It scales up linearly, so a score of 10 is twice as good as a score of 5. About Release date. No tags found. The overlap graph shows a venn diagram of how the audiences of the game you are viewing and the game you have set to compare overlap. There are three important values here - the absolute overlap which is a percentage of the combined audiences of both games, and then the percentages of overlap for both games individually. Achievement activity over time. The achievement activity graph shows how the total achievements earned in a game are spread out over the years.
New users over time. The new users over time graph shows the rate at which a game reached its current ownerbase using the time when a user earned their first achievement. It is a very rough approximation of lifetime sales. User interaction. The user interaction graph shows interactivity data with up to three values. The first is "Played" which shows how many players have launched the game at least once.
The second is "Active" which shows how many players have recently 2 weeks launched the game. The last is "Perfected" and shows how many players have completed all the achievements for this game, provided the game has achievement support otherwise this value will not show. Concurrent players. The concurrent players graph shows how many players were playing a game at a given time, sampled from Steam. Then Mason moved to L. Bryan moved to Florida. Nick stopped trying. It was the darkest possible timeline.
Okay, why is that? It would be hard to remake something like that. Can we do it? Of course. We have our theories when it comes to the multiplayer. There is some indescribable quality about Bad Company 2. The game specifically engineered the most nebulous, subjective quality in a game: fun. But how do you engineer fun? Going back to play Bad Company 2 in , there are design decisions that really stand out as promoting fun, balanced gameplay.
The most obvious is the map design. But what it allowed the designers to do was more carefully curate the moments of engagement, the flow of the action, and the lanes of approach. If snipers are watching me from the mountains on the opposite side, then I take to the mountains.
Or I can just bomb down the middle on a four-wheeler, bust through the fences behind the point, and wait for my squad to spawn in so we can set up a strong flank. Team sizes play into this. On Xbox, Rush is maxed out at 24 players, hitting that perfect balance between having enough space while also creating that chaotic, cinematic war-movie tone. In Battlefield V , your World War II soldier is basically a freerunner who can run, slide, then jump out of the slide and keep running. It creates an immersion that no 4K, 60 fps console game can match.
Instead, tap or small-burst firing was the key to hitting those long-range targets. Yes, there was spread and weapon bloom, but you counteracted that by knowing the limits of your weapon. It also meant that mid-range battles had time to progress, to ebb and flow.
Again, this created immersion. We talk about ownership a lot—owning the quality in the end. Having only ever played the two most recent Battlefield games, I was curious to see what John would think of my dear Bad Company 2. Michael Goroff has written and edited for EGM since You can follow him on Twitter gogogoroff. We use cookies for analytics, advertising and to improve our site. You agree to our use of cookies by closing this message box or continuing to use our site. To find out more, including how to change your settings, see our Cookie Policy.
Sort of. March 2, August 24, by Michael Goroff. Battlefield: Bad Company 2 Credit: EA I was 23 when Bad Company 2 launched in —a year and a half out of college and in my first year of grad school. Halo 4 Credit: Xbox Game Studios. Arica Harbor Credit: EA. Port Valdez Credit: EA. Michael Goroff. You may also like.
0コメント