![]() ![]() Indeed, the eight maps available at launch are generally smaller and/or flatter than previous games, missing the verticality and inspired design of previous entries in favour of simple close quarter lanes and crowded choke points that bring to mind DICE’s first Star Wars Battlefront title of 2015. When the chaos of war unfolds across the screen in short, staccato bursts, it looks and plays better than ever. Battlefield 1’s War Stories saw DICE finally discover an effective structure for its storytelling after years of forgettable Battlefield campaigns, so it makes perfect sense for the studio to continue that anthology format for Battlefield 5, with three separate vignettes (alongside an exceptional prologue) shedding light on some of the lesser known heroes of WW2.Ī renewed emphasis on squadplay and class customisation, with more ways than ever to personalise your company, are also appreciated, but where Battlefield 4 had the crowd pleasing Levelution and Battlefield 1 had the equally awe-inspiring Behemoths, Battlefield 5 lacks any unique, grandstanding feature that delivers on the sweeping, mind blowing scale the series is known for. While most people will be picking up Battlefield 5 for its multiplayer, this iteration thankfully doesn’t go the way of Black Ops 4, but includes a full campaign containing around seven to eight hours of solid single player content. ![]() Unfortunately, in doing so, this latest entry loses sight of what makes the series so special, even while retaining, expanding, and improving upon so much else. Which leads us to Battlefield 5, and a World War 2 setting that pays homage to the series’ origins while simultaneously feeling its way towards new horizons for the franchise. It’s perhaps a reflection of the fact that, over the course of this console generation, Battlefield has been slowly moving away from its milsim sandbox roots into something more choreographed, but no less operatic in flavour. And by the time we got to launch and we didn’t have that creative center for the campaign, we had lost ground against competitors.The best Battlefield games: Every instalment, ranked “And we spent too long getting to that point. “When we go back and analyze what happened with ‘Battlefield 5’ and ‘Titanfall 2,’ I think we failed to come to a true creative center of a campaign that was compelling for players,” he said. Wilson later went on to note that “ Titanfall 2” also struggled with a marketing problem. “I mean, it’s something we are taking very seriously across the full landscape of development.” “You should expect that we will be more innovative and more creative around both marketing campaigns and how we bring games to market and more diligent in our operation against execution of the project plans around development of video games going forward,” he said. The company also developed a “creative council” to strengthen their “creative decision making,” Wilson said. ![]() Wilson said that EA has gone back and built a formal process around how to find a game’s creative center that they’re calling “reason to play.” He said that chief marketing officer Chris Bruzzo has restructured the entire approach to marketing EA’s games from the inception of game development to the full campaign around that concept. The missteps behind “Battlefield 5’s” low sales led to EA having “far more real conversations early on” during its recently completed annual publishing and marketing meeting. “A combination of a poor start in our marketing campaign together with what I think was a longer development cycle that put us into a more competitive window and the amplification that competitive window against some of those underperformance factors is how we resulted in ‘Battlefield,'” he said. That marketing problem, combined with a need to shift the game back, ultimately dampened the game’s performance, Wilson said.
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