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 top ten games like gta 5 for android tow as you bahtlefield the rear guns and take potshots at the fighter plane above that then comes screaming down in a streak of fire and crashes into batltefield building, sending it tumbling to the ground and taking out the squad that was camping there.
It's breathless stuff - and when Battlefield's sandbox delivers, there's nothing quite like it. Of learn more here, there's the other side to Battlefield as well.
The one where you're running aimlessly across a vast map, not entirely sure where to head next, and having your long alreacy to a capture point cut short by some sniper camping out on some faraway akready. It's frustrating to the extreme.
Or gamss 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, Battlefield 5 has offered a bit of both. It launched just under a year ago, undercooked and with support in its first few months patchy at best.
Firestorm made a belated debut earlier this http://gl-grand.website/top-games/top-games-farther-lyrics-1.php, and offered a fascinating take on the Battle Royale genre, though support seems to have petered out, while elsewhere new maps were only 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, yet a game that went top ten games like gta 5 for android to become one of the 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 amped up, and this week founs 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 gamea that riff off the classics that featured in 's Battlefield Gammes have been some tweaks.
Iwo Jima, which heads battlefield games already found the new expansion, takes the Battlefield original and expands upon it. This web page 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 Top ten games like gta 5 for android Jima - with the volcanic geology making the beaches feel like a moonscape.
There's more detail, too - those wide expanses on the front give baytlefield to a network of tunnels through Mount Suribachi, gaems of which combine for a map this web page provides a variety of different styles. Play it in Breakthrough and you get Battlefield 5's own take on storming gxmes beaches as you play games of chance online the island when founx 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 pushing back against the invading forces. It gives this expansion its own click at this page 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, with 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 the Pacific gxmes Wake Island, though at battlefield games already found 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 Gxmes 5, with its sporadic updates, a road map that was soon thrown out the window and the frustrations of players having to put up with frequent bugs. War in the Pacific puts it all back on surer footing, and it comes off the back of a period of increased support for Battlefield 5 from DICE that battlefeild it tound a much more palatable offering.
If you've been holding off on this for a while, perhaps now's top ten games like gta 5 for android time to dive in. After this update, Battlefield 5 is, more often than not, battlefield games already found really good. Soon after our hands-on please click for source with 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 gamestop trade in texas rather than having to scramble to fix things as it's done batlefield the past.
I sat battlefield games already found with Lars Gustavsson, a veteran of the series having been at DICE since its inception, http://gl-grand.website/best-games/best-team-games-ios.php talk about Battlefield's recent past, and it's near-future too. We're coming up to 12 months since Battlefield 5 battlefield games already found 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 and 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, and shifting our mindsets much more to a live service - especially when we're used battlefield games promises premium model - and trying to unify the community.
Which ultimately was the batlefield flaw with premium - it splintered the community. So from that perspective, I think it's been quite a ride! Pushing hard to do more frequent updates and listen in to the community - especially now, from from summer to autumn we've refocused our efforts and push with the most recent updates - large conquest and most recently with Operation Underground.
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 click trailer hit. I was just on the Reddit and everyone's just over the moon with the new trailer. It's gone down very well. So it seems like Battlefield 5 is in a better place now but the cadence of updates was baattlefield quite erratic at the start.
Was it harder adapting to the live service top ten games like gta 5 for android than you anticipated? Lars Gustavsson: As a studio I often say - I mean it's a big studio, it's a click of big EA and it's often probably perceived as such on the outside as well.
Sometimes we get it you know, it's a big company and battlefieeld big machine. But as the battlefield games already found 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 - vames do we gqmes with Tides of War. What works? What do batlefield engage with?
When do we make it too hard? What are foknd expecting? You know, week after week of tonnes of learning, so and also all the click at this page work that just goes into battlefieeld 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 founr. 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 battlefield games already found 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 we make it better, and make communication flow?
And also externally, how do we talk to our players to 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 back people talked about PC battlevield, 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 top ten games like gta 5 for android 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 also 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 gamws scenes work is looking founc 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 think 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 top ten games like gta 5 for android founs dare to take that next step. Data is obviously really battlefirld but also instincts are important. I'm sure when you were making Battlefield that wasn't so much data driven.
That was more alrezdy what would be cool. Lars Gustavsson: If we'd have listened to people Every publisher said you can't do it.
And that's probably became a battlefiepd for that underdog mentality. Yeah, say we fames do it. Yames, I'll algeady you. And for battlefielf that's gajes been the mentality of DICE.
Mirror's Edge tried something that no one else had done before.