Recently I was deployed and called upon by the folks at Danger Close team to test out their Multiplayer and give feedback to help them release a solid Mulitiplayer experience. Right of the bat we got to experience some of the game modes listed below:
At PAX we got to experience some of the earlier builds of this game. Again we got to play another updated build to test out this time. While at first the game had some very noticeable problems, the development team took our feedback in immediately and when given the next build it was an amazing and better experience. As stated on the previous article, I believe that ‘Fire Teams’ is a great move for MoH franchise and is a something that will appeal to tons of gamers that are into shooters.
As the Danger Close team kept making changes and improvements on the builds we were playing on I started noticing something, this game is totally different. It has the gun feel of Battlefield but the maps are close quarters like Call of Duty. Impressively I started noticing that maybe Danger Close was onto something great. The fixes they made were amazing and changed the games instantly. The importance of sticking with your fire team buddy was highlighted at all times. It was almost like you felt at a disadvantage when you weren’t with your buddy. Which in many cases you are. If you kill someone, for a few seconds there teammate can see where you are and come after you for revenge, doing this would immediately re-spawn there buddy. So you can see how having your buddy possibly watching your six would be a great thing. Also, considering that you also depend on them for more health or ammo as both are needed after some battles in a match.
Honestly, like most maps for MoH it was pretty competitive for whatever mode we played on it. The maps themselves are realistically big but for every game mode a certain area is made just for that one mode. This avoids the common problem in some Battlefield maps that require some “running” time to get into the action only to be spending more time traveling than actually fighting. Medal of Honor Warfighter doesn’t do that. They have found the sweet spot in maps, they have multiple routes in and out from spawns as well as not to far but not too close to the action that you can’t fight your wait out of a spawn trap attempt.
This also brings up another aspect that most will probably be interested in, the balancing of classes/weapons. Something noted from the PAX play test was how great the balancing seems through out classes. Each had Pros and Cons and it seems like you can counter every class with another. None seemed overpowering or frustrating to deal with, anything that was frustrating seemed to be the cause of sloppy play or just a bad situation. It was amazing that such a build being processed gave you such a fresh feel to what you are used to. The Fire Teams makes it personal, it’s you and your buddy vs. them all. In most shooters you see a teammate die and it really doesn’t affect you as a player, but in Medal of Honor, you will truly feel like you and your friend become brothers at war.
As a tester and someone who gave a lot of feedback, I can truly say they did what they could to make changes and make this game the best FPS coming out this Winter. I truly feel that the Danger Close team wants to please the community and are listening. Overall, Medal of Honor Warfighter should be on every shooters radar for its October 23, 2012 release. For those that try it I believe MoH will win you over with its great balancing, competitive play and fresh feel to the shooting community. Come release date you don’t want to be left out this amazing and fresh experience.