Battlefield Vietnam Hands-On
Preview
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In the game, players have to choose
the US or North Vietnamese side. Youre a GI or Charlie.
There are two special forces that have added benefits.
The classes of soldiers remain unchanged
from infantry, support engineer, sniper, heavy weapons and
medic. Green Berets (US special forces) can release medical
kits to US soldiers while Viet Cong (NVA special forces) use
flair guns and drop Bouncing Betty mines.
Let me state before I go any further
that BFV is like BF1942, its not meant to be a hardcore
simulation. It is hardcore when defining gameplay, but the
model of planes and boats are not meant to be exact to the
detail like LOMAC or any other hardcore sim. This is all about
ease of play and serious fun.
One of the first things I tried in
the game was flying the planes. F-4 Phantoms and MiG-21s
are now standard fighters in BFV replacing the P-51s
and Zeros. Both sides are outfitted with rear aspect
IR missiles. Just line up behind your opponents jet, wait
for the tone and appropriate visual lock-on cue and fire.
The missiles fire in pairs with the appropriate delay before
another set is ready for launched. This is not hardcore dogfighting,
just simple and challenging.

Helicopters are another new addition
to the series. They posed a bit of a challenge to physics
in the game so the team designed a flight model specifically
made for choppers. Controlling them was not difficult and
should take the average gamer only a few second to figure
out. Helicopters have many roles in the game from troop transport
to attack choppers for air assault. Something first used in
a Battlefield: Secret Weapons of WWII was the use of moving
spawn points. Helicopters are now used in this role for the
US side. I dont recall if the NVA had this ability but
I know the US side does.
Fast attack boats are new too. Although
when I played BFV they should be called slow moving boats
because they were anything but fast. When the team asked for
feedback, one of the issues I suggested taking another look
at was increasing the speed of the PT and patrol boats. They
were almost useless for attacks because they are so slow.
More like a slow moving, floating target on the river. I suspect
this issue will be addressed before the product hits beta.
The version I played was pre-alpha.
A slew of lingering issues people
did not like in Battlefield 1942 have been worked on extensively.
AI has become much better about releasing a driving or gun
position when ordered to do so. You can now fire your weapon
from the passenger seat of vehicles. Each class of soldier
is now given 2 choices of a weapon including shotguns for
the infantry on the US side. Explosions are now present instead
of the simple gray smoke. Secondary explosions are also modeled
in BV. With the massively increased level of somewhat transparent
foliage, hiding out and sniping are going to reach
a new level of popularity. You can hide, aim and fire while
concealed in the dense foliage of over and under growth.
There are some changes that need to
continue to evolve from BF1942. Symmetric Multiprocessing
Support (SMP) would be a welcome addition for those with dual
processor machines, especially for dedicated servers. I inquired
about support for Hyper-Threading and 64-bit support but comments
were that those features, while important, are not at the
top of the list.
Map sizes seemed bigger. In BF1942,
I am not satisfied with the distance that can be rendered
at a time. When your flying, too much of the terrain is just
gray blobs out in the distance. The team knows
this but it can affect the balance of the gameplay if one
person with a very high system can see more than
another player with a slower machine. I understand that but
for single player games or for those with dedicated servers,
there might be a way to increase the distance at which objects
are rendered and not adversely affect gameplay. I think and
hope the BFV team will give some thought to how they might
make this possible.
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