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4-Player Co-Op to be Featured in Call of Duty Black Ops

Posted by CJensen@infoaddict.com | May 11th, 2010 |  No Comments »

FILED UNDER: AllGames

http://3.bp.blogspot.com/_O2JHv7M-9RE/SxAM3MsmLUI/AAAAAAAAATk/8NCYsTNbMDY/s1600/BlackOpsSkull.jpg

The forthcoming Call of Duty: Black Ops from Treyarch will have four-player co-op, a fact confirmed within the pages of USA Today from studio head Mark Lamia:

Beyond the single-player story, the game will have a cooperative mode for two to four players and an online multiplayer mode. As for the story, players will see it story unfold from the point of view of at least two main characters in multiple covert international conflicts. “Our writers are focused on telling an epic story,” Lamia says. “You will see the evolution of some of these characters through time and the conflict.”

The preview level shown to Game Hunters (it actually takes place later in the game), “immediately puts you in the boots of these blacks ops soldiers and behind enemy lines,” he says. “This setting, this period, was perfect for us because it allowed us this creativity. This period hasn’t really been done in games and it spans a period of time. We are not getting into the exact period of time, because it is part of our story that we are going to reveal later, but it does cover a longer period during this era.”

Source

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Pocket Legends for iPad/iPhone Evolves Mobile MMOs With Latest Feature Update

Posted by CJensen@infoaddict.com | April 30th, 2010 |  No Comments »

FILED UNDER: AllFeaturesGamesTech

As someone who plays an alarming amount of games on a wide-variety of platforms, holding my attention past journalistic obligations can be a real challenge. More often than not, when I’ve turned in a review or preview, I’m immediately off to the next game. Very few titles manage to stick around and when they do I know I they are special. Only a couple games in recent memory have succeeded, including Battlefield Bad Company 2, MLB 10 The Show, the glorious Mount&Blade and my eternal passion, Geometry Wars: Retro Evolved on XBLA, which I will apparently be playing until the day I die. I can now add Pocket Legends from Spacetime Studios, a mobile action/MMO for iPhone and iPad.

If you haven’t heard of Pocket Legends then listen up: imagine having a portable version of a game like Diablo and World of Warcraft on your iPhone and/or iPad, featuring fully-realized 3D graphics, great sound, instanced dungeons, tons of loot, 3 character classes and low-latency multiplayer. Too good to be true? That’s what I thought. Pocket Legends will make a believer out of you.

I recently conducted an interview with Cinco Barnes, Creative Director at Spacetime Studios, which you can find here.

I’ve been following the development of Pocket Legends since the day it was released and have been very impressed by Spacetime Studios relentless updates. This is a game company hell-bent on winning, delivering fan-requested features and functionality at a blistering pace. Recently, Spacetime Studios released their biggest update yet in 1.1 and in so doing, have evolved Pocket Legends into something even more grand.

Here are some of the biggest changes:

  • Players can now trade items, which is great because prior to this, you couldn’t give your bestest friend in the whole wide-world that epic sword you randomly looted, so now you can silence the bitching and moaning.
  • You can now stash lucrative items in a vault for later use and expand the size of the vault by paying a small fee.
  • Instead of purchasing items like potions from the Store tab from within the character interface, players can now visit a proper vendor and, like World of Warcraft, marvel at the sheer number of players standing around, showing off their spell effects and emotes.
  • NPCs have a little more soul now, engaging the player in conversations and serving as tutorial guides for the uninitiated.
  • Players can now use Private Tells to secretly communicate. This is especially useful now in light of player trading, as you can easily pester that warrior in your group to kindly trade you that epic bow in exchange for something else.
  • The host of a game can now kick players, so that level 6 warrior who joined your level 25 group to leech XP can now be properly shown the door.

Those are the biggest changes, with quite a number of smaller features that add a great deal of polish. As awesome as this update is, Spacetime Studios isn’t going to just kick back and leave well enough alone. They have big plans in store for Pocket Legends, plans that include the following:

  • Increased Player Customization
  • Bank
  • Mailboxes
  • Quests
  • Secure Trades
  • Pets
  • PvP
  • Guilds
  • World Map
  • Player Housing
  • Auction House
  • Achievements and Leaderboards
  • Randomized Dungeons (oh God yes!)

That’s a hell of a list for a hell of a game.

If you haven’t joined the Pocket Legends bandwagon then you should get off your ass and start downloading. If you have just a shred of interest in MMOs then you owe it too yourself to see where the genre is going and how effective the mobile platform can be in handling this game type. Hell, even the Xbox 360 and PS3 continue to suffer an MMO drought; meanwhile, who would have thought the iPad and iPhone would fill the void? Blizzard may not want to dilly-dally on their mobile plans too much longer…

If I’ve piqued your interest then great. You can start downloading Pocket Legends right now, free of charge. Still not convinced? Check out the video below:

Pocket Legends for iPhone

Pocket Legends for iPad

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Pocket Legends Exclusive Interview: Guilds, Banks and PVP Coming Soon?

Posted by CJensen@infoaddict.com | April 20th, 2010 |  1 Comment »

FILED UNDER: AllFeatureFeaturesGamesInterviewsPeopleTech

The iPad launched with an impressive lineup of titles, including Geometry Wars, Warpgate HD and X-Plane, but Pocket Legends, an action-MMO from Spacetime Studios quickly established itself as my favorite. Here is a game that delivers the goods; great 3D graphics, intuitive touch-controls, fast-paced action, atmospheric audio, addictive gameplay, smooth-as-silk multiplayer and a bevy of new content added at a blistering pace. Perhaps best of all, Spacetime Studios has delivered a game that is free to play, so there is no barrier to entry, though if you want to progress past level 13, you will have to pay a small, one-time fee that unlocks new content and maps.

At its core, Pocket Legends is an action-MMO, more along the lines of Diablo than World of Warcraft. Think of games like Torchlight, Nox and Dungeon Runner and you’ll have a pretty good idea as to what you’ll find waiting for you in Pocket Legends.  Three character classes are on offer, including a range-class, magic and tank with different styles of play for each. Randomized loot drops from mobs and, for the most part, has a paper-doll influence over the look of your character. Tons of skills can be unlocked as you progress through the game, allocating those skills to a handy toolbar, much like you do in a traditional MMO.

Multiplayer is seamless, allowing a player to create their own instanced world that others can freely join via a built-in server browser, or one can opt to make the room private so you can play either alone or with friends. With a full group of players running a dungeon, Pocket Legends has showed no signs of lag or slowdown, even when the action comes on hot and heavy, a real testament to the amazing job Spacetime Studios did in pulling off this small wonder.

Interested in knowing more about how Pocket Legends came to be and its plans for the future, I was able to pose some questions to Cinco Barnes, Creative Director at Spacetime Studios, which you will find below.

First of all, congratulations to you and the rest of the team for delivering a quality product right out of the gate for the Apple iPad. Not only a quality product, but a breakthrough for the platform as it proves the device is more than competent at pulling off a mobile MMO. I understand the team was originally working on the iPhone version but shifted gears at some point and delivered the iPad version first. What was this transition like and why the decision to go after iPad first?

Apple’s iPad just blew us away! As soon as we learned about it, even with “Pocket Legends” in its final stages of development for iPhone / iPod Touch, we knew we needed to take advantage of iPad immediately. Within hours of Apple’s announcement the team was talking about how to leverage the big touchscreen, the faster processor and how the game experience would improve due to the new device’s larger form-factor.

Transitioning to iPad allowed us to put out a broader, more immersive version of “Pocket Legends” first. And to be quite honest, we also wanted to be part of the excitement surrounding iPad’s debut. As longtime Apple fans, the Spacetime team was really buzzing about the device and we figured a lot of other gamers would be, too.


People are using the term MMO (Massively Multiplayer Online) to describe Pocket Legends, though I have found it has far more in common with a game like Diablo and Torchlight, neither of which I would define as an MMO in the traditional sense. How does Spacetime Studios define Pocket Legends? Has the term ‘MMO’ evolved to encompass a wider breadth of games?

Spacetime defines “Pocket Legends” as a ‘Real-time 3D Mobile MMO’ due to the thousands of persistent characters, deep avatar and play-style customization, the huge list of loot items, the rich role-playing combat system, and the obvious real-time 3D technology. Additionally, “Pocket Legends” is an ongoing service with regular content updates and gameplay improvements. We involve our growing community in the way that all good MMO games should.   :-D

Once the team started down the path of making a ‘Mobile MMO’ we discovered that there are certain aspects of the traditional PC MMO that don’t carry-over into the mobile gaming platform very well. These things include features that players often use to define the MMO genre (like big open worlds, crafting systems, etc.). We designed a more streamlined experience to fit properly on the device and in the context of ‘gaming on the go.

You’ve released a free version of Pocket Legends, allowing players to progress to Level 13 with full access to the first zone. If players would like to progress further, they can pay $1.99 per zone pack. This is a unique model, generous in content for uncommitted players. How is this model working out for the company? Did the team explore other options for generating income, like a set monthly fee?

The model works great! We had a lot of spirited discussions related to the revenue model throughout the game’s development. These discussions ultimately led to one simple conclusion: we want everybody to be able to play “Pocket Legends” and we want everybody to be able to invite their friends without the hassle of an upfront cost.


Spacetime Studios also generates income from selling upgraded items from a virtual store within the game, something quite common on PC-based MMOs.  This is always an interesting area of debate amongst gamers because some argue the items you buy with real money are usually better than anything a player could find in-game through grinding and/or boss battles. Is this true of Pocket Legends? I’m interested in knowing some of the internal debate about what to make available for sale when weighted against in-game items earned through play and reward.

The team at Spacetime Studios is comprised of serious gamers – so we’ve never been interested in making a game system where you can ‘pay your way’ to the top. There really wasn’t any debate at all. We just made it so the best stuff comes only from loot drops.
However, we do see the value of supplementing the play experience with purchases of ‘very good’ and ‘really cool-looking’ items! In this respect, we want people to enjoy the bling, the color variety, and the handful of special extras that come from buying items with real money – just not the top of the power-curve.

Did Spacetime have access to an iPad prior to release? If not (I assume not), then I am fascinated how one goes about designing a game for a device they have never held or used. It seems there is a lot of faith involved, especially in something as ambitious as Pocket Legends. How can the team be so sure the frame-rate will run at an acceptable speed?

Faith, yes. Lots of faith! At the point we started working on the iPad version of the game we already knew that the iPhone / iPod Touch version ran very well and was a lot of fun. We were quite certain that the iPad’s larger presentation and faster processor would make the experience much more immersive.One notable advantage we have in this regard is the Spacetime Studios technology.

Our engine and tools suite (which has been iterated and refined since 2005) is amazingly flexible, configurable and provides the kind of performance analysis we needed to ensure that the game would run beautifully on iPad.The Spacetime engine also allowed the team to play the iPhone or iPad version (in a simulator running on our desktop computers) with a simple configuration switch. This minimized the translation cost of development between the two device platforms and gave us tremendous confidence that the iPad version would rock.


What was it like when the team was finally able to play the game on a physical iPad?

It was an incredible rush for the team to play it on the iPad! We had all been playing “Pocket Legends” on our phones for months and we were very happy with its immediacy and portability. But then once we could play the game on a much larger screen with all the cool bells and whistles (bigger HUD, the larger skill pop-up window on all the time, emotes on all the time, and the more immersive 3D camera) we were floored! It was suddenly a more substantial, more immersive experience. We started talking about how we’d play on iPhone while we’re out and about and then play on the iPad when we were lounging at home. :-D

In the few weeks that I have been playing Pocket Legends, I have seen a ton of content updates, including content for the free version, which is great. Along with new content, the team seems committed to squashing bugs and adding new features. What’s the philosophy at Spacetime at about this level support?

Our philosophy is pretty simple. We play the game for fun as much as we can. We read the forums carefully and we take their advice very seriously. We then decide on the priority of bug-fixes and new content based on a mixture of our personal experiences as gamers and the feelings expressed by our players in the forums… and it all seems to work quite well!


What were some of the biggest challenges in bringing Pocket Legends to the iPad?

The biggest challenge was actually making the 3D mobile MMO technology that runs on the iPhone and iPod Touch. But in terms of the iPad specifically – the biggest challenges involved how we’d take advantage of the larger touchscreen and the faster processor.We spent a lot of time re-designing and revising the in-game interface (the heads’ up display that shows skills, emotes, status, etc.). We also spent considerable time creating a new camera for the iPad that had an additional ‘pitch’ axis, allowing you to play the game in more of an ‘over the shoulder’ perspective. These were both pretty big changes from the iPhone version and big design challenges.

Any words of wisdom to other developers about working with the iPad?

If you are planning to release your game on both the iPad and on the iPhone you’ll be doing yourself a favor if you design for the smaller devices first. That way you’re not down-scaling your iPad game to fit on a phone or Touch… but upgrading your graphics and taking advantage of more screen space, faster processor, etc.It’s a lot more fun for us developers to up-scale our work!

I assume Spacetime has big plans for Pocket Legends as the game evolves. Any chance gamers may find some form of PvP added?

We love PVP in many varieties so – yes. No idea exactly when we’ll do this (or what exact form the PVP games will take) but we have plans for this and several other major systems to come online in future updates.

Can you offer fans any hints as to what they can expect from Pocket Legends in the near future?

We’ll have basic ‘banking’ and trading features coming online. We also have plans to integrate more storytelling (NPC conversations, etc.) in a future update. And further down the line we have a number of friend, group and guild-related features that we’re excited to include.

In the short-term we’ll be adding more dungeon maps (free ones, too) and more loot item drops – especially more epic and legendary high-end stuff!


Why do you think so few companies are delivering true multiplayer experiences like Spacetime? It seems most multiplayer games are either turn-based or stuck with local WiFi.

The team has a lot of experience shipping 3D games on multiple platforms and just as much experience in the world of MMO games. As a studio we just really love 3D and we’ve had fun in the past pushing the limits of real-time for large-scale MMO games (like “Star Wars: Galaxies”).

Has anyone on the team worked on other titles that gamers may be familiar with?

The team’s collective PC MMO resume includes games like “Ultima Online,” “Star Wars Galaxies,” “SWG: Jump to Lightspeed,” and a few other titles hard-core fans might be familiar with. We’re also the guys behind Clockrocket Games’ “Zombie Weatherman” and “Shotgun Granny” (and several other games) for iPhone and iPod Touch.


Instead of delivering a standard fantasy world that so many other companies are perfectly content with, the team at Spacetime obviously took the time to create some fresh character classes and races. How did this come about?

The earliest iteration of the game fiction was totally the ‘traditional’ medieval fantasy thing. But as we went along we really never fell in love with it. So we kept collaborating and brainstorming – pushing to find something fresh that resonated with all of us.

Somewhere along the line we started relating the game archetypes to ‘animals.’ We thought that maybe a ‘cartoon bear’ would be a good ‘tank’ archetype. It followed that a ‘bird’ with his quick reflexes and great eyesight would be an excellent ranged combat guy… and so forth.
Once we had these basic ideas in-mind we reached out to one of our favorite character concept artists (Brett Bean). As soon as we saw his first pencil sketches we knew that we had found what we were looking for!

What is Spacetime focusing on now? Further extending Pocket Legends and/or do you have a new project underway?

At the moment Spacetime is 100% focused on continued development of “Pocket Legends.” We have new content and application updates in the pipeline and it’s all really very exciting for us!

Thank you for your time, Mr. Barnes.

Pocket Legends is available for both the iPhone and iPad. It is free to play, so you have no excuses for not checking out one of the top games currently available for either platform.

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Modern Warfare 2 Versus Battlefield Bad Company 2 – Critical Analysis

Posted by CJensen@infoaddict.com | March 17th, 2010 |  25 Comments »

FILED UNDER: AllFeatureGamesOpinion

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After playing more rounds of Battlefield Bad Company 2 (BBC2) than I care to admit, I have come to the conclusion that it is superior to its nearest competitor, Modern Warfare 2. Strangely, my conclusion is not supported by video game critics, who managed to hand MW2 an average of 94% on Metacritic, whereas BBC2 earned an 88%. Am I completely misguided in my judgment or, as is so often the case, did Modern Warfare 2’s tremendous hype-train subliminally strong-arm critics into handing out high scores, lest they piss off their readership who expects nothing less?

Some games just have an internal momentum that is hard to explain. It was a preordained conclusion that MW2 would garner high marks, its many design flaws over-looked and avoided in a ton of reviews, as if Infinity Ward can do no wrong. BBC2 did not enjoy this white-washing of facts when it came time for reviews and BBC2 and was treated more harshly for having the same problems as MW2, namely, a pretty short and uninspiring single-player campaign.

Abandon Solo Campaigns

I don’t think either game delivered a compelling single-player campaign and would urge both companies to abandon solo missions in the future. This is a controversial opinion but I think there is merit in the following argument: if you’re splitting manpower between two completely different modes, neither mode is getting 100%. Therefore, single-player campaigns in games like MW2 and BBC2, two titles known and acclaimed for multiplayer, arrive half-baked, six hours in length, have weak stories and little purpose other than a stealth-tutorial for multiplayer mode.

If campaigns were abandoned it would free up additional space and resources for increased multiplayer content; more maps, more modes, more weapons, just more of everything that increases a game’s value and worth over the long-haul. If there is a demand for a single-player campaign then I would urge the developers to create a stand-alone title, much like the original BioShock before it unfortunately succumbed to multiplayer with BioShock 2.

If they don’t think a stand-alone, single-player Modern Warfare or Battlefield game would sell, then why are both companies wasting resources on including said feature? The answer is so both companies can have a bullet-point on the back of the box, basically claiming that all of their bases are covered, there is something here for everyone. MW2 managed to escape unscathed in terms of its rating, but BBC2 was called out for its single-player mode and the result was a average score notably lower than its competitor.

In a perfect world, developers would release a multiplayer version of their latest game, priced between $39 and $49, and a full-blown single-player experience of least 30 hours in length, for an equivalent price. This ensures you pay a little less for what you really want….and you get what you really want, with neither side being shafted in the process.

BBC2 Vs. MW2 Multiplayer….FIGHT!

Multiplayer is where the real value of a shooter rests. It’s what gives a game legs and endurance. It’s what prevents you from returning a game to Gamestop in exchange for something else. It is here, in multiplayer mode, that BBC2 eats MW2 for lunch.

Servers

MW2 multiplayer is supported by a form of peer-to-peer connectivity. Without getting all technical, this basically means a player is selected from within the lobby to host the following game. That player’s console becomes the server for the round, sending and receiving data to all other players. This is a horrible way to create a multiplayer environment because the playing field isn’t level. There is ongoing argument about what I am about to say but my own experience doesn’t lie: the host of a MW2 match is at a serious disadvantage.

Some claim the host has the advantage in MW2, but I have proven to myself over and over again that, at least for me, this couldn’t be more untrue. In MW2 I can tell when I’m the host based on how my weapons behave; slightly compressed audio when using a rapid fire weapon. It’s like I can hear each shot getting bunched up. Then I notice that it takes far more hits on an enemy to bring them down when I’m hosting, a fact born out by my final score, which is always negative by a 1-3 ratio. If I’m not hosting, my kill/death ratio is a quaint 3 to 1, enough to lead the scoreboard in a typical round.

This tells me that MW2’s peer-to-peer hosting scheme is a fraud, simple as that. It takes all the heavy-lifting off the shoulders of Infinity Ward and Activision, sparing them the expense of investing in dedicated servers while offloading an illusory multiplayer experience. One more point: you won’t find any ridiculous Host Migration in BBC2.

Then there is Battlefield Bad Company 2, which uses dedicated servers, a far superior method of dispensing multiplayer data for a level playing field. Problem is, and listen closely EA/Dice, the servers have to work! I’m sick to death of EA constantly underestimating how many servers they need for every new game, followed by a press-release that says “…due to overwhelming demand…” blah-blah-blah, followed by two weeks of connectivity issues and server investment. This should not be an issue in this day an age. Dice has been making multiplayer games longer than most, have had this problem countless times, and appear unwilling or incapable of learning from past experiences. Meanwhile, gamers suffer for the first two weeks while EA/Dice try and get their shit together.

However, when the servers work, as they are working now, and everything is smooth as silk, the multiplayer environment has no equal.

I have one other issue about MW2’s peer-to-peer system that is worth mentioning: it detracts from what the designers can do with the environment. The reason Dice can completely destroy a map though the course of a round, felling buildings, shattering walls, etc, is because it runs on dedicated servers and can afford to exchange huge amounts of data without interfering with the latency of the game. If MW2 offered a destructible environment from within peer-to-peer, well, let’s just say you’d be watching a slide-show of lag. It just isn’t technically feasible and the game design suffers from built-in limitations.

Which Brings Me to….Moments

Moments. It’s a word I use a lot when discussing video games with people. Moments are those times when something so cool, so unexpected happens that it puts a big, dopey smile on your face. A moment is usually a one-of-a-kind event, something you’ll never be able to duplicate no matter how hard you try, the kind of situation that finds you begging for a instant replay so you can show your friends.

In order to have moments, you need a game that offers the ability to create moments. A title like Grand Theft Auto is a perfect example. It gives you a huge world, tons of weapons and vehicles, and the ability to do what you want when you want to whoever you want. In this way, it sets the stage for an anything can happen atmosphere.

In the two weeks I have been playing BBC2, I have had countless moments. A moment like the time I fired a tank shell into the flying fuselage of a helicopter, watching as it spun out of control towards the ground. Two guys bailed out, chutes open. Helicopter crashes into an enemy tank, both explode. One of the guys who parachuted out of the copter managed to glide down and land ON my tank. Unfortunately for me, he was a Recon armed with C4. I blowed up real good, but I laughed the entire time. That was a moment.

BBC2 is generous in its moment creating ability. It has no equal, thanks to the huge variety of options offered the player. With MW2, moments are few and far between, extremely limited in scope. Players don’t have much to work with. The environment never changes, there are no vehicles, little in the way of variety and it quickly becomes redundant. You seldom come away from a round of MW2 with a story worth telling.

In MW2, You Earn Perks. In BBC2, You ARE the Perk

Both MW2 and BBC2 offer a perk system, but the two differ tremendously in how they implement the concept. In MW2, perks are, for the most part, automated upgrades. For instance, calling in a helicopter to lend support until the other team finally shoots it down. It’s a hand-off experience, requiring little to no skill on the part of the player. All you have to do is kill X amount of players without dying and you get a temporary perk.

In BBC2, there are no temporary perks, just permanent upgrade options for the various classes. However, the perks are all sitting out there on the battlefield. Want a helicopter? Then go pilot one. Want a UAV? Then secure the console and man the controls. BBC2 doesn’t hold your hand in any way. If you want to kill people then you’ll have to muster some skills and do it yourself.

MW2’s perk system detracts from the overall experience because it forces players to, for lack of a better word, camp. Since the only way to get a perk is to NOT die, it forces a large number of players to basically hide. I have no problem with camping and hiding in games, but when your most popular game mode is tired old Team Deathmatch, camping feels completely out of place, a testement to MW2’s failure of focused design.

Focused Design

Infinity Ward included a ton of multiplayer game modes in MW2. Problem is, most people are perfectly content with Team Deathmatch, the second oldest multiplayer mode known to man. Part of the reason for this is because Inifnity Ward didn’t spend much time working on compelling game modes. They used the same stack of maps for every mode, which is simply lazy. You cannot shoe-horn every game mode onto every game map and expect quality.

Case in point is BBC2, which offer two main modes in Rush and Conquest, with some secondary modes like Squad Deathmatch. If Infinity Ward had designed BBC2, all game modes would be available for all maps, but Dice wisely understands a map needs to be designed for a specific game type. Hence, Rush maps are completely different than Conquest maps.

By focusing the design of the game around two completely different modes, BBC2 feels polished and balanced, whereas MW2 took a “kitchen-sink” mentality and hoped for the best, which didn’t materialize, evidenced by so few people playing anything but boring-old Team Deathmatch.

Why Would You Recommend MW2 Over BBC2?

I have been asking myself the above question for several days now and am struggling for a good answer. In a lot of ways, MW2 feels like a variation of Halo, only with modern weapons. It’s chaotic, fast-paced and confined, whereas BBC2 is far more focused, larger in scope with significantly more variety…plus the potential for infinite moments.

Would you say the graphics are better in MW2 than BBC2? Debatable. I would say close-range graphics in MW2 are more detailed and vibrant, but BBC2’s destructible environment more than makes up for the subtle details on a character model. When I launch a grenade at a wall, I want the wall to explode, not bounce off like like a tennis ball, as happen in MW2. I consider walls exploding to be part of the graphics universe and it enhances gameplay to such a degree that, in the end, there is no valid comparison between MW2 and BBC2: BBC2 is new school, MW2 is old school. I can never again enjoy, or treat seriously, a shooter that doesn’t allow for destruction.

Perhaps one would recommend MW2 over BBC2 for newer players. MW2 is the training wheels for BBC2, the game you start with and outgrow as your skills rise, eventually entering the world of BBC2, ready for strategy, tactics and actual team-based objectives. MW2 is boot camp for the real war you’ll find in BBC2.

One can’t really make an argument of MW2 over BBC2 because of developer support. Infinity Ward has been notoriously lazy in creating new content to support their games and take forever to address technical issues. For BBC2, Dice will be unleashing a ton of content and has a built-in store interface complete with a schedule of coming goodies.

Just a few days ago a valid argument would have been stability. BBC2 servers were offline for far too long and no one could play, something that didn’t happen at MW2’s launch, albeit for reasons related to their peer-to-peer multiplayer illusion, an illusion that cannot be patched or fixed, ever. Now that BBC2 servers are stable and humming along, MW2 has lost one of the few feathers in its cap.

So…I’m still fishing here and not getting any bites. I’m not finding anything MW2 does better than BBC2 in terms of multiplayer. What say you? Surely you loyal MW2 fans can point out some elements you feel are superior? Let me know in the comments below, after you’re done calling me every name in the book.

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