PTB’s 2cents on the Medal of Honor Warfighter Multiplayer Beta
If you played the first Medal of Honor, which had its share of pros and cons, fans will agree that the meat of the game lied directly within the single-player experience, while the multiplayer aspect seem to come up short. It lacked innovation and it became clear, in order to compete with such heavy hitters as Call of Duty and Battlefield 3, developer Danger Close would need to redefine its gameplay that could match the modern day first-person shooter.
After my recent experience with the initial build presented during an Electronic Arts Summer expo, I was eagerly looking forward to getting more battle-testing with the game. Earlier this month, an updated beta was released on Xbox Live, offering players their first-hand experience of how the production was shaping up.
Does this have the digital firepower to contend with Battlefield 3 and Black Ops 2? Well, let’s take a closer look. . .
A full transformation has taken place when it comes to the gameplay of this second round. Mechanics alone has obviously improved tremendously from the first one. In MOH, the player model physics were just too stiff and you could not even prone fully except for taking a knee in multiplayer combat. With BF3 paving the way for mechanics on the Frostbite 2 engine, the template was set for Danger Close. Players move smoothly and actually look believable in comparison to its predecessors. The graphics are a big step up from 2010 installment, which I am pleased to see when developers are cognizant to refine their productions.
The exquisite detail of the guns, environments, and player models have been greatly enhanced. Each player model is very distinctive amongst every featured ethnicity. Taking into account that the map’s setting occurs late at night, the amount of detail is still projected and accomplished, all thanks to the Frostbite 2 engine.
Choosing a Nation/Class
EA opted to take a different approach from its predecessor in regards to the nation/class selection. Previously, it was just the normal sniper, heavy gunner, and spec ops type of class format. Now players are able to mix it up a bit depending on nations and their stats with weapon specialties. This was a creative idea, offering players more diversity as each nationality can now be assigned a designated specialty and attributes for each class, which I like a great deal.
Once you choose the nationality and class, it then locks your weapon loadout and Score-chain within the game. I feel this will be very handy benefit, depending on maps and situational modes to pair with your fellow teammates, since it adds an extra layer of customization.
Fire Team aka Buddy system
In my opinion, the “buddy system” is the gift and a curse to Medal of Honor Warfighter. I love how there’s an option to enable unlimited health and ammo that you can acquire from your respective team mate. Plus, I really enjoy when my team mate and I actually communicate and is able to pinpoint our opponents who downed a fellow member. However, I think this element would be better suited as a specific game mode, class to unlock, or as a gadget to deploy. Why? Because it can be a major exploit and ultimately be put to good use to sift out campers.
The buddy system has another flaw that I don’t agree with: the option to spawn either at a specific location, marker or team mate. . . not just my fire team mate. I’ve spawn right on my team mate’s prone position when they were in an area that I should have been able to move because of the situation. Danger Close can change this or implement it only in specific modes because, so far, this works on Objective Mode, however, this doesn’t seem to be as efficient during other multiplayer campaigns.
Since this build is a beta, naturally you won’t be able to test out everything, but it does give you a solid preview of what can be unlocked. The Assault class gave full insight on what can be fully unlocked in the game. Based on my experience of what was available (or unlockable) in the beta, having the ability to customize your guns was a big plus. One thing I didn’t recognize was the ability to customize your secondary weapon, which was very strange that it’s not available for all classes.
Aside from the secondary, the primary guns offers the ability to customize magazines, muzzles, barrels, stocks and paint jobs. In addition, the customization doesn’t go into full capability like Ghost Recon Future Soldier, but I am content with the all options that are available.
As you rank up points, you’ll unlock new achievements for better, resourceful items for use in multiplayer campaigns. In order to claim the point, you’ll need to link your account online. I can’t wait to see its full potential, since this is a step above just reporting my K/D and guns that I’ve unlocked.
In my opinion, there’s a lot going on with the navigation menu, it’s oversaturated with an overwhelming number of words and options, making it something of a chore to make specific adjustments. The fontface is very small to read and the invite/party system isn’t particularly intuitive. It’s also confusing to determine if anyone has joined your lobby or the multiplayer specific settings. One idea that would enhance the online experience, would be to include a pre-lobby menu so that there would be a bit less clutter going on.
Danger Close has definitely delivered something fresh and exciting to the first-person shooter realm by providing a robust, customizable multiplayer experience. Although there are a few restrictions lingering, it’s hard to ignore the level of diversity and overall rich gaming experience found in this latest installment.
I can’t wait to head back into battle with the retail release. Stay tuned for a more detailed report.