There's a truism in the world of marketing, oft ignored it must be said, that goes: you can't polish a turd. No matter how much you shake things up with visual finery, how many designs and redesigns you go through, unless the meat of your metaphorically-mixed stew is well cooked and tasty, all you're going to be left with is good-looking dishwater. I Having seen the jaw-dropping screens and shaky-cam movies of Battlefield 2 that slipped out of E3 and onto pom site browsers the world over, you may well have been jaded enough to mink: 'Sure, looks nice but it'll probably just be the same old game with modem tanks and that.' Luckily for all of us, DICE Studios is only too aware of what's required to challenge those widely-held preconceptions.
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We have a pretty good rule, or recipe, that we follow which is: one third old, one third new and one third improved ,' says Battlefield 2 producer Sean Decker from his cool and pleasant Swedish office. There are those things you really want to keep that are fun and make the game what it is. When someone opens up Battlefield, they expect a certain experience. But there are still things that people wish they could've had in BF1942, so that's the improved' part for us. But also, when you open up the box you expect something new. You don't expect to pay your 50 euros for something that's just the same experience rehashed. We have to try and balance all these factors.'
After Effects
You can't throw a stick onto the Internet these days without hitting a Battlefield server. The phenomenal success of the original game had a lasting effect on the world of online gaming in a way not seensince Counter-Strike. It's a little bit overwhelming, definitely,' admits Decker. It's interesting that whenever we pick up a magazine, we find dozens of references to Battlefield, but in articles about other games. It's something that a lot of other designers always get asked -are they going to go in our direction with their games. But even with all of that, we really aren't seeing a lot of games coming in our direction.'
That said, the Battlefield trends are certainly picked up on - witness how every game that arrives nowadays features sprawling levels and vehicles with multiple player mounts. Of course, BF1942 pioneered vehicle use (well, Codename: Eagle actually pioneered it, but no-one remembers). For Battlefield 2, the improved' part of the recipe takes this into account.
Every position in a vehicle will be usable, assures Decker. No more sitting in the back of an APC waiting to die because the guy driving it ran into a tank somewhere. If you're in the back of an LAV troop carrier, you can shoot through the firing ports. If you're in a Humvee, you can use your hand weapon to shoot out through the windows.'
Tooled Up
Artillery is also getting an overhaul for the sequel. Decker freely volunteers that in BF1942, the concept was an unintelligible mess that was hardly ever used. It was horrible, he grimaces. If that wasn't in the game, it would still have been fine. So that was one of the things that we wanted to make dead, dead simple. If you're in the backseat of an F-15 Strike Eagle and some guy on the ground laser paints something, you hear, I've got a target, drop a bomb', and you see instructions on how to do it.
Press this button to fire the missile, or this button to select another pilot. Whatever you need to do will be simple and you'll be able to understand it. It's a pet peeve of ours and we're determined to make it work in terms of simplicity.
Future War
Being set in the Near Future, in a three-way war between the US, China and a Middle Eastern coalition fed up with the US imposing its will on everyone (We're just creating sandboxes to play in,' says Decker prudently. We stay out of the politics of it all'), there's a lot more than just F-15s on the table in terms of equipment.
Our general rule for creating anything was that any vehicle that's either in use now or that's being prototyped now is an ideal candidate, reveals Decker. Something like the Joint Strike Fight, for instance. Not in production right now, but it's in testing and has been ordered by various military forces, so that might well be in there.
Ground vehicles are more of an issue, especially tanks. Since WWII, most major armed forces (and certainly the ones in the game) have scaled back to just one or two variants. The M1 Abrams for the US, the T-72 for the Russians, the Challenger for us Brits. In order to add variety to the game, DICE has had to take the basic templates for each type and rather than alter the models, instead provide differing equipment for each. So you've got the M1 with mine clearing equipment on one map, or the heavy metal one with greater levels of armour on another.
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Modem weaponry means things aren't just about being in a different era -they change the gameplay too, says Decker. That's a challenge, but it gives us a lot more grist to play with and more ways to play the game.
So far it's all improvement'. What of the new'? The most notable change for Battlefield 2 has come as a result of the increase in player numbers on each map. With servers now capable of supporting up to 100 players (possibly more depending on how well current testing at the DICE office goes), there needs to be a streamlined communication interface at play - lest every match becomes a nightmarishly unplayable free-for-all session. Hence the squad systems.
There are two command elements at work. Individual squads work like small teams in MMOGs. Anyone can start a squad, invite their friends, lock it or make it public. You're given a huge set of tools that means you can coordinate your actions and issue small-scale commands (cover that door or take that tank and so on).
Toys For The Boys
Then there's the overall command leader. He has more tools and toys and probably knows more than the average Joe as far as where the enemy is, where the good guys are and so on, Decker explains. 'There's only one per side, so it's an interesting-and different way of playing Battlefield. You get a different view of the map. So it's for those that want that prestige or like more RTS-style games - or are just control freaks. Commanders can lay down strategies, issue specific goals and objectives and call in all-important air strikes. As a regular soldier you're free to ignore him, but inevitably any side working as a cohesive unit is far more likely to succeed than a side with 50 Rambos running around at will.
So the idea is to provide structure for those that want it without losing the basic pick-up-and-shoot gameplay that the series is famed for? Decker nods: There are certain rewards you get for following orders, but there are no penalties for not following them. You can play the game the way you want to: if you don't want to be in a squad, you don't have to be.
You may not want to be in a squad, but then you'd really be missing out on half the game. As well as experiencing the sheer joy and love that comes from supporting your fellow man, working together is also the best way to stay alive long enough to unlock the game's reward structure.
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'One thing we always wanted to do that we weren't able to previously was have more permanency, Decker confirms. 'You play a game right now, you play for 30 minutes and then all the rewards disappear. Consequently, Battlefield 2 now has a permanent online stats system for every player that logs in.However, in-game it's about more than just numbers. 'We thought, Why not also reward people for being able to play for long periods'?' says Decker. When you get to a certain rank, why not give them something to go with the title besides just the bragging rights? Ranking is essentially a way of comparing your in-game success levels with your fellow combatants. A way of showing how much better you are than the rest of us mere mortals. But with the rank come rewards in the shape of different weapons and equipment. Not better, necessarily - just different.
We also have some surprise ones in there, Decker grins. So, just for example, multiple knife kills in one round might unlock a piano wire as a new weapon. There are also ones that aretied to different awards that you may pick up along the way. Not only weapon rewards, but also gameplay ones that give you new abilities to affect the way you can use certain things.
Loud And Clear
Having a squad-based game automatically means you need a communication system that works well enough to cater for 100 players at a time. The good news is that you won't have to mess around with tricky third-party software just to be able to say, Stop shooting at me, I'm on your side', to your American friends. The even better news is that it's been designed in such a way to avoid swamping the channels with players spouting the usual gibberish.
If you've ever played with voice comms on something like Counter-Strike describes Decker, you really don't want to listen to everybody -especially in 100-player games. So we're being very strict on channels. If one of the things you love is getting together with your buddies and just talking all the time, then you're probably best off doing it outside of the game with some other VoIP program.
Instead, Battlefield 2 uses context-sensitive voice commands. If you're a medic, only you hear the calls for medical help. Meanwhile, engineers only hear requests for repairs, and chopper pilots are the only ones plagued by the endless screaming calls from dying soldiers for a pick-up.
Custom Combat
Up to 100 players. Yeah, roll that one around for a moment. Even the best level designers in the world would have trouble creating environments that provide enjoyable, focused experiences for both ends of the numerical scale. Luckily, DICE has a plan: variable map sizes. Each has been designed at four scales -16 players, 32, 64 and the big one - double-oh. Decker provides an example.Take the BF1942 map Market Garden. There's a German base, two bridges, a small town, a church pnd an American airbase over the hill. A 16-player game would only take place between the bridges and the church.
For the 32-player game, you expand it beyond that to the current size seen in BF1942. For 64 players, you make it bigger still and extend the river down further, adding another crossing point. Then for 100 players, you add another airbase and plenty more flak and so on.'
Changing the map sizes also means changing where the control points are and which vehicles are available. Every version of a map is then a different experience, rather than just a case of piling more players onto the same map until it bursts.
Originally, the team toyed with the idea of on-the-fly map scaling, changing the parameters as people joined and left a server. Not the best idea they ever had.
It was one of the things we tried prototyping originally, confesses Decker. We got it working and discovered that it was very strange to be playing a game, have more people join and suddenly everything changes. Where the control points are, where the tanks are located and so on. Or, when people leave a game, the death material comes in on you like a big amoeba and you're running in front of it trying to find a safe combat area. It wasn't really intuitive.' You heard it here first folks. Battlefield 2 - no death amoebas.
You've probably guessed by now, but Battlefield 2 is heavily reliant on the broadband explosion currently taking place. The graphics engine alone is so state-of-the-art, Decker is confident that rival engines such as Half-Life 2's or Unreal 3.0 won't be so far ahead when they launch. But are the days of 56k modems finally over? They are for us, he laughs.
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Which is perhaps the one environment Battlefield 2 is going to have to really fight over. BF1942 pretty much spearheaded the development of the online shooter genre. But with more piranhas fighting over gamer pie than ever before - Joint Ops, for instance, is about to steal a march on the 100-player, multi-vehicle team-based shooter genre well ahead of DICE'S schedule - BF2 has to prove it has enough firepower not just to hold its own, but to redefine the way we play once more. Certainly nothing we've seen so far indicates it's in any way lacking.
Playing With Yourself? You'll Go Blind
There's no doubting where Decker sees BF2's place in the world: We're primarily a multiplayer game. Download pdf free. We realise that's our sweet spot. However, that doesn't mean the singletons out there are being shafted (a state of affairs they're all too familiar with).The Al is being given a complete overhaul for the single-player game, with five new programmers and a dedicated producer having been hired especially for the task. We're pushing hard as we realise we didn't really deliver what we thought was a very satisfying experience on the single-player side before, admits Decker.
With good reason too. It hasn't been our focus, but in our research we've found a lot of people do play single-player, for whatever reason. In our last poll, we had 13,000 respondents - and 25 per cent of them said they play single-player exclusively. We don't want to disappoint them. Plus, we just feel we can do better.
Think Of It As Battlefield: Flashpoint-Cold War Crisis
The temptation for a sequel is always to want to make things bigger, bigger, BIGGER! With maps already large enough to support 100 players, you may be wondering how much bigger DICE can go. But then, you might also remember a little game from a few years back called Operation Flashpoint.
DICE might not yet be ready to head down the persistent world PlanetSide route with the Battlefield franchise, but there could be an interim solution by having a Flashpoint-sized, total island map hosted permanently on several EA servers. This could have dozens of control points scattered all over, along with safe zones that can't be attacked by the enemy - from where the commanders and squad leaders can plan out detailed attacks.
Think You're Safe Indoors? Think Again
It's selective in terms of what can be destroyed. Players being players, we wouldn't have a battlefield left if everything was destructible. Producer Sean Decker is so in tune with the mindset of most online gamers it's scary. I can totally see three guys just getting into tanks and blowing up everything in sight until everyone's just playing in a big desert.
One of the big leaps forward for BF2 is that scenery is no longer invulnerable to your gunfire. Aside from bullet penetration of doors, walls and so on, hi-ex weapons can lay waste to much more than just human tissue.
It was always frustrating to chase some guy in a Tiger tank and he'd run into a shack and be safe, explains Decker. We basically decided that it'd be much more interesting to let somebody blow that shack up, or at least put bullets through it. We think it's going to change the way people play in terms of when hiding behind a bush or a concrete wall, you'll understand that the bullets are going to go through the bush. And then through you.
Battlefield 2 (commonly abbreviated to BF2) is a first person shooter by the Swedish developer Digital Illusions CE (DICE). During development, Trauma Studios contributed to the development of the game after it was acquired by DICE. Battlefield 2 was published by Electronic Arts and is the third full game in the Battlefield series, released on June 21, 2005 in North America for Microsoft Windows.[1] The latest version is v1.50, which was released on September 1, 2009 and added the content of the Euro Force and Armored Fury booster packs, as well as the Highway Tampa and Operation Blue Pearl maps.
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