The Infinite Zenith

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Battlefield V: An Incursion into Firestorm and remarks on Battle Royale

I fell into a burning ring of fire
I went down, down, down
And the flames went higher
And it burns, burns, burns
The ring of fire, the ring of fire

– Johnny Cash, Ring of Fire

Introduced with the third Tides of War chapter, Firestorm is Battlefield V‘s answer to the wildly popular battle royale genre. Set on Halvoy, a vast map of snowy forests, lakeside cabins and mountain roads in the Nordic landscape, Firestorm features the biggest map to ever figure in a Battlefield game. The principles are the same: eliminate enemies, stay alive and move to a safe area whenever the ring of fire shrinks the playable area. The mode can be played independently, as well as in squads of two or four people, and for Firestorm, Battlefield V offers a modestly intuitive and efficient inventory management system, allowing players to swap out their gear, use additional support items like armour plates, health kits and gadgets and determine what ammunition they ought to carry. Weapons and gear items come in different rarities, with higher-end items being more suited for their intended roles. However, even low end items can still be useful, and immediately after touchdown, it is important to immediately kit up before seeking out better gear, and making one’s way to the next play area. This is about the gist of Firestorm, and prior to its introduction, I had no inclination to play it whatsoever. Battlefield V‘s Tides of War, however, required that I at least acquainted myself with the mode in order to complete several of the challenges. During my time with Firestorm, I found a mode that was unexpectedly refreshing from the usual tenour of Battlefield V‘s core offerings.

Battlefield has traditionally been about large maps and large scale, setting it apart from the close-quarters frenzies of titles like Call of Duty, and the more tactical, slower experiences that Rainbow Six Siege and Counter Strike offers. Not quite as hectic as an arena shooter, but also faster-paced than tactical shooters, I’ve long enjoyed Battlefield for modes like conquest and domination, which offer large-scale battles. Battle royale modes like Firestorm modify this dynamic entirely, pitting individual players and their map knowledge against other players. The pacing is even slower than that of a tactical shooter, since players aren’t ever really too sure of what lurks around the corner or over the next hill: this sense of foreboding and anticipation creates a suspense that elevates the immersion. With the stunning visuals and performance afforded by the Frostbite Engine, Firestorm offers a unique battle royale experience that has impressed. There are certainly merits to a mode like this in Battlefield V, although the dubious decision to only make this available to existing Battlefield V players means that the mode might not have as much staying power in the long term. For me, the pacing is not something I particularly look for in a game despite being enjoyable and a different experience than Battlefield V‘s traditional modes: I’m more inclined to enjoy modes where I am able to respawn back into intense warfare involving infantry and vehicles.

Screenshots and Commentary

  • During my first match of Firestorm, I dropped into a snowy area, found a common rifle and then proceeded to get melted by another player with an epic weapon. The different tiers are differentiated by the specialisations and optics on the weapon, with rare tier weapons having better characteristics. Epic weapons have two specialisations and an optic that improves its performance, although damage is unmodified, and so, players can go toe-to-toe with other players even if their weapon is of a lower tier.

  • My favourite part of the Halvoy maps are set in the areas with less snow, more grass and some of the Nordic-style cabins. The water effects here are amazing, and the houses around tend to old common or rare items. I tend to discard ammunition I find for shotguns, only holding onto ammunition for a weapon that I currently have active.

  • My first kill in Firestorm was using the Sten: this submachine gun has good hipfire performance, and I noticed that another player was hanging around the house I was chilling in. I eventually baited this player into the house, and with the Sten, proceeded to get the kill on them. It’s a bit of a dirty play, since I normally avoiding using camping techniques in normal play – Firestorm encourages the camping approach.

  • Besides healing pouches and armour plates, I usually make it a point to carry anti-personnel explosives if I can find them. I’ve not encountered any players in vehicles, mainly because the solo game mode means players going on foot rather than use vehicles and attract attention to themselves. This means that anti-armour weapons are usually of lesser use, although they can be useful in blasting open houses enemies are camping.

  • While battle royale intrinsically is more suspenseful than any other gamemode in Battlefield V, the scenery is exceptionally good, and Halvoy is beautiful. The diversity of landscapes and terrain on Halvoy allow everything from snowy fields to lakeside cabins to be portrayed in beautiful detail, and there’s an unusual tranquility on the map found nowhere else in Battlefield V. It would be worth going into Halvoy and avoiding enemy players just to explore the different points of interest.

  • My typical strategy for Firestorm is to drop where players are not, and then continue moving through cover to avoid being shot at. Since the objective of the solo game mode is to avoid death for as long as possible, keeping away from unnecessary combat and letting other players whittle one another down. Of course, if I do get the drop on another player, I will opt to eliminate them if it is safe to do so.

  • In a straight-up confrontation, I usually end up winning owing to a combination of superior reflexes and weapon understanding. Where I unexpectedly come under fire, I usually end up losing the firefight if my opponent is more hidden away. While Firestorm uses a completely different health and armour system, the time to kill is still relatively quick.

  • Every battle royale game involves a shrinking game area. In Firestorm, a literal ring of fire surrounds the map and burns areas inland as time wears on. Players are eliminated instantly from this inferno, so it is imperative to always continue moving inward as time wears on. This naturally increases the risk of running into other players, and having good weapons becomes more important as a match progresses.

  • During my best match, I found an epic FG-42 with 3x optics, and it was a superbly effective weapon that allowed me to score three kills in total. I had secured the requirements for the Tides of War achievement, but was also desperately low on ammunition for the FG-42. I ended up dying in an ambush. While I’ve not put enough time into Firestorm to win a match, it is fun to see how far I can progress.

  • Supply drops become available in Firestorm that act as mini-objectives – offering superior equipment, they also give incentive for players to converge on a point and engage one another for better equipment, as well as to score a few kills before moving on. I’ve never been close enough to these supply drops to do anything meaningful with them, such as taking potshots at enemies or securing better gear.

  • Firestorm did allow me to utilise the M1928A1 Thompson, which I’ve still yet to unlock in the multiplayer proper. This iconic submachine gun is one of the best weapons available to the medic class, and its base version is fairly powerful, having a high fire rate and good accuracy. While stymied by a low ammunition capacity, the weapon can be upgraded to have a fifty round capacity. At the time of writing, I’m level nineteen with the medic and will be unlocking the Thompson shortly.

  • On the whole, I’d say that the simplified experience that Firestorm offers, in conjunction with being powered by the Frostbite Engine, makes it the superior battle royale game compared to the likes of Fortnite or Player Unknown’s Battlegrounds, which have comparatively more sophisticated mechanics and therefore, has a slightly larger learning curve.

  • The Bren Gun excels at medium ranges: while it has a slower rate of fire, it is accurate and hits fairly hard, making it a solid choice for maps with wider open spaces. Its main limitation is its top-mounted box magazine, which severely obstructs visibility. Perrine’s weapon of choice in Strike Witches, the Bren has served her well in missions against the Neuroi, although like most movies, Perrine is shown operating it for much longer than its box magazine allows.

  • I’m almost certain that carrying a Liberator pistol around is meant to be a joke: the weapon does pitiful damage and cannot kill with a single headshot. Hampered by an uncommonly long reload time, the Liberator lacks the Kolibri’s headshot damage multiplier and firing rate (a skillful player can kill up to two opponents with eight back-to-back headshots): Hikari used the Liberator to great effect in Brave Witches in finishing off the Gregori Neuroi Hive, but the incredibly poor characteristics, in conjunction with a lack of behemoths, means that accomplishing what Hikari did in Battlefield V is outright impossible.

  • If the rumours are to be believed, updates to Battlefield V will introduce the American and Japanese factions, plus the Pacific Theatre, in addition to the Boys Anti-Tank rifle. This will allow me to run the Lynette Bishop loadout, where I attempt to run around with the Boys Anti-Tank rifle as a primary weapon as Lynette does, and attempt to snipe enemy players. The inclusion of the American M4 Sherman will also let me run the Kay loadout: if one of the upgrade paths includes a 17-pounder, that would be phenomenal.

  • On the Japanese side of things, being able to utilise the Type 99 Mk. 2 Model Kai would allow me to run an authentic Yoshika Miyafuji loadout. While the weapon is technically an autocannon, firing 20mm rounds, its firing rate is closer to that of a heavy machine gun. The weapon was used in an anti-air role capacity, and this may reduce the odds of it being an infantry-portable weapon. While the Japanese did have their own LMGs and MMGs, they’re quite unremarkable as weapons (the Type 96, for instance, outwardly resembles the Bren).

  • While Battlefield V has continued to suffer from an unclear content release schedule and limited content, I note that Star Wars: Battlefront II has done exceptionally well of late. With sustained new content and a revision of the in-game currency system, Battlefront II has reached its launch player counts and is said to be a solid game that handles well. Continued support for the game after a rough launch has turned it into a respectable title, and given DICE’s track record, I expect that Battlefield V will very likely become a highly enjoyable and solid instalment to Battlefield, as well.

  • The promise of Pacific Theatre content is definitely encouraging, and in the meantime, I’ll periodically play Battlefield V to completely the weekly Tides of War assignments. I am going to have to miss this week’s assignment, which yields the Tromboncino M28 on completion. This weapon is a variation of the Carcano Carbine and has the distinction of being able to act as a bolt action rifle with anti-vehicle capabilities: it fires grenades, as well. Here, I eliminate an enemy in Firestorm using the M1A1 Carbine.

  • We’re now two days into May, and the reason why I’m going to miss this week’s assignment is because I’ve been in the Bay Area and Silicon Valley for Facebook’s F8 conference. I applied back in March and was pleasantly surprised to learn that I was invited. The F8 conference represented a fabulous opportunity to speak with Facebook’s engineers, network and also watch their keynotes in person. Aside from the technical presentations and sessions, the conference was a solid opportunity to also converse with other developers, try out the new Oculus Quest and partake in the evening events.

  • With F8 now over, I’ll be offering a few thoughts on my experiences in upcoming posts. I am pushing forwards with Yama no Susume‘s second season and will have my thoughts on the first half in due course. In addition, I am moving through Valkyria Chronicles 4 – the eighth chapter appears to be the equivalent of the Batomys engagement at the Barious Desert, and I’m still figuring out an optimal moveset for finishing this fight. Finally, entering May, I am pleased to announce that I am hosting June’s Jon’s Creator Showcase, an initiative to share and discuss noteworthy blog posts. Come June, I will be gathering posts from the month of May of all sorts. More information on this will become available towards the end of the month, and I will be applying my own unique brand of discussion towards this programme, which is geared towards increasing exposure to different blogs out there.

For me, my lack of patience in gaming means that the slower, methodical gameplay of battle royale games means that I have not particularly found the fad to be one I could get behind. Having only played the solo mode of Firestorm, it is clear that battle royale’s merits come with playing in a squad, where one is able to coordinate with other players to create some genuinely exciting moments of strategy and cunning. As I am very much a lone-wolf player when it comes to gaming, battle royale is a mode I’ve not gotten too much out of. With this being said, Battlefield V‘s implementation shows that the Frostbite Engine is indeed capable of accommodating a technically solid battle royale mode, and with the right adjustments to Battlefield mechanics, battle royale can be quite engaging in its own right. There’s a market for this game type, and while I personally might not be it, rolling out a standalone Firestorm launcher and allowing interested players to play freely would definitely allow Firestorm to reach more players. In the meantime, it’s a mode that remains little more than a curiosity as I push further into the Tides of War programme – the hunt to unlock new weapons has provided incentive enough to continue with Battlefield V even though there’s been no new maps.

Battlefield V: Tides of War Overture, Panzerstorm, Killtrocity and a Headshot Record

“I guess the operation can be, let’s see, Operation Sneaky Sneaks, because I want to sneakily see what the enemy is up to, then sneakily attack them.” —Miho “Miporin” Nishizumi, Girls und panzer

Overture was the first instalment to Battlefield V‘s Tides of War programme, and introduced a new map, Panzerstorm. During the past month, DICE also experienced the impact of a particularly controversial decision to increased the TTK, reasoning that new players were being discouraged by frequent quick deaths and not returning to the game. With the community feedback overwhelmingly requesting that TTK be restored, DICE graciously complied: the issue in Battlefield V lay not in the TTK, but TTD (the perceived time it takes to die). Faulty netcode gives the impression that players are dying in fewer frames than is actually the case, and at the time of writing, remains an issue; when TTK was increased, the game became disjointed. It was taking more time to take out an enemy player, further compounding the sense that an enemy should not have been able to down one so quickly. When DICE reverted this, Battlefield V immediately became considerably more fun. However, Tides of War, the continuous service programme, has also exposed limitations in Battlefield V; the assignments were not functioning and so, players could not unlock the new weapons on numerous occasions. I played through upwards of six hours of Grand Operations to get the first step of the final week in Overture to work, and others have reported being unable to unlock the new weapons, which are limited-time. The prizes for finishing each interval adds aesthetically unique, but otherwise unremarkable weapons to the game, as well as leave the medics yearning for more weapons. Between this, and bugs in the sound system allowing players to sneak around, Battlefield V looks off to a rough start; DICE does appear to have forgotten about their past successes and what made previous Battlefield titles fun. However, looking beyond Battlefield V‘s frustrations also finds a plethora of things to enjoy. Things work more often than they do not, and when one lines up a finely-aimed headshot or pulls off a successful flank, there is a sense of reward quite unlike that of any earlier Battlefield titles: Battlefield V is much harder than its predecessors.

After making my way through Overture, and steadily becoming more familiar with Battlefield V, the quality of my experience has improved since starting out. Knowing where player paths are means I can anticipate how others move around the map, and correspondingly adjust my path to surprise them, or else flush out campers from spots that are popular among those who would otherwise sit still and rack up kills without contributing to their team. Increased vehicle play has allowed me to fully upgrade my Panzer IV and Tiger I, and the return of the Ribeyrolles 1918 has provided the Assault Class with an unparalleled automatic rifle that is lethal at medium ranges, but can hold its own in closer quarters even despite its lower rate of fire. While I’ve not agreed with all of the Tides of War assignments (least of all those that forced me to play Grand Operations), the assignments that were the most enjoyable were those that encouraged team play. Reviving, healing, resupplying and repairing friendly players and assets lead to a much more cohesive experience, and it is great to be revived by players standing beside me. The vehicle assignments were also enjoyable: while vehicles remain death traps owing to how potent the Panzerfaust is, having incentive to use the vehicles and rank them up meant that my German tanks are now specialised. The promise of cosmetics and assignments provide plenty of reason to play; assignments tend to put my focus on doing something specific, and this has enticed me to return to Battlefield V in spite of all of its frustrations and bugs. It is clear that DICE hasn’t struck out on Battlefield V — weekly and daily assignments made Battlefield 1 significantly more fun, and seeing these carry over to Battlefield V show that lessons from Battlefield 1 stuck. The journey to unlocking everything and reaching level 20 in Tides of War was generally a fun one, and now that I’ve spent more time in Battlefield V, it becomes apparent that Battlefield V is much more of a skill game than Battlefield 1 was.

Screenshots and Commentary

  • My initial goal was to get the Panzer IV upgraded as far as I could: in its default Ausf. D configuration, the tank is largely suited for anti-infantry engagements, as well as taking out soft targets like transports. However, the Ausf. D configuration is quite vulnerable to Panzerfausts, and is ill-suited for taking on other tanks, so my main use for it was to provide fire support onto capture points.

  • The Sturmtiger is a unique reinforcement vehicle that is intended for hammering enemy positions, and here, I use it to get a double kill in an attempt to single-handedly clear out a position on my own. Panzerstorm is an interesting map, featuring plenty of open fields that is evidently suited for vehicle warfare, so infantry players won’t have such a good time on this map. While it was advertised as being for large scale armoured combat, Panzerstorm did not deliver: each team has upwards of seven tanks, leaving 25 players to go on foot. In order to create proper armoured warfare, I feel that doubling the tank count per team would make things a lot more exciting.

  • The ultimate reinforcement remains the missile strikes: here, I scored my first-ever Killfrenzy (a multi-kill of six) on Arras using the JB-2 rocket. This match, I was doing particularly poorly on, but as time wore on, both the team and I managed to mount a comeback. While focusing on capturing points, I got lucky with kills made while defending points and eventually managed to earn enough points for the rocket strike. Seeing a number of enemies amassed at the town centre, I called in the JB-2 and the rest is history: I went KD positive, and the team won.

  • Bombers are nowhere nearly as overpowered as the Ilya Muromets now, but a skilled player can still do serious damage with one. Perhaps a carry-over from my Battlefield 1 days, the bombers are my favourite planes to fly in Battlefield V: I have no trouble getting them to go where I wish them to go, and hitting targets on the ground is straightforwards with bombs. Bombs deal massive damage to whatever they hit, enough to annihilate vehicles, but are more precise than the cluster shells, so the days of being able to empty out entire capture points with one bombing run are thankfully over.

  • We’re very nearly a week into 2019 now: the year opened with a ham dinner with mayonnaise à la Futurama‘s Judge Whitey. We used a special Dijon-honey-mayonnaise sauce that was heaven on earth, and then earlier this weekend, I made a homemade dip for yam fries that was very tasty despite lacking Chipotle that gives the dip a distinctly smokey flavour. The festivities of Christmas are past, and we enter the long dark of winter now.

  • In a particularly memorable match on Rotterdam, I went on a kill-streak with the Valentine MK VIII medium tank. After being blown apart by Panzerfausts, I spawned back in as a sniper, single-handedly defended the train station point until my squad arrived, and then sent off a JB-2 Rocket that scored a Killfrenzy. Battlefield games where things go well usually have things go really well, and thanks to the revised Conquest system, comebacks are now possible. I’ve won some games where I was certain we would lose.

  • Ever since I unlocked the MP-40 for the medic, I’ve found a versatile weapon that handles well enough for the ranges that I play at. This submachine gun is especially useful on Devastation: having spent more time here, I’ve found that my performance has seen an improvement now that I know where all of the routes are, and the close-quarters makes the medics much more useful. The capture point in the cathedral is the most hotly contested spot on the map, so a combination of smoke grenades and revivals allow one to very quickly bring their teammates back to life.

  • While advertised as a major piece of Battlefield V, I’ve actually yet to see more players tow stationary weapons to new positions to defend capture points. Here, I use the Pak 40 to hammer distant foes. When the assignment to destroy a tank came up, I considered using this as a means of scoring kills against tanks, since for my part, I use tanks in an anti-infantry role, but stationary weapons leave players very exposed to sniper fire. One of the assignments involved using stationary guns to score two kills, and I found that this was best done on Narvik, where one can build Vickers guns flanked by sandbags.

  • Specialising the Panzer IV with additional armour and the Kwk 40 turns it into the Ausf. H version that Miho commands in Girls und Panzer. Despite the upgrades in firepower and defense, I still would not use the Panzer IV in a direct contest against other tanks, instead, using the Panzer IV’s superior mobility to flank around and hit enemy armour from the sides or rear, as well as to suppress and control infantry.

  • The Lewis Gun saw a major upgrade in Battlefield V: it is now remarkably effective as a run-and-gun weapon, but also has enough firepower to be moderately useful as a defensive weapon. When properly specialised, its recoil is reduced greatly, extending its range, and with a higher rate of fire, the gun is very competitive. I never did get into using the Lewis Gun of Battlefield 1, as its low rate of fire greatly restricted its use.

  • After upgrading the Panzer IV fully, I turned my attention to the Tiger I. This tank is Maho’s choice from Girls und Panzer, and is the choicest tank for anti-armour combat. Inherently more durable and capable than the Panzer IV, the Tiger I is much slower to operate, making it ill-suited for anti-infantry combat at closer ranges. Fully specialised, the Tiger I becomes even more effective in an anti-vehicle role at long ranges: Battlefield V is more punishing than World of Tanks, and anyone who attempts to pull the Nishizumi-ryu here by blindly charging onto a capture point will have their faces melted by Panzerfausts before one could say panzer vor.

  • One significant downgrade from earlier Battlefield titles is that custom emblems have not been implemented as of yet, and so, I cannot authentically run with Girls und Panzer themed emblems on my tanks. I’m not sure what the rationale for cutting them from Battlefield V is: granted, I’ve seen some questionable emblems before, but for the most part, people run with harmless emblems, so it makes no sense to restrict people from using them.

  • I got another Killtrocity on Arras using the V-1 rocket during the week where squad assignments were active. This proved to be sufficient for both unlocking the “called in a reinforcement” and “as a squad, kill 2 enemies with rocket strikes” assignments. I’ve heard of people who were unlucky in that they called in the rocket and hit one person with it, but did not get credit for it; whether it was a stroke of luck or from the Killtrocity, I ended up clearing the assignment. This allowed me to unlock an epic mask, although I prefer running stock soldiers and weapons with standard skins. For my part, I’m saving all of my company coin for specialising weapons and vehicles.

  • The Gewehr M95/30 is the next bolt-action rifle for the scout class. With a smaller capacity and more damage than the Lee-Enfield No. 4 Mk I, it is the hardest hitting of the bolt-action rifles. However, to balance it out, it lacks the straight-pull bolt of its Battlefield 1 incarnation. Sniping in Battlefield V has been much more challenging (and rewarding for it) than Battlefield 1, but curiously enough, my scout class is the same rank as my medic class at the time of writing.

  • Here, I run the Churchill Mk VII, a British heavy tank that Darjeeling fields. Compared to the Tiger I, it is slower and hits harder, but has lower muzzle velocity. I’ve had some successes with the Churchill Mk VII and the Valentine Mk VIII, but found the Churchill Gun Carrier to be completely ineffectual: without a turret, the tank is easily flanked by infantry. So far, Battlefield V has been very limited with its selection of vehicles, and I’m hoping that Tides of War will rectify this: there’s so much stuff in World War Two that could be introduced into the game.

  • The Turner SMLE is conversion of the SMLE Mk. III that I was so fond of from Battlefield 1 that gives it semi-automatic fire. Not quite as hard-hitting as the Gewehr 43, the Turner SMLE fires slightly faster and therefore, is more useful at closer ranges. Having spent many frustrating matches on Panzerstorm, and then several okay matches, and some good ones, I can say that the map does require more vehicles to allow for players to really make use of its size. From an aesthetic perspective, Panzerstorm looks amazing and brings to mind the landscapes of Interior BC.

  • The StG 44 has been degraded from its beta and alpha performance: lacking the stability for long distance shooting compared to the Turner SMLE and M1A1 Carbine, but also sporting a lower full-automatic fire rate that result in its being outclassed by the Gewehr 1-5 and M1907, the StG 44 occupies an unusual middle ground where it excels at neither. The key to using this gun well is at those short-to-medium ranges and tap-fire the weapon, aiming for the head where possible, but on the whole, the StG 44 is simply eclipsed by other weapons.

  • By comparison, the Ribeyrolles is now the ultimate assault weapon bar none: its low rate of fire and high accuracy allows it to fulfil the role between that of the assault rifles and semi-automatic rifles. Being able to put more damage downrange than the semi-automatic rifles, while having a longer reach than the assault rifles, the Ribeyrolles is reliable, versatile and leaves me confident knowing that I am equipped to deal with enemies at most ranges the assault class is designed for.

  • The return of skill-based sniping in Battlefield V means that long-range headshots are much harder to score than in Battlefield 1; with the Gewehr 98 in Battlefield 1 and its high muzzle velocity, I scored a 383 metre headshot on Sinai desert towards the end of my time in the game. In Battlefield V, muzzle velocities are closer to their Battlefield 4 values, and so, bullet drop is more pronounced than before. Coupled with reduced cenre mass damage, all of the scratches and smudging on the long-range optics, and harder to see enemies, sniping is a challenge, so landing those shots becomes even more rewarding. Here, I scored a headshot of 257 meters on Hamada – it’s my personal best in Battlefield V so far.

  • The Ribeyrolles is so accurate that if two opponents are lined up, one can get consecutive headshots, back-to-back. Battlefield V‘s incarnations of weapons seen in Battlefield 1 have been varied: of the ones I’ve unlocked, the Lewis gun, M1907 and Ribeyrolles absolutely outclass their Battlefield 1 iterations, while the shotguns have felt more ineffective in general.

  • I had all but given up on trying to destroy a tank, but during a match of conquest on Twisted Steel, I hopped into a Tiger I with the intent of ranking it up, and managed to blast an enemy Churchill to finish the Mechanised Brawl assignment done. Because of their vulnerability, tanks of Battlefield V take an additional level of skill and patience to use: one cannot simply brawl with the Tiger I, as the tank is best suited for ranged engagements against enemy vehicles. I have reached rank for with the tank now, and intend to spec it out fully for anti-tank engagements.

  • The Selbstlader 1906 was a weapon I never touched in Battlefield 1 – as a medic self-loading rifle with only five rounds available, the weapon was very difficult to use and was quite unsuited for closer ranges that medics played at. By comparison, Battlefield V places it with the scout class, and while unremarkable from a statistics perspective, its performance in practise is reasonable.

  • The M30 Drilling is a double-barrelled shotgun, similar to the Model 1900 of Battlefield 1 (which I loved), but has one additional twist: there’s a third barrel that fires a rifle cartridge, allowing the weapon to be used in situations where buckshot is insufficient to deal with. This rifle round allows the M30 to handle like the Martini-Henry, and because it only has one shot, it is the ultimate skill weapon. I’ve used the cartridge to surprise enemies, and the buckshot is remarkably effective in the ruins of Devastation as well.

  • My experience with the Tides of War was smooth for the most part – leaving a server and then finding a new one was often enough to force an assignment to track. The exception was the Grand Operations assignments, which refused to track regardless of how many times I restarted Battlefield V. After three days, it finally began tracking, and it was a short journey towards finishing enough of the branches to unlock the prize; the A/g m42 is a semi-automatic rifle for the assault class that handles most similarly to the M1A1 Carbine, albeit with slightly more damage but a limited magazine.

  • Here, I score a triple kill while flying over the village of Arras: having spent a nontrivial amount of time in Battlefield V and having reached rank 40, I’m burning through the progression system, and it feels that Battlefield V was deliberate in having a shorter progression system, allowing players to unlock everything quickly so that they could focus on Tides of War activities once those became available. While I feel that Battlefield V‘s progression system is shorter, it is still more advanced than that of Battlefield 1‘s, and  looks extensible enough so that adding more levels and rewards should be a straightforward endeavour.

  • Cheating in Battlefield has always been a point of contention: contrary to perjurers who would have players believe cheaters are non-existent, the reality is that they exist, and in a game like Battlefield V, where there is reduced spotting and game mechanics control scoring, it becomes very apparent to spot cheaters. Here, I blasted a fellow by the name of “ironmaiden0911”, who was topping the scoreboard with over 100 kills and 2 deaths within the first three minutes of Airborne. Frustration was very much a reality: at the time, I was trying to finish a grand operation and could not simply leave. In the end, my team lost, but I did managed to kill them at least once. A glance at their stats show they’ve been banned now, having not opened the game since I played them last.

  • At the opposite end of the spectrum are the simply spectacular, emergent moments that arise in Battlefield: here on a match of Grand Operations, another bomber got into my tail and began damaging me, but I somehow managed to bank, flew over them, and in a moment of inspiration, I unloaded my bombs on them. They connected and destroyed his vehicle; I thus bombed a bomber.

  • Besides more vehicles and content, one thing I would love to see in Battlefield V would be swappable reinforcements that one could pick and choose from. At different levels, reinforcements become unlocked, and then one could choose which ones to equip. For instance, I never call in the supply drop or vehicle-killers, so having different reinforcements would be amazing. While Call of Duty: WW2 is inferior to Battlefield V in just about every department, the number of options for killstreaks was well done. Battlefield V could take things one step further, doing things that can’t be done in Call of Duty  by adding new reinforcements that one could pick from. Some of my ideas include picking up a proper flamethrower, calling in an aircraft that spots all enemies in an area for 10 seconds, artillery strikes on two locations of one’s choosing (weaker than the rocket attacks, but allows one to hit one more location), and a player-controlled strategic bomber like the B-17 or B-29 that acts as an aerial equivalent of the Sturmtiger or Churchill Crocodile.

  • Another thing I would like to see is more class archetypes: the default ones are satisfactory and render the unlockable ones quite unnecessary, but I would like to see archetypes for increased movement speed, more stealth, ability to carry more ammo or more efficient spotting. Again, there’s so much that can be done that I would not be surprised if Tides of War added new archetypes later. Here, I get a double kill with the MG 34; the bug with bipod deployment aside, the medium machine guns are actually fun to use. In particular, when one is using the MG 34 with the bipod, it becomes a death machine that performs exceedingly well in a defensive role. I’ve come to enjoy the MG 34, and have specialised it to have increased accuracy and firing rate, as well as the double-drum magazine, which also allows for a faster reload. When the situation demands a run-and-gun style, I will return to the KE-7 and Lewis gun.

  • The next Tides of War chapter opens in a few days, being pushed back: I hope that this means DICE is pushing out patches to address issues previously encountered. Beyond this, I am looking forwards to seeing what is available in the next Tides of War, and ideally, we’d also gain an idea as to whether or not iconic content is being added in the future. Battlefield V remains shaped by what it could potentially become, and if the base game is mechanically solid, then the sky is the limit as to what DICE could potentially do with Battlefield V; I would be okay with DICE deciding to support Battlefield V for an extended period beyond two years, improving the game and building a long-term community to make a smooth, polished and content-rich game akin to how Rainbow Six Siege and Counter Strike: Global Offensive have done things.

While Battlefield V still has its share of bugs, being much more rocky and unpredictable than Battlefield 1, there are new patches coming out this month that will hopefully address some of the frustrations players have seen. Developers have been working on a fix for vaulting and bipod deployment, for instance, and I’m hoping that TTD is addressed so that I am sustaining damage at the same rate that I can deal damage. If anything, the TTK experiment showed that simply changing weapon damage won’t be a solution; the short TTK increases the value of tactical, smart play, and improving TTD would similarly allow players to anticipate how much time they have to get out of a bad situation. Beyond this, I’ve become somewhat acclimatised to the minimal spotting system, and while I still prefer the approaches Battlefield 3 and 4 took, I feel that should DICE properly address the sound of gunfire and footsteps, Battlefield V could keep its current spotting system and remain enjoyable. I admit that it took a bit of time to actually complete the Overture chapter of Tides of War, but the journey was a largely entertaining one. Battlefield V has shown plenty of promise, and given DICE’s track record, I am optimistic that the game will become more polished and correspondingly, more fun to play as time wears on. As far as content goes, the game is still very much missing American and Russian soldiers, maps and weapons; the iconic M4 Sherman and M1 Garand, or the Russian PPSh-41 and T-34 tanks, absolutely must be rendered in the Frostbite Engine, along with Stalingrad and Normandy. Contrary to any perception that these are stale, I would very much like to see World War Two’s most iconic battles in what is one of the most sophisticated game engines available. I think that the next chapter in Tides of War take us to the coasts of Greece, but if we are to get monthly content, I would hope that the more recognisable aspects of World War Two are added to Battlefield V: from a technical perspective, Battlefield V far outclasses Call of Duty: WWII, and I would love to see the DICE take on things that Call of Duty: WWII did not adequately capture.

Battlefield V: Twelve Hours of Multiplayer and First Impressions

“Real luxury is customisation.” –Lapo Elkann

DICE’s latest addition to the Battlefield franchise brings with it many new changes; despite a rocky marketting campaign and launch, Battlefield V handles much more smoothly than its predecessor, bringing with it a host of modifications that were intended to emphasise skill and team play even more so than previous Battlefield games, alongside major visual improvements. Now that Battlefield V is launched, and following my purchase of the title, I have a more solid understanding for what works and what requires reconsideration in Battlefield V. Like Battlefield 1, which took me some time to get used to, Battlefield V offers enough of a change to mechanics so that getting used to weapon handling, map layouts and other nuances so that it will take a bit of commitment to get used to the way things work here. The current state of Battlefield V is such that this is both a positive and a negative; on one hand, with eight maps at launch and a comparatively small selection of weapons, jumping in and getting familiar with everything won’t be a challenge, but on the other hand, this does not leave for much variety once one begins unlocking everything. The limited content is a consequence of the Tides of War system that replaces the Battlefield Premium system, providing continuous support and updates for the game during its lifespan, free of charge, to all players. Over time, Battlefield V will have more maps, more weapons and more options for players, along with bug fixes, that will almost certainly see the game improve, and given how DICE continuously improved previous Battlefield titles, it is no surprise that Battlefield V will see the same treatment. Some mechanics are fairly quick to acclimatise with, such as the attrition system, which has been balanced now to encourage team members to help one another out, without restricting players to one firefight, or weapon characteristics, which are much more consistent. Others are indicative of poor design choices: my biggest gripe about Battlefield V is enemy visibility, which has encouraged the practise of camping. Being killed by enemies concealed in foliage or masquerading as a downed player is immeasurably frustrating, detracting from the skill aspect (anyone can stay in one spot and rack up kills at the expense of helping their team out), although as with Battlefield 1, I expect that with time, acclimatisation and possible updates could mitigate this.

Battlefield V has its frustrating moments because enemies are near-impossible to see, but when things connect, there are also plenty of Only in Battlefield™ moments, as well. Successfully completing a flank and blasting unaware opponents, spawning onto a beacon on a contested capture point to surprise enemies or landing headshots from a distance are immensely satisfying, offering a hint of what can be accomplished with improving skill and knowledge. The weapons feel heftier than they did in Battlefield 1, and watching shots connect is rewarding. More rewarding is when one joins and contributes to a good squad: reviving and being revived by squad-mates is immensely fun, as is constantly throwing around ammunition and receiving ammunition from squad-mates. The scout class also gains access to a spotting scope that can pick out concealed enemies and make them stick out. Sniping is also incredibly satisfying, even more so than in Battlefield 1, since the bolt-action rifles have been made more difficult to wield. For the most part, my best games involve me playing the objectives in a much more defensive approach with teammates, steering clear of open areas and waiting for the team to make a push before advancing. Battlefield V also marks the return of a meaningful progression system, providing incentive to use every class, weapon and vehicle available. Levelling up confers different benefits, including new equipment and weapons, specialisations that impact the weapon’s performance, and access to cosmetics. More unlocks will be provided with the Tides of War updates over time, so the relative lack of content now will be rectified as the game matures. While the mechanics are largely solid, especially surrounding the gunplay and progression, Battlefield V still has quite a ways to go yet before it is as smooth and polished as Battlefield 1 – Battlefield V is still very early in its life and therefore, the game is likely to receive many changes over the course of the next two years.

Screenshots and Commentary

  • After picking up Battlefield V, I skipped over the campaign and immediately dropped into a match of conquest. Fjell 652 was the first map I got, and is said to be Battlefield V‘s Argonne Forest. While an uninspired map, its focus on infantry gameplay and the occasional aircraft gives the map a cleaner feel than Argonne Forest. I scored my first kill with the Sturmgewehr 1-5 (Volkssturmgewehr) here: the base weapons available to each class are useful and effective, and we would go on to win this match.

  • I’ve never been much of a pilot, and so, it is unlikely that I will have the chance to unlock more of the specialisations for aircraft, but in the few moments where I have hopped behind the driver’s seat of an aircraft, I’ve found that planes in Battlefield V handle very well. With beginner’s luck in my corner, I flew behind a bomber and destroyed it for my first double kill of Battlefield V proper. Flying can be fun, although because of my preference for other modes of combat, I’m generally not too effective when in the air.

  • The V-1 Rocket (and its Allied counterpart, the American JB-2) are the most powerful reinforcements available to players in Battlefield V: they are accessed by carrying out squad activities and provide support to a squad. The airstrike option is most reminiscent of the kill-streaks of Call of Duty, but in Battlefield V, must be earned through team play. Reinforcements come in several forms, and for the most part, squad leaders tend to save their points up for airstrikes. A successful airstrike is immensely satisfying, and have the effect of clearing out capture points for a squad to then take.

  • Having played Sinai Desert to death during Battlefield 1‘s beta, I was never particularly fond of the other desert maps in Battlefield 1: Fao Fortress and Suez were dreary, dull-looking maps. By comparison, Battlefield V‘s Hamada is beautiful, offering ruins and foliage, gullies and ravines to fight in. Set during the day, the map is very bright, and its open spaces make longer range weapons useful. It’d be a great map save for using the conquest assault mode: other game types on this map are generally enjoyable. Back in the alpha and beta, the Gewehr 43 was one of my favourite weapons for its precision: it’s since been balanced to have more spread if fired repeatedly, but at range, it remains effective.

  • Because random bullet deviation (alternatively known as “Kantai Collection-style random chance and luck”) is gone from Battlefield V, the assault rifles can be made to reach out quite far and still remain accurate if one tap fires. One of my challenges now is to dispense with the Battlefield 1 mindset of emptying magazines at enemies, and return to making short, controlled bursts to hit enemies from a distance, a technique that was superbly effective in Battlefield 4.

  • From an aesthetic standpoint, Devastation is extremely well done, capturing the feel of a completely ruined urban environment. With burning buildings, charred brick walls and the twisted skeleton of steel structures, Devastation’s layout is similar to that of Tsaritsyn. The dark environments and clutter convey a sense of ruin, but also makes it incredibly difficult to see enemies clearly. On the plus side, there are not unskilled players spamming gas grenades every other moment; excessive use of explosives have been dramatically lessened compared to Battlefield 1.

  • The medic class in Battlefield V has seen some improvement, but a bit of a downgrade from its Battlefield 1 equivalent: medics are now more valuable because they can provide allied players with a single use health kit for restoring their health fully. Players can no longer fully regenerate their health after sustaining damage and must use health kits to do so, forcing them to either find a medical crate or ask friendlies to toss them health kits. This is the medic’s real utility, besides being able to revive allied players quickly. With their medical syringe being equipped separately, medics can also equip different gadgets, but these have been underwhelming so far.

  • In Battlefield 1, the AT Rocket Gun was a well-balanced anti-tank weapon: dealing good damage to armour while forcing players to use their bipods and compensate for a slow projectile speed, it took skill and teamwork to use these in concert to destroy armour. The Panzerfaust, on the other hand, can destroy vehicles with too much ease. Two players can quickly ruin even the Tiger I, and the Panzer IV can be destroyed by a single player: if Girls und Panzer worked the same way as Battlefield V presently, a squad of three players (two assault and one support) could solo the whole of Black Forest.

  • When the opportunity arises, I’ve largely used the Panzer IV in an anti-infantry role: having come to enjoy how machine guns for tanks operated in Battlefield 1 worked, I took a similar approach to Battlefield V and found a moderate degree of success: compared to their performance in the beta, the machine guns no longer spray out tracers and have a slower firing sound, allowing one to lead shots better without wasting excessive ammunition. The main cannons on tanks, on the other hand, are not so effective: I’ve gotten into protracted exchanges with other armoured vehicles where neither of us were able to destroy the other without at least five direct hits.

  • Besides the bolt-action rifles, scouts have access to self-loading rifles now. Once a part of the medic class in Battlefield 1, self-loading rifles hit harder than the semi-automatic rifles of the assault kit and are a solid choice for medium range combat. I typically run with the 3x magnification on these rifles, since I expect to encounter enemies closer up than I would if I were playing with a bolt-action rifle, which are most effective with the high-powered scope.

  • For my first few hours, I was unsuccessful in finding a server running the Arras map. Easily one of the most scenic maps in Battlefield V, it’s got wide open fields of canola and a town at the map’s centre. Soldiers often hide in the canola and camp the capture points, coming from unexpected angles to surprise those trying to push onto a point. The point in the town itself is the most heavily contested, and changes the most hands in a match. Here, I call in a V-1 and watched as it impacted one of the capture points to score a double kill before the match ended: the explosion itself is spectacular.

  • Twisted Steel is another map with solid visuals: the foliage and swampy terrain is superb. Fighting is most intense on the damaged bridge that crosses the map, and thanks to the numerous trees, teams that control the bridge cannot simply snipe players down below. Again, a good medium range weapon on this map is useful, since there are open spaces between the capture point. One aspect of Battlefield V that indicates good design is the fact that weapons all have various optics immediately available for use, allowing one to not be restricted to the iron sights. Battlefield 4 required players get kills with a weapon before the sights could unlock, and since Battlefield has never done an adequate job with making iron sights usable, I tend to avoid them.

  • Being heavy tanks, Battlefield V‘s Tiger I and Churchill Mk VII are incredibly slow to manoeuvre, making them easy targets for Panzerfaust-wielding assault players. While heavy tanks traditionally had heavier armour and more powerful main cannons for anti-armour combat, the damage model present now means that even heavy tanks are not too effective against enemy armour, and their slow turret traversal makes them ill-suited for dealing with infantry. This is why I’ve chose to run the Panzer IV, whose setup makes it much better for supporting allied forces.

  • Aerodrome is set in a large, dark desert area reminiscent of Fao Fortress, but with one critical exception: there’s a large aircraft hangar at the center of the map, and fighting converges here. This is an excellent map for long-distance shooting, and Battlefield V has absolutely nailed the sniping mechanics. With no sweet spot and slower bullet velocities, the skill comes back into sniping as it had for Battlefield 4, so landing headshots becomes even more rewarding than it was previously. At present, my longest headshot is 198 metres.

  • The inside of Aerodrome’s main hangar is superbly designed and looks amazing. The planes in here can be destroyed over the course of the battle, and I love the lighting. However, I typically avoid fighting here, either on foot or in a vehicle, since the chaos makes it very easy to die to stray bullets. However, there are occasions where, with enough infantry support, I’ll push onto the point to help capture it, and a tank can be useful on such a push.

  • One of the most unusual features of Battlefield V isn’t a gameplay mechanic: the text chat will automatically censor out profanity and words deemed offensive, and the biggest problem with this is that it captures non-offensive words, such as “assault”. Ironically, the player characters themselves spout profanity when they are downed. I’m not sure why game developers feel compelled to bend to the will of virtue signallers, or how a few social media posts from virtue signallers can have such an impact on entertainment in general: for now, I’m glad that at the very least, virtue signallers have not negatively impacted the core gameplay of titles like Battlefield V.

  • The AT rocket gun was a fun weapon to use in the event one needed a longer-range weapon for picking off distant foes: because players needed to use a bipod, the weapon demanded situational awareness and map familiarity. By comparison, the Panzerfaust can be fired with reasonable accuracy from the shoulder and takes next to no skill to use: players of all experiences use it to score kills to an excessive degree, and I hope that this weapon’s destructive power is reduced to be more in line with the AT rocket gun, forcing assault players to stick with their squad if they wish to destroy vehicles.

  • The customisation I miss the most from Battlefield 1 is the emblems, which allowed me to run with the Ooarai logo or anime faces. I’ve heard that this feature will return with a later update, which will allow me to really run Girls und Panzer: Dream Tank Match in the Frostbite Engine. There is a certain satisfaction to listening to complaints about them in the text chat, and here, I blast another player with the Panzer IV in the wheat fields of Arras. Thanks to my completing the Road to Battlefield challenge some weeks ago, I have a variety of Arras skins and two special customisation sets.

  • The starting bolt action rifle, the Lee Enfield No. 4 Mk I has a good magazine size and fire rate, but slow bullet velocity and damage. These characteristics make it a solid weapon for beginners who are learning the ropes: the magazine size and fire rate allows for follow-up shots to be made, while the low muzzle velocity really forces one to account for bullet drop. I’ve had success in lining up and landing consecutive kills with this weapon, an all-around excellent teacher for the scout mechanics.

  • The ribbons of Battlefield V are a mystery to me: their appearance may or may not correspond with a scoring bonus, and there’s no display in the menu system to indicate what ribbons there are and the number that one has unlocked. One noticeable bug with ribbons is that they appear when certain criteria are not satisfied yet, and overall, it’s a little strange as to what purpose the ribbons serve. By comparison, medals have a clear unlock pattern and per community request, are always active. The only downside is that they presently can only be unlocked once, so I’m hoping they will be unlockable as many time as one earns their criteria (save the campaign medals).

  • The light tank Axis players access is the Panzer 38(t): while effectual against other light tanks, the 38(t) was inadequate against medium and heavy tanks. Production stopped in 1942, but the chassis would be used as the basis for the Hetzer. Battlefield V‘s light tanks are best suited for anti-infantry roles: having the fastest top speed and quickest turret traversal, they can be used to engage infantry effectively, especially if the right specialisations are selected, but their mobility comes at a cost; their light armour and 37 mm cannon makes them unable to take damage and deal damage to armour.

  • While the various Witches of Strike Witches and Brave Witches tend to run with iron sights, I prefer having a good set of optics on my weapons. Depending on the availability, I run with the Nydar sights, a simple but effective equivalent to the Coyote Sight of Battlefield 4, or the holographic sight. Here, I run the MG 34, a medium machine gun (MMG) that must have its bipod deployed in order for one to aim down sights. The idea of MMGs is a fun one that extends the support class’ usefulness, allowing one to hunker down and lay down serious suppressive fire to help a team hold a position.

  • Replicating the Hanna-Justina Wallia Rosalind Sieglinde Marseille loadout with the corresponding play-style (aggressive rushes) won’t be possible in Battlefield V, since the MMGs have terrible hip-fire accuracy. WIthout Hanna’s magic, players simply won’t be able to adopt a run-and-gun the same way Witches do: the MG 42 similarly cannot be used this way, so one will not be able to play the same way Gertrude and Erica roll.

  • The Panzer IV and its Allied counterpart, the Valentine Mk VIII, are excellent all-around tanks that I’ve performed consistently well with. I’d love to operate the M4 Sherman and T-34 at some point, as well. Having tried some of the Panzerstorm gameplay for myself, the scale of the tank battles on this map are inadequate, and I hope DICE introduces a new game mode for armoured warfare involving only tanks.

  • Here, I operate a Sd. Kfz 251 Pakwagen and used it to shell enemies from afar while waiting for a losing match to end, having entered one after a squad mate abandoned it. The Allied counterpart is theT48 57 mm Gun Motor Carriage, and these are among the less expensive of the reinforcements, providing squads with impressive firepower and unlimited ammunition at the expense of durability. For the most part, these are not brought into the game often: squad leaders end up saving up their requisition points to call in the rocket strikes.

  • There was a bug I encountered where the game would drop me from a server at random. This was my biggest gripe with the game, and the latest patches appear to deal with this. Here on Devastation, I run the M1907 SL, the fastest-firing assault rifle available in Battlefield V. Unlike its Battlefield 1 counterpart, the M1907 SL is a close quarters weapon with a high damage output at the expense of accuracy at range. It’s much more fun to use than the Battlefield 1 version, and the same can be said of the Lewis Gun, which is a beast.

  • Returning to Rotterdam, I’ve found my performance here to be solid, thanks in no small part to the fact that I know where everything is and can anticipate where enemies are coming from. It’s been two months and some since I last stood in Rotterdam, and things in real life have changed considerably. With all of the documentation and formalities wrapped up, I’ve taken the past few days off to rest, before taking up a new post. On my down time, I decided to visit the new Central Library that opened last month. It’s a clean, elegant building with plenty of open spaces and abundant lighting. The ship-shaped building reminds me of those modern European structures I saw in books from the library, and I’ve long been fond of modern architecture in this style.

  • The trick to Battlefield V really ends up being patience: instead of camping, one should move around in a strategic manner, from cover to cover, and ideally, with squad mates. After a rough start, it’s time to slow things down and then see about getting my KD ratio back up. My win-loss ratio has levelled out now. I still think that suppressed weapons should play a role in the game: presently, players are automatically spotted on the mini-map after a kill to alert enemy players to their presence. This is counted a bug, but I would think it is acceptable to keep this as a feature, and then add suppressors as a weapon specialisation that exchanges firepower for stealth. Players running suppressors would not show up on the map, but then, this could come with the tradeoff that the weapon is slower to draw and raise up for ADS.

  • Battlefield V‘s medal system is fabulous; I earned my first medal within twelve hours of play for capturing a hundred objectives, standing in contrast with Battlefield 1, whose medal system was difficult to work with. Despite the initial setbacks and difficulties, I think I’m slowly getting the hang of Battlefield V now. Pushing through the ranks, I am looking forwards to seeing what there is to do in Battlefield V outside of the conventional progression system: Tides of War is live now, and there’s so much to unlock and focus on. With my limited play time in the future, I’ll have to balance my time between watching anime and living the Girls und Panzer and Strike Witches in Frostbite Engine experience.

With new content to be consistently delivered over time, along with new activities and objectives, Battlefield V could stand to provide very solid entertainment. The current maps and content introduce players to more obscure aspects of World War Two; noticeably absent are iconic set-pieces and weapons. There is no Normandy Landing, Stalingrad, Iwo Jima or liberation of Hong Kong yet, nor the M1 Garand. While I appreciate the coverage of lesser-known battles and weapons, a World War Two title would not be complete without these elements. The Tides of War has the potential of including these events and weapons, and in particular, I am hoping that DICE includes the Pacific Campaign as a part of their Tides of War update. For the time being, however, my aim is to go through the progression system and unlock as much content as I can that will allow me to replicate the various Girls und Panzer and Strike Witches loadouts. Out of the gates, iconic weapons such as the Bren Machine Gun and MG 34 are quickly unlocked, allowing players to run as Perrine and Hanna (in a manner of speaking). Erica’s MP 40 is also available for use. Battlefield V‘s setup will not accommodate faithful replications of loadouts: the PIAT is a part of the assault class, so one cannot run the PIAT with the Bren, and with melee weapons being a little less diverse, no sabres are available at present. On the side of armour, I’ve taken to focusing on levelling up my Panzer IV: beginning with the Ausf. D version that Miho operates early on, one can push the Panzer IV to its Ausf. H configuration (as seen in Girls und Panzer Das Film) with the 75mm KwK 40 L/43 anti-tank cannon and Schürzen skirts. Should DICE release the appropriate customisations, I could decorate my armour in Ooarai colours: at present, a dark brown vehicle skin and custom emblems are unavailable. Battlefield V certainly did take a risk with its audience – whether or not it succeeds now will depend on how well post-launch content and updates are handled; there is definitely the possibility that Battlefield V could include enough content to make it memorable in terms of both gameplay and customisation, and this is an encouraging thought as I push through the game.

Battlefield V: A Reflection on the Open Beta

“This is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.” —Winston Churchill

While Battlefield V may have been hampered by a sub-optimal marketing campaign, its biggest selling point lies within gameplay. The closed alpha was a fantastic opportunity to see how the new weapon mechanics and gameplay elements, such as attrition and squad play, functioned, although Battlefield V itself was evidently still in development at that stage; various bugs, such as being unable to spawn, falling through the map, being unable to change squads and performance issues were prevalent. As well, many features simply were not present in the build: the game’s progression and customisation system was a no-show in the alpha, for instance. By the time of the open beta two months later, Battlefield V has come a long way — the game handles very smoothly, and the stutter I experienced in the alpha, especially when being revived or spawning onto teammates, had been rectified. The classes have also undergone some changes, with the assault being assigned longer-range weapons for medium range, precise combat, and the medic class gaining access to submachine guns to fit their role as close-quarters support for squad members. Each class also gains a unique ability: assault players regenerate health faster, medic players can revive any teammate faster than squad members can revive squad mates, support players can build heavier fortifications, and recon players can run faster when damaged. The emphasis on unique class roles is carried over from Battlefield 1 — in conjunction with the fortifications and attrition elements, Battlefield V handles quite differently than its predecessors, forcing players to be even more mindful of their surroundings than in previous instalments of Battlefield. While these new elements seem quite daunting, they are woven into Battlefield V neatly, and ultimately, offer a new way to experience Battlefield, bringing tactical elements into the game and encouraging players to explore their environments in more detail than before.

At the end of the day, however, Battlefield V is a first person shooter, and as such, focus remains predominantly on the weapons and their handling. Battlefield 1 was frustrating with its random bullet deviation, which reduced the potency of skill in a firefight; players with sure aim and mastery of their weapon could still occasionally miss shots from this, and the time to kill was also quite lengthy. Battlefield V‘s closed alpha had a Battlefield 4-era TTK, allowing skilled players to drop enemies exceptionally quickly, and with some weapons lacking recoil and the insufficient damage indicators, meant firefights were somewhat frustrating if one did not get the drop on their opponents. By the open beta, it seems DICE has gone with a balance between the two extremes: TTKs are faster and more satisfying than those of Battlefield 1, but slower than the closed alpha’s allowing players to duck out and escape fire if they chose to. The open beta continues to show that Battlefield V is a game of methodical team play — my best games were experienced by moving together with my squad and picking my engagements. I had no trouble topping the scoreboards and maintaining a positive KD ratio when I played this way. By comparison, in games where I became impatient to try out a newly-unlocked gun, I was slaughtered. If Battlefield V intended its players to cooperate and master its mechanics over aggressively charging into a scenario and counting on no-scopes to win the day, it has certainly succeeded in doing so. While the open beta proved quite enjoyable, the insight it provides into Battlefield V‘s progression system leaves much to be desired. Battlefield 3 and 4 had a solid system, unlocking new weapons, gadgets, attachments and weapon camouflages. Different weapons, gadgets and attachments allow players to very precisely pick their play style, giving a sense of immersion. This disappeared in Battlefield 1, and while Battlefield V‘s progression system does incentivise players to advance their classes and weapons, the decision to split weapon customisation into cosmetic and functional aspects does not make sense. In particular, that weapons have a progression tree that continue to improve the weapon’s performance does not make sense: once one unlocks all of the upgrades, their weapon will be outright superior to the player who is using that weapon for the first time. By comparison, Battlefield 3 and 4 introduced the notion of side-grades, where every attachment offered a benefit in exchange for a disadvantage. A heavy barrel might improve weapon damage at range at the expense of hip-fire accuracy, and a compensator can help some unruly weapons with horizontal accuracy, but increase muzzle flash and make a player more visible. It meant tuning a weapon was an involved and fun task, and this is something that I miss from the earlier Battlefield titles. Similarly, with the archetypes still absent, one must wonder what roles they’ll play in the full game.

Screenshots and Commentary

  • It’s been a shade more than two years ago when the Battlefield 1 open beta ended, and I ended up with two separate posts detailing my experiences. At the time, I remarked that I would buy Battlefield 1 if it ended up with a solid launch, and two years later, with 195 hours spent in the game, I feel that the open beta proved to be a valuable contributor in helping me decide whether the game was for me or not. At present, the open beta for Battlefield V has concluded, and while there are many factors that need improvement, overall, my experience was a very solid one.

  • There are a total of forty screenshots in this post, and while it has been past tradition for me to open with me scoring a melee kill, the gunplay in Battlefield V is superb. When I spawned into my first match on Rotterdam, however, most of the combat was actually opposite to where I was, so I found myself exploring the map and trying to get to one of the capture points before dying to an assault player from around the corner. I subsequently hopped into a Panzer IV and shelled enemies trying to capture the train station.

  • The Panzer IV is likely in its Ausf. D form, and with its upgrade tree, I imagine that there should be no trouble in giving it the equipment needed to make it resemble the Ausf. F2 that Miho and her friends operate. Vehicle gameplay in Battlefield V is more skill-based than its previous counterparts: tank turrets are slower to rotate and have some inertia to them, meaning that one cannot simply look and immediately begin firing at enemies: the turret has to “catch up” to where one is looking before one’s shots begin landing.

  • Battlefield V‘s sniping mechanics are a return to the days of Battlefield 4 and 3, where center-mass shots were unable to kill in one shot at any range. Emphasis is returned to headshots, and sniper rifles again have different handling characteristics, whereas in Battlefield 1, bolt action rifles were largely differentiated by their sweet spot ranges and bullet speeds. The open beta starts recon players with the Lee-Enfield No. 4 Mk I, which has a ten-round capacity, a lower bullet velocity and a quicker firing rate compared to the Karabiner 98.

  • The medic class got the least use during my time in the open beta: I only reached rank two with the medic. While medics no longer carry a syringe gadget and thus, have a slot free for another gadget. I’m not sure if it was a bug or not, but I found myself resupplying teammates with the medic’s bandage pouches. This could simply be a UI error, although the absence of a dedicated syringe tool took some getting used to.

  • We’ve still yet to see all of the available weapons for Battlefield V, and I’m still hoping that the iconic MG42 will be available as an infantry-portable weapon for the support class. This would allow me to emulate the Karlsland Witch loadout: the weapon was infamous for its high firing rate and was nicknamed “Hitler’s Buzzsaw” for the distinct sound it made. On top of this, the weapon was incredibly reliable and had a quick-change barrel. With all of the sophisticated, detailed animations in Battlefield V, I would not be surprised if overheating an MG42 would result in the player manually replacing the barrel, which could be an innovative way to offset its high firing rate.

  • Having tried them with a greater frequency, I feel that reinforcements replace Battlefield 1‘s behemoths. This is quite welcome, since it means that players contributing to their team will have a chance to further assist with resupplies and powerful weaponry, but without needing to be on a losing team. The Sturmtiger was one of the reinforcements available to the German forces in the beta and the vehicle itself was originally intended for infantry support. I went on a short killstreak with it before getting over confident, driving it to point B and then watching as other players smashed the Sturmtiger with Panzerfausts after I got stuck.

  • Returning to Narvik, the dialed-back particle effects are noticeable, and the map looks a lot clearer now. Here, I take Darjeeling’s tank of choice, the Churchill Mk. VII, for a spin and blast enemies for a double kill. Because of turret inertia, limited ammunition and the presence of effective anti-tank weapons, tanks are no longer invincible monstrosities: I vividly recall Battlefield 1‘s FT-17 during the open beta, which was so overpowered that I went on a 21-streak with it. By comparison, the best kill-streak I’ve been on during this open beta was a more modest 9 with the Valentine Mk. III, and my Battlefield 1 record is a 13-streak.

  • Bolt-action rifles have taken a major reduction in effectiveness with center mass shots to the point where a body shot at range does around 55 damage (and 70 in close quarters). This is taking it a little far: raising their maximum damage to around 80-90, as per Battlefield 4 and having it trail out to 60 past 100 metres would make the rifles more powerful without decreasing the value of headshots. When headshots do connect with bolt-action rifles in Battlefield V, however, the results are incredibly satisfying.

  • It took me a little while to warm up to the progression system; weapons no longer need a currency to buy and unlock automatically once a class rank is reached. I immediately purchased the Gewehr 43 again and put the medium optics on it, as this configuration served me particularly well during the closed alpha. In fact, it was a little too effective, and for the beta, its vertical recoil was increased. Damage was also reduced slightly, but the weapon remains exceptionally effective.

  • A good set of optics on the Gewehr 43, and a healthy sense of caution means that with it, one can do very well at medium ranges. The trick is not to spam fire, and instead, place one’s shots more carefully. The skill ceiling for the Gewehr 43 makes the weapon a powerful all-around weapon, but during the beta, I saw many folks continue to run around with the StG 44, which has more recoil but otherwise remains superbly effective.

  • The support class was easily the weakest in Battlefield 1, but in Battlefield V, their machine guns gain the ability to penetrate soft cover like wood, and overall, the weapons are much more reliable at medium ranges. Playing support at close range is not viable like it was in Battlefield 3 and 4, where I ran around with the M249 and hip-fired like a madman, but with high accuracy at those medium ranges, one can consistently hit more distant targets than was possible with the LMGs from Battlefield 1.

  • My performance in Battlefield V has been consistently good from a KD perspective: in most Battlefield games, my lack of patience is the cause behind most of my deaths, and is only offset by the fact that I am very focused on objectives and team-oriented tasks, which earn enough points so that I can reach close to the top of the scoreboard despite a smaller number of kills. However, for Battlefield V, the attrition mechanics, and the advantages of a more cautious play-style means I adopt a defense-drive strategy, sticking around and fortifying a capture point until teammates arrive, and then capturing new points only with help.

  • The class-specific ranks return from Battlefield 1 and 3: in Battlefield V, class ranks unlock weapons, whereas in Battlefield 4, using a weapon class unlocked weapons. This system was a minor gripe I had with Battlefield 4, since it meant that weapon classes I rarely used, such as the marksman rifles, would be more difficult to unlock. By comparison, Battlefield 3 tied weapon unlocks with class usage, making it relatively simple to earn new weapons.

  • Ribbons in Battlefield V are still a bit of a mystery to me: while they must work similarly to how ribbons worked in previous Battlefield games, the criteria for unlocking them are not yet known. Here, I earn one ribbon for capturing points on Rotterdam, a map that is considered to be the Amiens of Battlefield V: an urban location with narrow streets, courtyards, a harbour and a rail bridge, it offers a bit of everything in terms of combat environments and each class is useful in its own right in different parts of the map.

  • After unlocking the Bren gun, I immediately gravitated towards it. Compared to the closed alpha, the Bren in the open beta has less recoil. While hitting for less damage per shot, its strength is accuracy, making it a solid weapon at medium ranges. Its main detriment is a lower firing rate, making it quite unsuitable for close quarters combat: during pinches where I encountered a medic or assault player up close, their Sten gun or StGs melted me after I got a few shots off.

  • Of course, against unsuspecting enemies at close range, the Bren is quite powerful, and inspection of my screenshots show that I am running with the AA sights. These unobtrusive sights make it much easier to aim the weapon at medium ranges, and a major benefit of a World War Two setting is that more weapon accessories can be used. There is a better selection of sights in the game that make it much easier to use many weapons; one of my weak points in Battlefield 1 was that I was ineffective with iron sights and so, I tend to avoid iron-sight weapons.

  • Bullet drop is much more noticeable in Battlefield V than it was in Battlefield 1: at ranges past 80 metres, one must begin compensating for gravity to land headshots on distant foes. Besides more pronounced bullet drop, the recon class of Battlefield V is also strongly affected by changes to the game mechanics. Spotting has been modified so that only the recon can spot enemies on the mini-map with their binoculars and flares. This increases their value in providing reconnaissance to their team. 3D-spotting is also absent, forcing players to visually recognise enemy soldiers.

  • Planes were left with a severe disadvantage with the changes in spotting, and while they’ve been given additional equipment to spot players on the ground for longer periods, other players have remarked that planes were much less effective. I had the chance to fly for a short period before going out of bounds and exploding for deserting: the planes handle more smoothly than they did in the alpha, but the small number of planes in the sky means dogfights are rare, and while I never tried for myself, strafing ground targets is also tricky. By comparison, tanks are very effective and enjoyable to use: here, I shell an enemy while trying to capture D point.

  • The FG-42 is a new addition to Battlefield V, being a high rounds-per-minute automatic rifle with a correspondingly high damage output and smaller magazine capacity. It is functionally similar to a battle rifle and in World War Two, was a limited production weapon intended for use by the Fallschirmjäger airborne infantry. Highly advanced for its time, the FG-42’s gas-operated mechanics influenced the systems used in the American M60.

  • German weapons of World War Two were among the most sophisticated in the world, and many of their elements made their way into modern weapon systems. The StG 44 is one of the most notable examples: the notion of firing intermediate cartridges in automatic combined the range of a rifle with the close-quarters efficacy of a submachine gun, and the StG 44 directly influenced the Avtomat Kalashnikova line of rifles, whose family and its derivatives have become the most widely-produced assault rifle in the world.

  • Without the blowing snow on Narvik, the map has a much cleaner feel to it and is reminiscent of some of Battlefield 1‘s In The Name of The Tsar maps. Volga River and Brusilov Keep were particularly enjoyable, and I became familiar enough with both maps to excel with all classes. This is my own metric for what makes a map fun: a well-designed map will allow all classes to be effective on it, featuring enough choke points, narrow corridors and open spaces so that players can choose their engagements and move in a more tactical manner to reach their destinations without a single class being dominant over others.

  • In both Battlefield V maps during the open beta, the only class I struggled with was the medic class and its submachine guns. Traditionally, I excel with these hip fire machines: PDWs were among my favourite weapons to run in Battlefield 3 and 4, and in Battlefield 1, submachine guns dominate my list of most-used weapons alongside the bolt-action rifles. For some reason, Battlefield V‘s submachine guns were not as effective in my hands, and this is probably because I became accustomed to playing at longer ranges.

  • We’re very nearly halfway into September by this point in time, and readers will have noted that I’ve got very few posts out. Besides a single post for Harukana Receive, and now, this post on Battlefield V, this blog’s been remarkably quiet. The reason for this is because circumstances in real life have led me to prioritise other things over blogging for the moment. For the first week of this month, I was in Winnipeg, Manitoba on work-related matters.

  • The work itself was quite challenging, but not from a technical perspective; every day left me exhausted. Even after I returned home, I’ve still been putting in non-standard hours and working on weekends in a bid to try and finish my assignment, and the end result of this is that I’ve been much more tired and dejected of late. Being of this mindset is certainly not conducive towards writing good blog posts, and I made an exception for Battlefield V‘s open beta because it was a welcome and enjoyable escape. While in Winnipeg, I was carrying my MacBook Pro; while a reliable and capable machine, it’s not capable of playing the shooters I typically partake in.

  • When things get challenging, I cope by breaking things down and taking everything one step at a time, as well as setting milestones to look forwards to. In Winnipeg, a good meal at the end of the day was that milestone. I am striving to conclude this project to the best of my ability and hope that there will be a bit of a breather before I return to my current work. Back in Battlefield V‘s open beta, towards the end, I figured out where weapon attachments could be added and so, put one of the sights on the StG 44. The result was a fun boost in performance that included a neat double kill here.

  • Having good sights is the difference between night and day, making it much easier to track targets. Of all the cosmetic changes, sights are the one that are worth looking into, since they directly affect one’s performance by helping improve visibility. Insofar, I’ve not seen anything to suggest that Battlefield V will have side grade style weapon attachments that positively impact performance in one area at the cost of another. The weapon tree gives weapons straight upgrades, which leaves players at a disadvantage.

  • Of course, with DICE pushing back the release date to November 20, there remains time to tune some concepts and features, so my final verdict on whether or not I’ll get the game will be made once I learn more about the final product. On the topic of release dates, Metro Exodus will be releasing in February 22, 2019, and DOOM: Eternal will be releasing somewhere in 2019. The Divison 2 will release on March 15, 2019, and there could be an open beta to try the game out come February 2019, as well.

  • Here, I wield the M1A1 carbine, which is a fast-firing semi-automatic rifle that deals less damage than the Gewehr 43 and is better suited for close quarters engagements than long range. It’s a bit of a fun weapon to use, and the high firing rate means it is more forgiving of missed shots in close range. In a few screenshots earlier, I fielded the ZH-29, a self-loading rifle that functions as a designated marksman rifle and can kill with two shots. This weapon is better suited for snipers who prefer a more aggressive role in capturing objectives and pushing alongside teammates, although it can hold its own in longer range engagements, as well.

  • The M1A1 is a variation of the M1 Carbine used by paratroopers and has a folding stock, and despite its designation, is unrelated to the famous M1 Garand. The M1 Garand is an iconic American service rifle widely used in World War Two, replacing the bolt-action M1903 in 1930 and used until the M14 was issued. With an eight-round clip, the weapon has a distinct pinging sound when the clip is ejected. Commonly portrayed in World War Two games, it would be quite surprising not to see this weapon in Battlefield V, and I am curious to see what DICE’s sound and animation engineers did for the weapon.

  • For me, the politics surrounding a video game do not have any influence on whether or not I will buy the game or enjoy it. While I consider myself moderately current with events around me, I feel that the various culture wars on the internet are not meritorious of consideration: life is much too short for one to be worried about taking sides in things that ultimately amount to nothing. The point of video games (and other forms of entertainment that often are scrutinised in culture wars) is to help folks relax, and so, I find that the worth of a game (and entertainment in general) is judged in how well it can help its audience relax and escape.

  • As a consequence, all of the debate surrounding the presence of female soldiers in Battlefield and unusual, steampunk-style customisations ends up being a waste of time. The merit of a game lies in how well it handles and whether or not it offers incentive to return. With this being said, I am of the mind that Battlefield V‘s marketing campaign was quite weak: Battlefield 1 managed to make me excited about the World War One setting, and a powerful campaign trailer ultimately helped make the decision to buy the game an easy one. Released on September 27, 2016, the trailer created a sense of respect and admiration for those who gave their lives in World War One.

  • The campaign trailer for Battlefield 1 was set to Really Slow Motion’s “Sun and Stars”, and with the end of September approaching, I am curious to see what kind of trailer Battlefield V has for its campaign. On the whole, Battlefield V‘s reveal trailer was the weakest, and newer trailers do create some excitement in the game for me. However, for most, first impressions matter, and DICE’s marketing team has struggled to recapture interest in the game following its disastrous reveal trailer.

  • Here, I call in the Allied equivalent of the Sturmtiger: this is the Churchill Crocodile, a heavy flame tank that featured a flamethrower in addition to its QF 75mm main gun. In Battlefield V, the flamethrower has a shorter range than the original tank’s 110m, and it is operated by a passenger. When I first called one in, it was moments away from the end of a losing game, and no one bothered to sit in the tank, but I managed to score some kills with it.

  • As far as major bugs go, Battlefield V still has an issue where the game may occasionally treat players as alive when they’re killed, and on one instance, I was unable to spawn back in, forcing me to quite and re-join the server. Beyond this, my experiences have been very smooth, and even on my computer, which is five-and-a-half years old now, the game still runs very well.

  • While sitting in the front gunner’s seat in a Tiger I tank, I somehow managed to blow up a light vehicle with the machine gun. While drivers are constrained by ammunition, secondary gunners have unlimited ammunition, making them powerful support for tank drivers: an observant secondary gunner can provide some covering fire for a driver while they are reloading or capturing a point.

  • Like the Battlefield 1 open beta, my best kill-streak was accomplished in the driver’s seat of a tank: it was the FT-17 in Battlefield 1, and in Battlefield V, it’s the Valentine Mk. VIII, an infantry tank that proved durable and reliable. The Mk VIII variant has a six-pounder, and in Battlefield V, it is quite manoeuvrable: I had no trouble in dispatching players who had flanked my tank with the aim of placing dynamite or AT mines, although the enemy team eventually brought Panzerfausts to the party, ending my streak at nine.

  • Towards the end of the game, I scored enough points to call in another Crocodile and single-handedly captured point B. I called in one V-1 rocket during one of my early matches to help clear a point on Rotterdam, but the close quarters environments and buildings make the V-1 (or the Allied counterpart, the JB-2) less effective than in the open spaces of Narvik. This brings my Battlefield V open beta post to a close: altogether, I spent around nine-and-a-half hours in the open beta and tried out many of the features. I did miss out on unlocking the M30 Drilling, a triple-barrel weapon with two shotgun barrels and one barrel for a rifle round. Overall, the beta was enjoyable, more so than Battlefield 1‘s, and if the launch is smooth, I may consider buying Battlefield V. For the near future, however, I will be returning my focus to anime, and the next post will be on Harukana Receive‘s penultimate episode this Friday.

While a step in the right direction, and being exciting for shaking up the way Battlefield plays, Battlefield V is still rough around the edges at present. The progression system is not as meaningful as it was in Battlefield 4 or 3, and some mechanics remain unimplemented even in this beta build (noticeably, the ability to drag downed teammates to a safer location before reviving them). It is unsurprising, then, that DICE has pushed back the release date for Battlefield V to November 20. This was a solid move on their part, as the extra time allows them to release a more polished, finished product over a broken one. From the open beta, there is much that needs to be improved on: besides a baffling progression system, the UI also needs improvement. Text is sometimes invisible, contrast is jarring in places, and the flash for earning an award or unlock is so bright that it can block out what I’m trying to shoot at. Time will tell whether or not Battlefield V will address these problems and put a rocky reveal beyond it: the gameplay itself is quite solid, and the World War Two setting has already provided many exciting possibilities for settings that could be explored. I’ve already spent many a match running the Miho Nishizumi and Darjeeling loadouts, as well as running around with Perrine’s Bren gun; it will be quite interesting to see what directions Battlefield V takes, and if the open beta was any indicator, the hit detection and performance does not seem to be an issue. Battlefield 4‘s launch was terrible, and it took a year for the game to stablise to the point where players deeply enjoyed it. If Battlefield V has a solid launch, with the ongoing release of content through the Tides of War, I imagine that there would be enough new content to enjoy that would make the price of admissions worthwhile, and that over time, I could acclimatise to the new progression system, even if it is not as sophisticated as the one I’ve come to enjoy in Battlefield 4 and 3. I’ve never been one to pre-order games, but as I did with Battlefield 1, my decision to pick up the game will be motivated largely by what I hear of its performance and gameplay post-launch — a Battlefield V that features solid gun-play and stable netcode will be one that I would be willing to shell out the full price for, as I am quite sure that I will get used to the new mechanics quite quickly and begin enjoying what is the closest we’ve ever had of a proper Strike Witches/Girls und Panzer game in the Frostbite Engine.

Battlefield V: Some remarks on authenticity and a personal wishlist following the closed alpha

“Every time someone tries to win a war before it starts, innocent people die. Every time.” –Steve Rogers, The Avengers: Age of Ultron

Battlefield V‘s first trailer was an ill-representation of the game, and a second trailer, showing paratroopers dropping into an icy village under an aurora, would better portray what Battlefield V was about: Battlefield is traditionally about battles and dynamic events at a large scale, so a trailer that focused on bombastic set-piece events naturally resulted in dissatisfaction. While the first trailer was a poor way to spark excitement about Battlefield V, online discussions immediately fixated on the presence of a female British soldier with a prosthetic arm, citing it as unrealistic and not being faithful to the aesthetic of the period, as well as the core of Battlefield itself. However, in their haste to mark Battlefield V as “unrealistic”, those of the opinion that Battlefield V should be “more realistic” are forgetting a key tenant of Battlefield – this series is known for providing an authentic military shooter experience, rather than a realistic one. The key difference is that something is authentic when it captures the sense of a time period or location, and realistic when it accurately reproduces a real-world occurrence. Since we can’t heal our wounds by standing beside a first aid kit, swim at full speed through frigid waters or magically continue reloading weapons at normal speed when struck in the arm, Battlefield can hardly be about realism. Instead, what Battlefield has excelled at is capturing the aesthetic of the conflicts the games depict, and since Battlefield began running in the Frostbite Engine, the visuals and environments are stunning. From uniforms, to vehicles, equipment and weapons, the team at DICE faithfully reproduces the appearance, details and sound for each piece of kit. These elements immerse players into their game, and is one of the key draws about Battlefield – a Battlefield title that can properly capture the era it is set in and features solid, skill-based and enjoyable gameplay is a winner in my books.

We’ve previously considered gameplay mechanics and aspects of a good progression system that would make Battlefield V enjoyable. With authenticity in mind, this post will also detail some of my wishlist of content that Battlefield V should feature, especially with regard to weapons and the different theatres of war that the game will cover. Battlefield V has dispensed with the premium model and will be releasing content chronologically, so after release, the first maps and campaign stories will be focused around the earlier stages of World War Two. Besides the Norwegian Campaign (April to June 1940) that featured during the closed alpha, promotional artwork also shows that the Battle of Rotterdam, tanks rolling through the French countryside and conflict in North Africa. It would appear that Battlefield V is going with a variety of lesser-known, but nonetheless important, battles of World War Two in its presentation thus far, similar to Battlefield 1. However, as Battlefield 1 also depicted some well-known battles, it stands to reason that Battlefield V should do the same. Moreover, because the African theatre is featured in addition to the European theatre, one could also reasonably expect that some conflicts in the Pacific and Asian theatres would also be present once more content is added: in particular, it would be interesting to see DICE’s take on Iwo Jima, Okinawa, the Liberation of Hong Kong and even island-hopping campaigns, both as part of the single-player and multiplayer. There is, simply put, a great deal of content and battles Battlefield V could cover: my personal interest lies largely with the Pacific Theatre, and with the Frostbite Engine, this could bring modern visuals and mechanics into a theatre not explored since the days of Call of Duty: World at War (2008) and Medal of Honour: Rising Sun (2003).

Screenshots and Commentary

  • This post features the last set of screenshots from my time in the Battlefield V closed alpha, which ended a shade more than a month ago. My feats in this post are not as impressive as those of the earlier post, but are nonetheless fun moments that I had while going through the closed alpha. This late in the game, I finally got the hang of the Bren Gun and was stepping on anyone who dared to step onto my capture points.

  • In one match, I spawned in as a squad leader and was doing so well, I had accumulated enough points to call in a V-1 strike. I targetted the town, where I knew friendly players were trying to defend the capture point, and moments later, the missile flew in. I had originally intended to watch the V-1 impact and detonate – the explosion is spectacular. However, while waiting, I had become unmindful of my surroundings, and another player ended up killing me while the missile hit. I got a double kill out of it, but the moment was not particularly worthy of a screenshot, so here we are, with me immediately after calling in the strike.

  • I’ve not placed too much focus on the following topic because it is trivial for me, but a great deal of vitriol was directed towards the inclusion of a female British soldier sporting a prosthetic arm in the first reveal trailer. Critics argued that this was indicative of an industry kowtowing to factions who feel that political correctness must be integrated into all games as a concession to inclusivity and diversity. This fear stems from an online culture war on journalism and gaming four years ago, and there is a concern that as a consequence, games (especially shooters) would prioritise dubious messages, political correctness, forced diversity and banal narratives over gameplay and immersion.

  • A world where such games dominate the market would look as follows: the only “games” that would exist would be written in the Twine Engine and feature next to nothing in gameplay, or else be shoddily thrown together by people with only the faintest understanding of how game engines work. The end result is non-existent gameplay, where individuals are forced to navigate a labyrinthine set of HTML cards featuring no plausible options while listening to repetitive piano music, or else deal with a frustratingly inconsistent grid-based combat system that shows the game was developed with a political message, rather than enjoyment, in mind. If games like these were the only ones on the market, gaming as a whole would collapse.

  • Fortunately, this has not occurred. There is a vast selection of enjoyable games being made, and so as long as gameplay and immersion remain at the forefront of development, one could not so readily say that culture wars have diminished gaming, and the individuals using these culture wars to get their foot in the door have certainly not succeeded, nor can they consider themselves as game developers: the Twine Engine is so informal that individuals wanting to do so can put a set of hyper-card style presentations together, add some music and pass that off as a game without ever understanding classes, inheritance, polymorphism, and the other things that proper developers need to learn.

  • The short of things is that political correctness has not negatively impacted games to any real capacity, so people should 1) stop trying to continue to push this and 2) stop trying to claim that it has. Battlefield V looks quite promising, and I’m more interested in seeing what other weapons there will be in the game: besides the host of LMGs and MMGs that Witches run with, the increased presence of semi-automatic rifles will be interesting, and the era means that there will be a much greater range of weapon modifications and attachments to hopefully choose from. While the closed alpha did not show weapon customisation, I am hoping that Battlefield 3 and 4‘s system makes a return.

  • Besides weapons and vehicles, the biggest thing on my mind is which theatres of war Battlefield V will choose to depict. The game is set to release the different periods chronologically, so it makes sense if the different content updates were all based on period events. If this is true, then what we’re likely to see in October is the Fall of Europe, where the Axis powers swept across the continent and pushed the Allied forces to the brink in 1940. The Dunkirk Evacuation happened at this point in time, although the British also managed to repel the Luftwaffe’s in the Battle of Britain, slowing Hitler’s plans for a land invasion.

  • In 1941, Hitler began Operation Barbarossa with the intent of invading and defeating Russia, and in December, Japan bombed Pearl Harbour, prompting America to enter the war. If Battlefield V depicts the attack on Pearl Harbour, it would mark a first since Pearl Harbour was visited in 2003’s Medal of Honour: Pacific Assault. This is unlikely, since there was no infantry combat during the attack. Instead, the fall of Hong Kong could be shown if DICE is going for lesser-known battles – on the same morning of the attack on Pearl Harbour, Japan also invaded Hong Kong, and in a battle lasting 17 days, Allied forces were defeated.

  • The second update would probably include battles from Operation Barbarossa and conflicts in the Pacific with the Japanese offensives, so besides Hong Kong, the Invasion of Thailand, Wake Island and the Philippines Campaign could be a major part of things. Should DICE go in this direction, it would take a contemporary shooter somewhere that had not been explored for some fifteen years, and would certainly make Battlefield V stand apart. I’ve heard that the upgrades will add campaign missions in addition to multiplayer content, which is exciting.

  • 1942 saw fierce battles in North Africa, where British General Montgomery routed the German-Italian forces at the Battle of El Alamein, and the Russians began beating back German forces at Stalingrad. In 1943, Mussolini’s Italy collapsed, so I imagine that the third major update will involve Africa and Italian campaigns. I was initially not a big fan of desert maps in Battlefield 1, but having spent more time becoming familiar with the game mechanics, I now perform reasonably consistently across all maps, so desert maps no longer bother me.

  • As we enter 1944, the Allies prepared for the full-scale invasion of Europe. This is where players might see the Normandy landings of D-Day in the full glory of the Frostbite Engine. Besides D-Day, Paris is also liberated in 1944, and the Battle of the Bulge occurred, as well. Because armour combat became much more widespread in World War Two, it would be interesting to feature a game mode where players could spawn into tanks and slug it out in a map. Battlefield 3 featured tank superiority, which heavily emphasised armoured combat: this game mode could be modified to work in Battlefield V, and would represent the closest players come to playing Dream Tank Match, albeit a superior version running in the Frostbite Engine.

  • The final stages of World War Two involved the Allied forces crossing the Rhine River, the Battle of Berlin and campaigns in the Pacific to capture Japanese islands ahead of the proposed land invasion, including Iwo Jima and Okinawa. Just looking through World War Two, there is simply so much content that could be featured in Battlefield V, and the continuous service model, as well as the removal of premium means that there is no limit to what Battlefield V could do. My expectation is that Battlefield V will cover World War Two very broadly and depict some lesser-known battles in more detail in addition to major campaigns, similarly to how Battlefield 1 depicted World War One.

  • Operations and Conquest were the best modes of Battlefield 1 – I expect that Grand Operations and Conquest will be the most enjoyable modes in Battlefield V, as well. Having spent nearly two hundred hours in Battlefield 1 since I bought the game, I play conquest nearly exclusively, with some domination, operations and team death-match in between. War pigeons and rush never really worked for me. If Battlefield V had grand operations, shock operations, conquest, domination, team death-match, armoured warfare and gun master as game modes, a total of seven, this would be more than enough to keep me happy.

  • I have a particular fondness for gun master because it forces players to really understand the weapons they’re using, and ultimately, tested their skills by pushing them to get kills with difficult-to-use weapons in order to win the game. It gives players a chance to try out weapons and setups that they normally might not run with, as well. I imagine that Battlefield 1 dispensed with this mode because of a relative lack of weapons to make the mode viable.

  • Battlefield 1 had a plethora of melee weapons grouped into categories with different properties. Through normal play, one could unlock melee weapons from each category, and more illustrious weapons needed to be unlocked through assignments or accumulating puzzle pieces. This approach is one aspect of Battlefield 1 that worked: one could get everything they needed to be effective just by playing the game, and then anyone who wanted more could work on assignments to unlock new melee weapons that, while aesthetically different, were functionally equivalent. Finally, some weapons could only be unlocked with puzzle pieces. If Battlefield V works in a similar manner, with unlockable and pay-only melee weapons, this would be fantastic with me.

  • I’ve mentioned frequently that game mechanics, particularly gunplay and hit detection reliability, will be key factors in deciding whether or not I buy Battlefield V. Here, I add that how microtransactions will be handled is also important: I ended up completely skipping over Battlefront II because progression was slow to the point of requiring payment in order to advance, and the lootbox debacle showed a game that did not let players invest time into it. If Battlefield V can create a proper progression system where exotic costumes, helmets, weapon skins and melee weapons can be purchased specifically without random chance, and these items do not affect gameplay, then it would show that a full-fledged game can also use and encourage microtransactions without impacting the core game.

  • This is why I will not pre-order Battlefield V, and instead, will stick to the same approach that I did for Battlefield 1 – if the game proves itself worthy after launch, then I will buy it. I’ve heard that DICE is also working on their own Battle Royale game. The idea of a Frostbite-powered Battle Royale could be interesting, since the engine is already highly sophisticated and suited for large-scale battles. With smooth performance, re-adjusted weapon balance and properly designed maps, a World War Two Battle Royale game in Frostbite could set itself apart from existing Battle Royale games and offer players something new.

  • With this being said, I personally have no interest in Battle Royale whatsoever: I’ve previously outlined in Sword Art Online Alternative that I am an impatient gamer, prefering to jump right back into the gameplay after dying. I have no qualms with DICE exploring this direction, but only if the development of a Battle Royale comes not at the detriment of the core Battlefield V experience.

  • It is likely that Battlefield V‘s open beta will become available on September 4, a month from now, given the timing of the Road to Battlefield V events. At present, the third and final part of Road to Battlefield V is running: they’ve reduced the unlock score for the weekly rewards, and with twenty thousand points for each stage, rather than thirty thousand, completing the assignments has taken around half an hour less altogether. I’m hoping that a different map will be featured for the open beta, and that there will be a bit of time to sit down and give it a go.

  • With this, I’ve exhausted my collection of Battlefield V closed alpha screenshots, so if I do decide to write about Battlefield, I will be returning to write about Battlefield 1. A few days ago, DICE released their summer update for Battlefield 1 which brought in some new UI changes, a bolt-action mode for the M1903 Experimental and an update to the minimap that shows the radius of allied spot flares. Battlefield 1 has had a solid run, and even with the naysayers saying it was a dead game a year ago, I’ve not had too much trouble finding servers to get into. Whether or not I’ll do a swan song post for Battlefield 1 will largely depend on my schedule, but for now, there is going to be one more post lined up, dealing with the Violet Evergarden OVA, which released a month ago.

Of course, these are merely my thoughts on what Battlefield V could include: while the marketing campaign was a failure in capturing hype on the game, the closed alpha helped salvage some interest, and the new update models mean that as Battlefield V progresses through its life cycle, there could be some exciting developments that await players. With this being said, there is still the matter of the open beta that will provide players with a better idea of what Battlefield V will be like overall, and my own decision to buy the game will largely be based on how well things handle in the open beta, as well as any new developments (e.g. trailers, concept art, announcements, etc) that are released as the launch date comes. It’s not in my nature to make a call purely based on prevailing sentiment in the community – a bad marketing campaign might dissuade interest in the game, but at the end of the day, what matters most in a game is simply the fun factor and immersion. A game with good mechanics and good authenticity will satisfy both criterion, while games lacking these aspects are less likely to excite me, and controversy usually does not influence my decisions in buying things unless it is directly related to gameplay. So far, those with the opinion that political agendas have permeated modern gaming have yet to be proven correct: until the day comes where games are written exclusively in the Twine Engine and force players to type their emotions while they play the game, I contend that gaming is in a fine state, and in the case of Battlefield V, I would certainly pick the game up if the open beta and subsequent promotional materials impress where the first reveal trailer did not.