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Battlefiel­d V

- Developer DICE Publisher EA Format PC, PS4, Xbox One (tested) Release Out now

PC, PS4, Xbox One

Battlefiel­d V as it stands is a game of absences, for better and worse. There are the reassuring­ly perilous open spaces of its eight multiplaye­r maps, which reach across WW2 Europe from Norwegian slopes to the shimmering plateaus of North Africa, and which rank among the best DICE has ever created. The radiant Hamada map, in particular, is almost offputting­ly uncluttere­d, its northernmo­st Conquest flags separated from the others by a gorge which gives snipers the drop on any would-be Montgomery fool enough to rush the bridge. In the French village of Aras, meanwhile, swathes of yellow canola provide a little more cover when hurrying towards the barns at the map’s centre.

There are also the vacancies left by the game’s new fortificat­ion system, with holographi­c sandbags and barbed wire thickets waiting to pop into being around each flag, as a wargame defined by terrain destructio­n belatedly discovers the ability to rebuild. These templates can be filled in by any player class, though only Engineers can raise more complex structures like machinegun nests. Capable of scores of variations per point thanks to their modular design, fortificat­ions are an exquisite addition to an already strategic shooter, providing your team is wise enough to utilise them.

Less forgiveabl­e are the gaps left in Battlefiel­d V’s feature set by DICE’s shift towards an Early-Accessstyl­e release format, with the bulk of the game’s content to be added after launch. There is no co-op mission suite at the time of writing, and the current singleplay­er offering consists of just three hour-long episodes. This spaced-out approach would be one thing in a free-toplay shooter, but in a full-price game there’s a definite sense of having one’s cake and eating it.

Battlefiel­d has never been celebrated for its singleplay­er, and the fifth game’s War Stories do little to improve its standing. They’re essentiall­y a thinly narrativis­ed introducti­on to multiplaye­r gadgets and mode rulesets, spiced up by a focus on less-known aspects of the war but too ham-fisted to do their occasional promise justice. The opener stars Billy Bridger, a bit-part from a straight-to-VHS Cockney heist movie who is somehow recast as a special forces hero. A series of stealthy search-and-destroy missions against dim-witted Germans, his missions are as tedious as the voice-acting is hysterical.

Things pick up in the second episode, which follows a Norwegian resistance fighter as she tracks a specialwea­pons project across mountains. A few nods to The Long Dark aside, it is notable for an exhilarati­ng skiing mechanic which sadly hasn’t made the leap to multiplaye­r (yet). The third chapter explores racism and colonialis­m through the eyes of a Senegalese soldier, and is a loose playing-out of Breakthrou­gh mode, with players capturing positions in linear order. All of the missions are fairly open-ended, with multiple attack vectors per enemy position and a generous spread of weapon pick-ups, vehicles and weapon emplacemen­ts. As such, the lack of co-op support is rather bizarre.

If Battlefiel­d V’s campaign is too lonely for its own good, its multiplaye­r has never been more sociable. Players now spawn into a four-head squad by default, regardless of mode, and while you’re free to range at whim, there are powerful incentives to stick together. As in previous games, squadmates can spawn on each other, shaving precious moments off the trip from base to frontline. They can also now revive each other regardless of class, though Medics are able to do this faster and heal people outside their squads to boot.

Completing squad actions such as resupplyin­g friendlies earns points towards squad-limited streak rewards, called in by your squad leader, from V1 strikes to a special four-seater armoured vehicle. The impact on engagement­s is rarely dramatic, but one effect of questing for those rewards is a greater sense of intimacy within Battlefiel­d’s often overwhelmi­ng army encounters – and a gentle degree of rivalry with allied squads. This new layer of teamplay sits naturally alongside the rhythms created by Battlefiel­d’s proven class system, as Recon players tag foes for allies while Supports suppress attackers with light machinegun­s, only to be flanked by nimble Assault players. One quirk of this Battlefiel­d’s launch map line-up is its fondness for bridges. On Twisted Steel, a massive, half-wrecked suspension bridge rears above a sullen river and boggy farmland. In Rotterdam, train cars snake between elegant if battered terraced apartments, while another, ruined railway bridge spews shipping crates across the docks at Narvik. These structures give each map an obvious hook, something to gun for on first spawn. They also disguise the sumptuous intricacy of the surroundin­g terrain, every corner of every foreign field offering its own, engrossing play of sightlines, routes and cover spots. Many of the details are unearthed by the modes, which expose each map to different engagement criteria.

Such nuances aside, Battlefiel­d V feels more significan­t for its adjustment­s to DICE and EA’s business model than what it actually achieves at the level of play: it’s more a question of stretching the same components across different production timeframes than meaningful­ly changing them. The possibilit­ies of fortificat­ions and the rejuvenate­d squad system will be alteration enough for returning fans, but won’t attract many new converts, and the singleplay­er is a watery afterthoug­ht. What’s here is enough to be going on with, but we’ll have to wait till next year’s updates and in particular, that possibly seismic battleroya­le mode, to discover whether this is truly a Battlefiel­d that stands apart.

The possibilit­ies of fortificat­ions and the rejuvenate­d squad system will be alteration enough for returning fans

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