The Battlefield franchise has been one of the most successful FPS game franchises thus far. They’ve captured their share of the market and have gained a faithful following over the years.
Despite the legions of fans that Battlefield has garnered, there has been a dark cloud looming over EA ever since the release of Battlefield 4. Battlefield 4 was released in 2013 to critical acclaim, widely applauded by critics for it’s advancements in multiplayer gaming. However the game very quickly became known, by the fans, as being one of the most glitched games upon release. Not only have gamers not forgotten the pain that was experienced in the months surrounding its release, but this is also the driving factor behind any concerns surrounding the release of Hardline.
With that being said, I’ve been looking forward to Hardline ever since it was announced. Not because I’m one of those faithful Battlefield fans, but because I love the idea of grounding the franchise in a more tangible/ relatable setting. I may not be able to identify with the soldier taking fire on the battlefield, but I can certainly relate to the cops & robbers point of view. The Hardline multiplayer beta was released on February 3rd and feels very much like Battlefield 4. That isn’t a bad thing by any means, as mentioned this is the feature that garnered so much of the critical acclaim. If you’re a fan of the Battlefield 4 multiplayer, you’ll love this aspect of Hardline without question.
Personally I would love to see the overall size of the maps increase for all modes, allowing for more variability in driving patterns and distance. I would also like to see more alleyways, building/ rooftop access points, and escape options while on foot in downtown to further enhance the options and decision making.
I believe Hotwire should be less focused on the duration in which the specific vehicles are under your control and more focused on getting those cars to drop points. This would increase the need for teamwork, if you intend on having a vehicle after reaching the drop point. But this would also make for more of an interesting gameplay challenge, instead of feeling like a game of tag.
There should also be more depth to the interior of the bank in Heist. It feels like the bank setting is too superficial, there aren’t enough points within the building to provide enough variability in terms of access and escape. In all honesty, I’ve played this mode the least so I may be off base. But that was my impression from the time spent.
As far as Control, I thought this mode was pretty darn close to perfect. Once the control points had been taken, they were a challenge for any lone gunmen to try an take the back. This mode encouraged teamwork and I loved it, even if I died a lot.
Let me know what you think in the comments below…