your adversary is by performing one of the new, brutal knife takedowns. That not all – you’ll have to take out your target from behind. That’s right – you’ll have to employ some stealth and sneak up on your enemy and put them out of their misery before they realize you were even there, making for some well-deserved bragging rights. Now that these dog tags are highly customized for your own play style, it helps make things that much more personal, so the only way to gain one is to get the jump on your opponent. Yes, these dog tags may demand a bit more than usual to collect them, but that just makes it a greater insult when you take one from your foe.

These knife kills look amazing and provide a great new way to prove your prowess on the Battlefield, and thanks to the new ANT animation system, these takedowns add a dynamic visual flair. “ANT technology allows us to make the knife takedown a truly immersive part of the physical Battlefield,” Kertz adds. “Takedowns encourage players to get in there for stealth kills, and makes bringing a knife to a gun fight the risky but rewarding experience it was always meant to be.”

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Battlefield: 3 ~ Awesome New ‘Frostbite 2’ Engine Mechanics!

Story by: CritiKiL

The first thing I’d like to point out about this game is that, ‘No one is Safe‘: New Destruction engine allows you to blow holes in the walls where people will be hiding. As Commentors Sian Welby & Matt Cuttle (from Stockholm, Sweden) explain, The Frostbite 2 Dynamic Engine Animation System allows gameplay such as you’ve never seen ‘or heard’ before! (NOTE: Incidentally, the upcoming game ‘NFS: The Run’ encorporates this same engine!). Prepare to be amazed and drawn into realistic gameplay such as you’ve never experience at this level of Awesomeness. The video below shows Exclusive access to the heart of DICE, allowing us to check under the hood of Battlefield 3 by watching this special video and have a look at the brand new engine – Frostbite 2:

  • Revisit an old favourite from Battlefield 2 — Strike at Karkand and more with Niklas Fegreaus, Lead Designer on Back to Karkand and David Spinnier, one of the original map designers on Battlefield 2 as they talk to us about those maps and how they will evolve in Battlefield 3.
  • Lock and Load with Lead Weapons Designer, Alan Kertz as he discusses the Physical Warfare Pack and his weapon of choice.
  • Lars Gustavsson, Creative Director takes us through the evolution of Battlefield from the original concept drawings for Battlefield 1942 all the way to the upcoming Battlefield 3.
The key Pillars (or strengths) of this New Frostbite 2 Engine totally re-design how we see, hear and experience gameplay…from the ground up. It changes how we visualize, hear, experience and control the game! There are 5 basic principles which were focused on, in the re-animation of gameplay experience and they are:
  1. ANIMATION ~ a new level of FPS realism…
  2. DESTRUCTION ~ annihilate buildings, deminish cover…
  3. AUDIO ~ award-winning immersion and atmosphere…
  4. SCALE ~ huge detailed landscapes, dense urban areas…
  5. RENDERING ~ cinematic image quality, lighting and effects….

For more info, check out this link, but WATCH THIS AWESOME VIDEO First! (below):

http://www.ea.com/uk/battlefield3

 

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