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Analysis of Battlefield 1 – They Shall Not Pass. ALLONS ENFANTS DE LA PATRIE

Battlefield 1
Written by Kamran Haider

They Shall Not Pass is the first of the four expansions of Battlefield 1. This first content package has a lot of responsibility because it will depend on it that many players decide to pay almost double what the original game costs to enjoy the flow of news for a whole year. If the maps, weapons, mode, colossus, special class, and new tank are interesting and relevant, it will be worth it. After two weeks of fighting on the French front, we come loaded with sensations to help you decide.

The multiplayer panorama of Battlefield 1It will change throughout 2017. Basically, it will double. We can now shoot with 44 different weapons on 10 maps, including Giant’s Shadow, the free map that was added in December. By the time DICE has finished its expansion launch program, we will have 16 maps, 20 weapons, factions and new vehicles at our disposal. To do with all this, currently only the option of paying almost double what the base game costs is proposed. That is, enjoying Battlefield 1 with all the content that is on the table currently comes to 110 euros. Obviously, from now on each of the expansions will come out separately, so there will be the possibility of making a relatively specific selection of which maps, weapons, vehicles, etc. we prefer to have.

First impressions are the ones that count, so DICE has a golden opportunity to do things right in Battlefield 1 with They Shall Not Pass. For our part, we will try to help you decide whether or not you may be interested, but it is up to each player to support this business system or not. But it is good to prolegate me; let’s take action

The first stop of this expansion tour has to be the weapons. One of the criticisms that can be attributed to them all together is the lack of identity. We could say that the arsenal of Battlefield is like an archipelago in which all the islands have similar sizes and characteristics. There is always one that stands out from the others, but look at Battlefield 4: it has 19 assault rifles, and the tactical distinctions between them are insignificant when we start using handles, mouth brakes, and other accessories. Battlefield 1 focused on things differently. He launched the game with fewer weapons and removed the accessories to give more importance to the weapon variants. The one with the least weapons gives a less sense of variety, but at the same time, it shows that they are different, irony. Now that the arsenal begins to expand, the danger of what differentiates weapons begins to diminish begins to exist. However, for now, this is not the case.

Let’s start with a mule: the RSC 17. This semi-automatic rifle exclusive to the Medical class inflicts 50 damage points per successful shot at a medium distance; something that allows us to bring down two-shot enemies, so it is easy to surprise them and emerge victorious more frequently. It is not the most recommended weapon for intimate meetings in bunkers since it has the lowest rate of the entire repertoire of medical rifles. Its cartridges house 6 bullets, so there is not much room for failure, but the successes are somewhat more useful than those of other options of 5 bullets, such as the 8-load .35 factory (although it is a portentous weapon, it is necessary three of his shots kill anyone); a rifle that, by the way, we have to use a lot to unlock one of the RSC variants. It is also great for defensive roles because it allows you to play as an improvised sniper and endure well. But that is the key to the weapons of expansion: they bring new balances of attributes and behaviors that facilitate new styles of play.

On the part of the Support class, we also have another slow-shot beast. We talk about Chauchat, an automatic rifle with the ability to knock down enemies with few shots in the body. It has a very attractive and forceful appearance when shooting the sound it produces is shocking, and as it is fed with semicircular chargers each recharge is hypnotic. It is a distinguished tool that, on the other hand, is not ideal for uncontrolled bursts. It has a rate of fire with a very strong pace that must be followed if, for example, we try to hit an enemy who is doing the classic side dance. It is difficult to maintain accuracy with the telescopic variant, but, again, we find a weapon that brings variety to the class.telescopic

The weapons of expansion bring new balances of attributes and behaviors that facilitate new playing styles.

The Assault class also has new combat tools. The Ribeyrolles 1918It is considered an assault rifle, and of course the only one with a tripod in the game, which stands out quite a bit compared to the rest of the Assault weapons. It is powerful, very precise and allows us to reach enemies at distances not suitable for the rest of submachine guns available to the class. His peephole is not the kindest, and to get it you have to go through the suffering of 20 headshots with the MP-18 optics. Worth? Well, it is unique in its kind, but it is not so good as to replace its arsenal companions. The Inertial Sjögren is an excellent semi-automatic shotgun for maps such as Fort de Vaux. It lacks the excessive power of the Model 10-A hunter, but by its rate of fire, it serves to stop the feet of the opponents without problems. He has a worse time on big maps,

Finally, we must talk about the Lebel Model 1886, a rifle of the Explorer class. It may not be the most exciting inclusion. In its infantry version, it works great for medium distances, but the sniper is at an intermediate point with respect to the other options for both users and attributes. It is fun to use, both for the animation and for the thunderous shots, but it is also true that it closely resembles the Russian 1895 in a matter of shooting rate, the distance of effectiveness and the damage it inflicts. So to speak, we changed a more attractive appearance for a somewhat smaller rate of fire due to the bolt design.

Usually, new weapons are welcome. Some bring very interesting new options, but others will not come to mean so much change for the playful balances of Battlefield 1. We would like this tonic to include weapons that propose different playing styles to be maintained in the next expansions. As the year progresses there will be fewer opportunities for this, but for now, DICE is on the right track.

Trenches of War

The four new Battlefield 1: They Shall Not Pass maps are moderated in their visual display. None of them have such spectacular elements as the destructible stone arch of the Sinai Desert or the omnipresence of the mountain on Mount Grappa. Yes, the Brecha poppy fields are beautiful, but we assume that it will be the next expansion, In The Name of the Tsar, that leaves us impressed with their snow-covered maps. Verdun Hills is a little closer to what we say. It is a dark landscape lit by the flames that consume the hill that hides a network of muddy trenches and bunkers. As attackers, as we go forward we see how the air moves the embers. It is a visual design that contrasts with the rest of the game maps. This is the appearance of the east, but the west is almost idyllic. It places us in a small village on the edge of the forest, and the course until the end of the map is quite cinematic.

Gap and Soissons are two maps in which the country landscape predominates. They look like repetitions of another rural map that already existed in the game, The wound of San Quentin. The two mix hills, trenches, and farm buildings. The gap is divided in two by a river on which a medium-sized bridge that stands in the middle of the map has been placed. If it weren’t for the existence of poppies, it would be the most forgettable landscape of the group. Soissons is a strange idea. In Conquista, the two teams have at their disposal four tanks to plow the collection of fields that characterize the orography of this map. Therefore, the first moments are spent trying to take advantage of the armored opponents to control the game. It is a clear attempt to SAY of creating a map focused on tank combat, but the games end up becoming a long-distance exchange of shells. While it is true that this is why it continues to stand out with respect to other battlefields.

Vaux Fort is without a doubt our favorite of the four. We already mentioned it in the introduction video, but it seems the equivalent of Operation Locker of Battlefield 4. It is a map in which the hardest part of the battle passes between concrete walls, but also in which to get inside the bunker it is necessary to overcome a first part in which the attackers are at a clear disadvantage, both because of the It is difficult to overcome them as if the defenders have several well-placed turrets. Already inside we find a couple of key points where the bodies accumulate and bullets and grenades are seen flying, but also ideal corridors for the most agile and fast game that can be seen for now.

Turning to more additions, we find the Char 2C , a colossus tank. It is the first of these characteristics, in the sense that despite being slow, it has more autonomy than the rest of the colossi. In addition, you can end up with single-shot tanks. Therefore, it is only necessary to be very aware of the environment to take it where it should go. If we achieve this, he is able to master the game completely; that is, more than a momentary help, it is an element that must be dosed and used strategically. It comes with a younger brother, the St Chamond assault tank. It is a wonder that can transport five people, but the good thing is that it has a passenger seat that looks in the same direction as the pilot. This allows the second in command to deal with the support fire while the commander fires his shells. Again, it is an incorporation that adds variety. We cannot forget the Trench Raider, which is a kind of berserker focused on close combat. It has a stick, a revolver, rechargeable grenades and a bag of bandages. Despite this, it is a balanced entity with a relatively short life expectancy and an excellent effectiveness rate.

The new game mode is called The Front and combines Conquest and Assault. It proposes a fight on equal terms whose objective is to make the front advance to the enemy’s headquarters. The truth is that after crushing it well it doesn’t just get us excited. Its configuration is complex, and players are not yet ready to take on the objective game, which in this case is more important than ever. (if it fits). Instead of working as a team, it is normal that as soon as one point is mastered everyone goes to the next mass, and this causes the dead to randomly regenerate with their team, reducing the sense of coherence in combat. It would not be good if they continued adding modes without measuring well what they want to propose, because it would end up fragmenting the game even more.

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Conclusion:

They Shall Not Pass is a balanced first expansion. We are sure that with the following DICE you will achieve a more necessary moment of originality, but for now, the quality of the offer is commendable. What is posed in terms of weapons, vehicles and elite classes are interesting and promising, and some of the maps we love, but we hope you are careful if you want to put more game modes. In summary, the contents of the first expansion of Battlefield 1 help to warm up for what will come later, but they already serve to keep the game fresh and interesting.

  • It is an excellent reason to stay or to play again
  • The Colossus Char 2C and the Trench Raider have loved us
  • The new weapons provide new ways to play for almost all classes
  • It puts you in tension, thanks in part to the brilliant audiovisual section
  • Although it is a balanced expansion, it brings nothing revolutionary
  • It would be wonderful if you had included a War Story
  • The front has left us a little cold. We expect more interesting game modes

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Kamran Haider

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