IGN entertainmentin Daemon Hatfield on arvostellut juuri ilmestyneen Battlefield 1943:n. Pelialustana arvostelussa toimi Xbox 360. Hatfield antaa pelistä hyvin positiivisen kuvan ja suitsuttaakin sitä mahtavaksi tuotokseksi. Erityisesti kiitosta saa tuhoutuva maasto, grafiikat ja pelin yleistunnelma.
Lue koko arvostelu täältä, tai katso se videon muodossa alta:
Kikizo haastatteli Patrik Liu:ta ja kyseli lähinnä Battlefield 1943:n kehitykseen liittyvistä asioista. Kysymyksissä esiintyivät mm. Battlefield 1943:n ja Battlefield Heroesin samankaltaisuudet sekä aiemmista Battlefieldeistä eroavat hahmoluokat. Liu kertoo myös Battlefield 1942:n legendaaristen karttojen uudelleenluomisesta:
Lue haastattelu kokonaisuudessaan tästä.
Battlefield 1943 is a benchmark for digital titles and sets a new standard for what we'll be expecting. It doesn't innovate in terms of gameplay, but it's a fun and streamlined multiplayer shooter you can obtain without dealing with the nerds at GameStop.
Lue koko arvostelu täältä, tai katso se videon muodossa alta:
Kikizo haastatteli Patrik Liu:ta ja kyseli lähinnä Battlefield 1943:n kehitykseen liittyvistä asioista. Kysymyksissä esiintyivät mm. Battlefield 1943:n ja Battlefield Heroesin samankaltaisuudet sekä aiemmista Battlefieldeistä eroavat hahmoluokat. Liu kertoo myös Battlefield 1942:n legendaaristen karttojen uudelleenluomisesta:
Kikizo: Have you fiddled around much with the structure of the three maps you've taken from Battlefield 1942?
Liu: That's an interesting question, actually. If you have played the original maps, you will recognise the general layout. But firstly there are details that have changed. We have much more detail in the vegetation, much more trees and grass, so there are some tweaks to that. And also with the destruction we need to account for that in the base design. And also one thing, if you're really hardcore you will note - we have what we call Head On Assault Conquest mode, a different sort of Conquest, which means that the map is symmetrical.
Each team starts from a carrier and attacks the island, while the original map was one team defending the island while the other attacked it from the carrier. And the reason for making that change was to make it more fair for both teams, especially if we want to cater to a new crowd. A symmetrical map is much more difficult to grasp from without. So for added fairness we're making it symmetrical.
Liu: That's an interesting question, actually. If you have played the original maps, you will recognise the general layout. But firstly there are details that have changed. We have much more detail in the vegetation, much more trees and grass, so there are some tweaks to that. And also with the destruction we need to account for that in the base design. And also one thing, if you're really hardcore you will note - we have what we call Head On Assault Conquest mode, a different sort of Conquest, which means that the map is symmetrical.
Each team starts from a carrier and attacks the island, while the original map was one team defending the island while the other attacked it from the carrier. And the reason for making that change was to make it more fair for both teams, especially if we want to cater to a new crowd. A symmetrical map is much more difficult to grasp from without. So for added fairness we're making it symmetrical.
Lue haastattelu kokonaisuudessaan tästä.
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Team: Shadows.
11.07.2009 20:45
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16.07.2009 11:00
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