Critical Eye: Battlefield Bad Company

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The strongpoint of the Battlefield games was (in my mind) always going to be the Multiplayer, and I was more than a little worried that the Multiplayer would suffer. For once I’m happy to have been proven wrong. But, as always with games, it is not without its flaws.


The auto-injector is this neat little device which allows the character to auto heal themselves should the situation demand it. Available right at the start in Singleplayer and an unlockable in Multiplayer, the auto-injector is one of the worst ideas they could have put into this game. Why? Because it sucks all the challenge out of the game, particularly in Singleplayer. In the old BF games, you needed a medic to come over to you in order to heal up. Now, I realise that this is nigh-impossible in Singleplayer, but it’s still done horribly poorly. With one button press you can instantly heal yourself back to 100%. Short of being completely blown apart, or being as slow with the buttons as a rock is at moving across the garden, you can quite easily complete the entire Singleplayer campaign without ever dying.

Granted on higher difficulties you’d probably not be able to use it in time, as it does have a recharge timer, it’s still far too easy. In Multiplayer it’s a lot more balanced, in that it takes a few seconds to reach full health, during which you can be shot while your health slowly builds up. But, as I said, in Multiplayer medics have heal packs to heal you. So why is the auto-injector even there! It kinda ruins it as anybody who’s not a particular class has to wait for a medic, while Assault classes can just find some nice cover for a few seconds before slaughtering those too stupid not to play as Assaults, or who haven;t being playing long enough to unlock the Injector. Get rid of it altogether from Multi and switch how it works in Single to how it currently works in Multi to make everything fairer.

One-Sided Multiplayer

In the Multiplayer, the main mode of battle is the Gold Rush, where an attacking team have to destroy two gold crates to capture a base before moving onto the next base. The defenders have to defend said crates (duh). As well as everything the defenders get, the attackers get artillery positions with which to blow the crap out of any and all cover the defenders might have. You might think this is what I’m referring to, but trust me, that artillery has to be there. Attackers have a limited number of reinforcements before the defenders win.

Here’s where things go wrong. The attackers simply cannot win. I know, I know, at first I blamed the Attackers at simply being crap, but after playing on their side a few times and playing numerous times I began to realise…It simply could not be done. Unless the defenders were about as adept at killing as a snail the attackers couldn’t win. Oh they could come close, but never win. For every 100 matches I played, I’d say the defenders won about 95. There simply isn’t enough reinforcements for the Attackers.

Oh God, the Explosions!

While it’s great that everything can be blown up, I don’t see the need in giving every player and their cat an explosive weapon. Snipers have laser-guided missiles, Demolition guys have Missile Launchers, Support has Artillery guiders, Assault Soldiers have grenade launchers…Combine that with tanks, helicopters and artillery emplacement and you get a non-stop barrage of fire and brimstone which would make Hell seem like a nice place. It’s great at first, but the novelty fast wears off. If you go about 20 seconds in this game online without something or someone blowing up…you missed something blowing up. What’s the point in staying in cover if you’ll probably just have it (and yourself) blown away in about ten seconds flat?


Despite this flaws, Bad Company is still a fantastic game. The Singleplayer isn’t a half-assed job like some said it would be, it’s a genuine enjoyment. And the Multiplayer didn’t suffer for it either. Definitely one of the better next-gen releases.


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