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We hid out in factory gantries and spotted targets for each other, flew choppers on wild sorties in the enemy's general direction, and took out a three-man squad in an instant with synchronised grenades. Poopagore found a tank, and in a mad five-minute spell we took every Conquest marker. Soon enough we'd both tweaked our loadouts so we were carrying defibrillators to revive the other when things went wrong. Then we started following each other around, watching each other's back, and using the squad spawn system to stay together. Initially we just happened to be in the same fight. I played on Zavod 311, a sweeping map punctuated by empty tank factories, and fell in with a soldier called Poopagore (a pretty tame handle by FPS standards). And these marquee moments are matched to a more extended beat, the way that Battlefield produces great strings of stories during multiplayer. I looked down to see their parachutes blossoming up one-by-one, and was thinking 'how beautiful' as the skyscraper collapsed and killed me. The four guys near me got up, turned around and jumped off the building. We had an awesome group of six or seven locking it down, I'd got a few kills, and everything was peachy until an alarm started going off. I remember the first time I fought on top of the skyscraper, because it was going well.
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Multiplayer's main mode is Conquest, where three to five objectives have to be fought over and held – some of these are flags in mini-arenas, and some of them are flags on things like a skyscraper. Guiding behaviour like this is the mark of a great developer, but what makes Battlefield brilliant is in how this setup leads to endless one-off situations and emergent battles. It's a slightly risky choice but a heavily rewarded one, so players like me keep on doing it, and the whole squad benefits. So many small features are a delight I love 'spotting' enemies by pulling the R2 trigger, which means you forego opening fire for a second to flag their position for the team. These tie together large groups of players and large objective-based maps, forging fast links between random players and giving reinforcement waves an underlying rhythm. The polish extends far beyond BF4's more obvious charms to systems like squad spawning or the AI mic chatter that flags enemy targets.
#Pc battlefield 4 squad doesn't fire full
This theatre of war crumbles during the show, and it's an environment done full justice by surround sound that picks out skittering footsteps, the crack of a sniper's bullet, or the overwhelming impact of a tank shot.
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Bullets chew up masonry as you fire down corridors, explosions puff out obscuring clouds of dust, and shelter becomes open ground. The destructibility gives this world an atmosphere, makes it feel more solid. It's one of those things that sounds like an incidental feature until you pop off a few shots at a tank then hide in a building – at which point the tank's driver, quite sensibly, fires at the wall and takes you and the house with it. The key feature is destructibility any structure can be chipped away by gunfire or blown apart by explosions.
#Pc battlefield 4 squad doesn't fire series
Still: who cares? Battlefield has a singleplayer campaign because it has to have one, but this series is so loved because of multiplayer. The template for this stuff is 2007's Modern Warfare, and despite BF4's near-constant spectacle, the years have not been kind. Firing the guns feels great, but the entire exercise has an air of redundancy – enemy behaviour you've seen before, scene ideas you've played before, and even the seemingly-obligatory torture scene. The best you can say is it's a well-executed take on this generation's familiar FPS cliches, until an abrupt and disappointing multiple-choice ending. Housekeeping first though, because the singleplayer campaign isn't one of them. Multi-kill! Taking out enemies this way is one of the many reasons Battlefield 4 is amazing. Too low the blades hit a tree, I lost control, grunts scattered below, and the ground span wildly – dead. This is the life, I thought, lazily hovering towards an enemy squad. On lucky number three, I flew that bird as god intended, making long sweeps around hotspots and waiting for Wagner to kick in. On attempt two, I got airborne before landing in the ocean. T he first time I tried to fly a helicopter, a few good men died on the landing pad.