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This article is based on a press trip to Stockholm. Battlefield Hardline. Order Newest Oldest Best Worst. Sadly, launch day troubles soured feally opinion on the game for quite some time, its best qualities blighted by crippled servers and bugs aplenty. Iwo Jima, which heads up the new expansion, takes the Battlefield original and expands upon it.
When Battlefield is good, it's really, really good. There's a magic to be found when zipping to a distant capture point in an armoured vehicle, your friends in tow as you man the rear guns and take potshots at the fighter plane above that then comes screaming down in a streak of fire and really into a building, sending it tumbling to games ground and taking out the squad that was camping there.
It's breathless stuff - battlefield when Battlefield's sandbox delivers, there's nothing games like it.
Of course, there's the other side to Battlefield as well. The one where you're all cooking games for kids aimlessly across a vast map, not entirely sure games to head next, and having your long journey to a capture games cut short by some sniper camping out on some faraway hill.
It's frustrating to the extreme. Or maybe you just fell foul to one of the many glitches to be found. When Battlefield's bad, it can be really, really bad. True to form, Games 5 games to play goku games offered a bit of both.
It launched just under a year ago, undercooked and unblocked support in unblocked first few months patchy at best. Firestorm made a belated debut earlier this year, and offered a fascinating take on the Battle Royale genre, though support seems to have petered out, while elsewhere new maps were really being added sporadically. Being a Battlefield 5 player has been, more often than not, a deeply frustrating experience.
Turning around struggling games has become something of a DICE speciality, starting with Battlefield 4 - one of the more disastrous launches in recent years, play best games to that free are a game that went on to become one of games most cherished multiplayer shooters of the generation.
Even Star Wars: Battlefront 2, which rightfully attracted controversy around its launch, has been turned around. I dipped in recently to see where it's at, and was pleasantly surprised; it's actually good now. Battlefield 5 never really attracted the same ire, but it's certainly benefited from the same kind of care and attention in recent months. The rate at which maps have been added has games up, and this week sees arguably the biggest addition to Battlefield yet with the addition of the Pacific theatre.
It's a pointed return to the series' roots, bringing it all back to maps that riff off the classics that featured in 's Battlefield There have been some tweaks. Iwo Jima, which heads up the new expansion, takes the Battlefield original and expands upon it.
Visually it's a bit more muted - cues have been taken from cinematic depictions of the conflict, most notably Clint Eastwood's Flags of our Fathers and its companion piece Letters from Iwo Jima - with the volcanic geology making the beaches feel like a moonscape. There's more click, too - those wide expanses on the front give way to a network of tunnels through Mount Suribachi, both of which combine for a map that provides a variety of different styles.
Play it in Breakthrough and you get Battlefield 5's online free girls games dance take on storming the beaches as you invade the island when playing as the US forces. Invasion's a big part of what this particular expansion is about, so Breakthrough seems like the perfect way to embody all that.
When you're playing as Japanese forces, you're on the backfoot, fortifying defences and really back against the invading forces. It gives this expansion its own particular flavour. Pacific Storm's the other new map, which brings to mind another piece of cherished Battlefield history. This time out it's Battlefield 4's Paracel Storm that's the inspiration, with an archipelago being battered by DICE's dynamic weather system. That cluster of islands also means that water-faring warfare is a very real option, games a battered dinghy that's one of the new vehicles in this new expansion the perfect vehicle to stealthily storm a point.
Really, though, it's the most iconic Battlefield map of them all that's the star attraction - even if it's not coming until a little further down the line in December. War in unblocked Pacific reintroduces Wake Island, though at present it's still under construction so our own playtest wasn't available for capture.
Rest assured it's faithful to the original, with what feels like a slightly larger scale and more fidelity in its telling. The horseshoe layout of the island still makes for amazing encounters, too, with boats zipping from coast to coast in a distillation of all that's great and good about the Battlefield series.
Indeed, War in the Pacific feels like a pointed return to the foundations of Battlefield, and a return to all the traits that made everyone hold the series so dear. It's been a bumpy ride for Battlefield 5, with its sporadic updates, a road map that was soon thrown out the window think, games for kids forward video speaking the frustrations of players having to put up with frequent bugs.
War in the Pacific http://fun-games.host/games-unblocked/games-unblocked-church-full.php it all back on surer footing, and it comes off the battlefield of a period of increased support for Battlefield 5 from DICE that makes unblocked all a much more palatable offering.
If unblocked been holding games on this for a while, perhaps now's the time really dive in. After this update, Battlefield 5 is, more often than not, really really good.
Soon after our hands-on session battlefield Battlefield 5's expansion, it emerged that there's no new Battlefield coming next year - and it seems that DICE is finally being given some room to breath, and there's hope that next time around it can launch a game in strong shape rather than having to scramble to fix things as it's done in the past.
I sat down with Lars Gustavsson, a veteran of the series having been at DICE since its inception, to talk about Battlefield's recent past, and it's near-future too. We're coming up to 12 months since Battlefield 5 came out.
What would your assessment be of that first year? Lars Gustavsson: It's been quite a journey. Coming back to the Second World War games all the possibilities that brings, but also all the expectations. It's an era that's been out there in so many movies and so many games. And then coming out and scrambling, battlefield shifting our mindsets much more to a live service - especially when we're used to premium really - and trying to unify the community.
Which ultimately was the biggest flaw with premium - it splintered the community. So from that perspective, I think it's been quite a ride! Pushing really to do more frequent updates and listen in to the battlefield - especially now, from from summer to autumn we've refocused our efforts and really with the most recent updates - large conquest and most recently with Operation Underground, games unblocked mr 2.
I think there's definitely something very positive growing in the community which makes me happy. I was just watching the phone as you stepped into the room as the trailer hit. I was just on the Reddit and everyone's just over the moon with the new trailer. It's gone games very well. So it seems like Battlefield games is in a better place now but the cadence of updates was was quite erratic at the start. Was it harder adapting to the games service model than you anticipated?
Lars Just click for source As a studio I often say - I mean it's a big studio, it's a part of big EA and it's often probably perceived as such on the outside as well. Sometimes we get it you know, it's list all poker games big company and a big machine.
But as the steam games online grows continuously, tech evolves and the world around us changes there's no shortage of learnings.
So just all the learnings we have picked up to in the last year - how do we work with Tides of War. What works? What do people engage with? When do we make it too hard? What are people expecting? You know, week after week of tonnes of learning, so and also all the hard work that just goes into the process of having a big team cramming out fixes, some content, and then delivering it to our players.
So it's big machinery, beyond building a few maps and getting them out there. Lars Gustavsson: I think overall, I think I mean, for us, the biggest one has been to, to focus our efforts. And I think a big part for us is really working with internal processes and being smart about it. I remember when we did Codename Eagle or Battlefield - it might have topped 25 people or something. But these days, teams are so much bigger and it's very easy that you don't get the flow you won't with communication, especially when you have constant deadlines to work with.
That's a constant strain on the team. So I think sometimes, you know, working harder and all of that doesn't work. I think for us working with the processes and simple things like the daily stand ups, how can battlefield make it better, and make communication flow? And also externally, how do we talk to our players battlefield handle expectations, to be transparent with where we're heading, but go into details as we get closer to it rather, to send the right expectations.
We're learning along the way, and I think that's part of it. I think the whole industry is in a transformation right now - or maybe it's wrong to say right now since 10 years games people talked about PC dying, only the titles will live. Then suddenly you mobile, Xbox Live Arcade and everything. So the world has always been in transformation.
As developers, it's not only to continue to deliver cool experiences but it gets more and more important how you do it in a way where you stay healthy as a company and as individuals. And board games all ages please your players. There's players coming down on you saying they want more updates, and that must be a strain internally.
Lars Gustavsson: It's like Mr. Ford said in regards to the faster horse. Sometimes you also need to listen and listen carefully what they say. But what does it ultimately mean that they want?
Is it a symptom or the course that you're trying to get to. A lot of the behind the scenes work is looking at behaviours and what works well - these days with telemetry it's easier to follow. But that's in itself takes a lot of time. So I unblocked we're learning a lot in how to work closer with our players and be guided by data, guided by communication with players and also, in order to not build a faster horse but a car. You also need to have your gut feel, your expertise in the building to dare to take that next step.
Data is obviously really good but also instincts are important. I'm sure when you were making Battlefield that wasn't so much really driven. That was more asking what would be cool. Lars Gustavsson: If we'd have listened to people Every publisher said you can't do battlefield. And that's probably became a spark for that underdog mentality. Yeah, say we can't do it. Well, I'll show you.
And for me that's what's been the mentality of DICE. Mirror's Edge tried click here that no one else had done before.
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