For Whom The Boom Tolls

Hyper - - CONTENTS - by Nathan Lawrence

Imustn’t let this reg­is­ter on an emo­tional level. This sniper, perched on high like a dis­grun­tled postal worker, is quash­ing any hopes of lit­tle ol’ lone wolf me rush­ing be­hind en­emy lines with his 360-de­gree view of the bat­tle­field.

The sur­face-level prob­lem is my lack of re­spect. My on­foot frontal as­saults are all for naught. The deeper is­sue is this sniper has popped more heads than an ac­nephil­iac. It’s time to try some­thing new. Thank­fully, Bat­tle­field: Bad Com­pany 2 of­fers va­ri­ety in ex­plo­sive spades.

Like any shooter, I could sneak around. But that’s bor­ing. Maybe I counter-snipe. While poetic, in a Sav­ing Pri­vate Ryan kind of way, it’s not the cal­i­bre of frag my neme­sis de­serves. Jets, chop­pers, and tanks are in high de­mand, and prob­a­bly bet­ter used for anti-ve­hic­u­lar uses rather than my vengeance on this sniper, even though he ain’t Vasily-come-lately.

Be­sides, it’s un­likely any of these de­lec­ta­ble war beasts are sit­ting around wait­ing for me. It’s time to think lat­er­ally. I’m look­ing to dis­com­bob­u­late or, more specif­i­cally: det­o­nate. I lay down some fire at his nest from afar, mak­ing him duck down. As I sprint in, I have a sneak­ing sus­pi­cion he’s be­ing re­in­forced by a Sup­port player, which means his un­lim­ited sup­ply of mo­tion sen­sors will let them both know I’m com­ing.

To rush into the build­ing and up the stairs would mean cer­tain death. I could try my luck with a frag, but I don’t back my Kobe skills. Then it hits me. Sniper Steve can’t shoot from on high if he doesn’t have a tower.

I whip out my C4 and put my Red Fac­tion Guer­rilla anti-ar­chi­tec­tural knowl­edge to good use, slap­ping an ob­long-shaped ka­boom stick on the cor­ners of the build­ing.

With a squeeze of the kind of stress-but­ton de­vice that’d make Arnold Sch­warzeneg­ger sigh, the cor­ners of the bot­tom floor blow out. Then the build­ing top­ples. Fi­nally, I’m awarded two zero-risk frags. It’s the end of them, but the be­gin­ning of an ob­ses­sion for me.

The next time the same map rolls around, I vapourise the tower be­fore any­one can perch on high. But Bad Com­pany 2’s de­struc­tibil­ity isn’t just for de­ter­ring campers. I use it wher­ever pos­si­ble. A frag grenade to open a door be­fore I get to it. A grenade launcher to weaponise rub­ble for a hap­less foe I know is wait­ing on the other side.

I use rocket launch­ers to take out floors and ceil­ings. C4 to make dusty flank­ing routes. Hell, I level en­tire towns with an at­tack chop­per to force the fight­ing out onto a lit­er­ally level play­ing field. De­struc­tion is the real MVP of Bad Com­pany 2. This is why I and, I like to imag­ine, many oth­ers feel that Bad Com­pany 2 is Dice’s best Bat­tle­field game. Still.

It’s surely an in­tim­i­dat­ing chal­lenge to cre­ate maps know­ing that boom-happy frag­gers like me will flat­ten ev­ery­thing. But it’s that free­dom to cre­ate an ex­plo­sive play­ground that made com­bat feel fresh ev­ery time in Bad Com­pany 2.

I knew my en­e­mies were just as ex­plo­sively em­pow­ered as me. And that’s why Bat­tle­field needs to be less about nitty-gritty dam­age and more about the op­tion to level ev­ery­thing. No pres­sure, Dice, but please chan­nel your in­ner Chris Tay­lor and bring back the to­tal an­ni­hi­la­tion.

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