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One rather understated feature is that you can play both Conquest and Breakthrough entirely on your own, or with a small co-op collective, in a match filled up with AI allies and enemies. It also delivers an interesting tactical angle – do you embrace conflict and actively hunt down enemies in high-risk areas with greater rewards, or do you work around the edges, staying in the shadows and maybe letting your gun-hungry rivals whittle down the numbers more into your favour for a late smash-and-grab?įor the newcomers, there are several very welcome ways to either play your part or get to grips with things outside of the online carnage. Crucially, you only get one life (though limited redeployments can be bought or found to resurrect dead comrades) and so working together can be vital if you’re to be one of only two teams that can make it out alive. It pitches up to eight teams of four players to navigate a landscape in search of data drives stored in crashed satellites, while dodging death from the other squads or various AI units looking to protect the intel. The third mode is called Hazard Zone, which is the only real squad-based offering. Both modes provide the capacity for some great action and seeing 63 comrades steaming out to battle as helicopters, planes, tanks and more rush past is quite some introduction – even if it can be quite some trek to your first objective. Breakthrough adds more of a Rush-like set-up, pitching an attacking force with limited lives against a defence with infinite reinforcements on a scaled-down variant of the map. Conquest is a typical capture-the-flag affair, only with larger sectors that often feature two objectives to be claimed, one of which may be atop a towering skyscraper. This map, Renewal, features one obvious cluster point but the battle for the buildings on the left can also lead to some intense action.Īs for game modes, the two main ones come under an ‘All-Out Warfare’ banner, featuring 128-players – restricted to 64 players on Xbox One and PS4. You’ll still be placed into a squad before each match – and some will embrace this team element, perhaps more so in the weeks ahead as preferred tactics emerge – but there’s fresh appeal in simply going it alone and finding random fleeting encounters or just following the nearest crowd into battle. The downside is that this does leave 2042 feeling far more like a battle between 128 individuals rather than tightly-knit squads that rely on the expertise of others you might have enjoyed before, as many will have very similar set-ups (the grappling hook for maximising the game’s verticality being one common example).
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The upside to this is that you’re absolutely free to shape a series of characters however you see fit, perhaps swapping specialists and/or their loadouts before respawning, or even changing your weapon attachments in the field using the new Plus system to adapt your kit to each evolving scenario.
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This does leave 2042 feeling far more like a battle between 128 individuals rather than tightly-knit squads Others are simply tech failings, such as the ‘rubber-banding’ where the game fails to accurately place you on the map and so you stutter around like you’re experiencing lag on a dial-up modem (kids, ask your parents), and we found plenty of other annoyances, not least routinely having the wrong loadout allocated and then not being able to modify it before or during the match as you're otherwise able to.
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Some of the quirks are simply design options, such as the new Specialist set-ups replacing the standard character classes or the ‘bloom’ effect where bullets don’t always hit the exact spot you’re aiming at (adding a tiny random factor that arguably balances things out away from the dead-eye snipers or mouse-wielding maestros). Having put in a week’s shift of our own, and seeing the minor changes made by the Day One patch, it’s safe to say that there’s merit in both arguments, although whatever way you look at it, it’s still disappointing to see yet another mainstream release with a huge price tag (£110 for the Ultimate Edition!) released in such an unpolished state. With a week’s worth of Early Access open to many before its launch, you’ll no doubt have seen more than a few opinions about the game already – some of which will gloss over its failings, while others will surely focus on them.