Battlefield V muestra su potencial con el tráiler revelación

Battlefield V

PC PlayStation 4 PlayStation 4 Pro Xbox One Xbox One X


Battlefield V muestra su potencial con el tráiler revelación

Será lanzado el 19 de octubre en PlayStation 4, Xbox One y PC

Battlefield V muestra su potencial con el tráiler revelación

Tras varios meses de rumores e informes, Battlefield V ha sido finalmente anunciado por EA y DICE donde volveremos a visitar los diferentes frentes de batalla de la Segunda Guerra Mundial.

El regreso a la Segunda Guerra Mundial parece ser más intenso que nunca, con un avance de dos minutos que incluso presenta un cambio inesperado, provocando aspectos potenciales en la HUD del juego con una transición en primera persona sin aliento en medio de la carnicería.

DICE había explorado varios períodos hasta ahora, incluido el Battlefield Hardline con la temática de policías y ladrones e incluso el futuro en Battlefield 2142. Sin embargo, la mayoría de los fans conocen mejor al estudio por sus cinemáticas cargadas de gran intensidad.

En el nuevo tráiler de Battlefield V, los espectadores siguen a un escuadrón de las fuerzas aliadas a través de un tiroteo, hasta reducir a escombros a un tanque del Eje. De todos los personajes del tráiler, la más reconocible es la mujer con el brazo protésico, un punto de enfoque interesante cuando los jugadores consideran que las mujeres se agregaron a la lista de Battlefield 1 en una expansión de DLC el año pasado.

El juego será lanzado el día 19 de octubre en PlayStation 4, Xbox One y PC.

Tráiler Revelación

5 comentarios

  1. Una pregunta, el gameplay es de supuesto coop o multijugador?

    Edit: Por los detalles comentados diría que es multijugador, aunque cuando lo vi creí que era coop por la cantidad de animaciones.

    • Creo que es multijugador Revi, pero tengo que revisar algunas cosillas para poder confirmarlo al 100%.

  2. el trailer malisimo.

    No Season Pass
    Launch locations are France, Africa and Rottedam and North Africa desert
    Coop Mode called Combined Arms
    Single player War Stories return
    Fortifications are things like sand ags, trenches, tank stoppers. Only supports can build offensively defense fortifications such as machine guns, field cannons and are much faster at building everything.
    Predetermined areas to build such as at flags, can rebuild destroyed buildings
    Health bar is in stages, only regen up to closet stage not to 100 anymore
    Physical interactions – every action in the game requires a player interact for things like medkits, spotting, ammo, ledge grabbing (example: healing requires walking over to a health pack, character animation to pick it up, then start healing)
    No more HUD/map spotting, spotting is based on movement/changes around you
    Much less ammo on spawn, out of ammo after a few fights, but more ways to resupply ammo in the battlefield from packs, crates, or grabbing small amounts of ammo off of bodies (all requires physical interactions)
    Revive system has a full on animation, takes a few seconds to complete, no more revive trains, takes time to complete
    Ragdolls are server side, can now drag a downed player’s body elsewhere
    Any class can do a squad revive, takes longer than a medic revive, does not give full health points
    Can call for help when down such as in the trailer
    Ragdolls (player bodies) effect the environment, push down grass etc.
    Gunplay completely changed
    No more visual recoil
    Each gun has a unique recoil pattern that can be learned and mastered
    Bipods easier to use and setup
    Bullet penetration through thin wood, sheet metal, walls
    Movement change, can now dive froward, backward, left and right similar to R6 Siege prone system
    Diving has a delay to prevent dolphin diving
    Crouch sprinting is in the game
    Can burst out of widows and commando roll, no destroying windows first
    Can catch, throwback or shoot grenades
    Less grenades because less ammo
    Can tow items in the game with vehicles such as previously stationary anti-air guns, teammate can use an anti-air gun while you tow it with a vehicle
    For example, can drive a tiger tank towing a field cannon behind it or a truck towing ammo crate to resupply teammates on the front line
    Destruction explodes inwards or outwards based on where the destruction happens. Throw a grenade inside of the building? The explosion sends things outside of it. Outside of it? Breaks inwards.
    Tank driving into a building slowly destroys a building, walls slowly crack/fall, not instant
    Heavily focused on squad play, instant placed in squad when joining a game
    New squad spawning system, squad deploy system that shows what squad mates are doing in third person in real time before the tactical map screen, so spawning on squad is kicker than spawning on tactical map screen
    Since squad spawning/deploying is faster than tactical map, squad wipes are serious
    Squads accumulate points that can be spent on «squad call-ins», only squad leader can spend them in
    Squad Call-ins are V1 or JB2 rockets as seen in the trailer, supply drops with ammo/health, a smoke barrage, heavy weapon pickups (not hero kits), squad only vehicles such as Churchill crocodile flamethrower tank or the Sturm tiger
    Elite classes are gone
    Behemoths are gone
    Large, non-fatal explosions can knock a player over
    Four classes are back: assault, medic, scout, support
    Create a solider, add them to a company of soldiers, then can customize things like gender, face look, face paint, outfit, accessories, etc. and assign them a class archtype
    Class archetypes highly customization
    Can be an assault that specializes in anti-tank or anti-infantry only, or a mix of both, etc.
    Highly specialized archetypes called exotics such as a recon paratrooper, stealthy short-range behind enemy lines person who uses a suppressed SMG and silent gadgets like pistols and garrotes comes with silent footsteps and throwing knives
    Can change and add specialization trees such as agility, flak armor, suppressive resistance
    The more you play a class more you get more specializations/archetypes within said class
    Same system for guns, pick a gun, level it up, unlock specializations and making gameplay choices in a skill tree on that gun
    Specializations are the only thing that affects how a gun plays or feels (ex: bipod)
    Five-seven elements to change on a gun to make it your own (stocks, sights, muzzles, chassis, skins, leaves on the front, cloth on back, straps, etc).
    Gameplay and visual customization is SEPARATE. Look of weapon is just visual without impacting gameplay, specialization is what determines how the gun plays/feels.
    Same system for vehicles and planes
    Asymmetric vehicles for teams, (ex: one team might get a big slow tank that does lot of damage, other team gets a small fast tank that does light damage)
    Grand Operations gamemode, each day is a full match, always advance to the next day
    GOs have different objectives per day
    Success or failure in GO days have visual and gameplay impact
    Day 4 only has a chance to happen if there isn’t a clear winner from previous days
    Day 4 is last stand, limited ammo, no respawns, whoever lives to the end wins

    alguna info que hay por ahí a ver si alguien la traduce.

  3. Pf vaya pedazo de tráiler. No se como lo voy a hacer para jugar a COD, Fortnite y Battlefield

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