9
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116
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Recent reviews by Micro-Cosmos

Showing 1-9 of 9 entries
No one has rated this review as helpful yet
3.8 hrs on record (3.8 hrs at review time)
My Grandfather smoked his whole life. I was about 10 years old when my mother said to him, 'If you ever want to see your grandchildren graduate, you have to stop immediately.'. Tears welled up in his eyes when he realized what exactly was at stake. He gave it up immediately. Three years later he died of lung cancer. It was really sad and destroyed me. My mother said to me- 'Don't ever smoke. Please don't put your family through what your Grandfather put us through." I agreed. At 28, I have never touched a cigarette. I must say, I feel a very slight sense of regret for never having done it, because this game gave me cancer anyway.
Posted 23 May, 2015.
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1 person found this review helpful
434.0 hrs on record (430.2 hrs at review time)
WHAT MADE BATTLEFIELD: BAD COMPANY 2 THE BEST BATTLEFIELD GAME?

1) The timing of the player's actions and the character's reactions.
I'll admit I was very much into Call of Duty once upon a time but when I first picked up BF:BC2, what stuck out to me like a sore thumb was how long it took to knife someone. At the final resting place of my train of thought I both realized and appreciated that it was timed out to how fast/slow it would be for someone to actually reach down and pull out their knife ("Woah, this game actually requires strategy?!") My mindset quickly shifted from being a quick-draw-mcgaw to a chrono-tactician, trying to anticipate what the enemy would do next and how long it would take (ranging somewhere between milliseconds and whole seconds) I found that even in a lag-ridden environment, It is still possible to execute successful attacks/counter-attacks if done methodically, and not just with a knife. Never have I gotten more of a rush from a war-based video game than creeping beside or straight up the stairwell of the cookie-cutter houses (The design of those houses was impeccable for a close-range firefight) to blast an enemy with my under-barrel shotgun attachment (Bring the power back, too. The single-shot under-barrel allowed for player flexibility in its purest form, by having three deafeningly fatal weapons) and one fo the great thigns about this game are the bullets! bullets actually feel like bullets it feels so rewarding whenever you kill someone, compared to battlefield 3/4, in those games they look like slow ass moving flares, in this game they are great, like sniping, you cant see your flare flaying around so you actually need to calculate your bullet drop instead of looking at your flare and aim perhaps a little higher, the magnum ammo also really does someting, less bullet drop and more power!

TL;DR: In essence, the key to the timing was putting the players in situations where they were required to make quicker decisions than the game would allow them to make. Stressful situations, as they are called. This is a war game, after all.

2) The simplicity of combat.
Sure, less options allow for less choices. However, less choices allow for less time spent trying to weigh options regarding which barrel type should be placed on the player's gun or even which player skin to choose from, and more time actually waging the war that so many players (like myself) dream of reliving. On that same note of having less choices, having less places to hide forces the players to think carefully about which path they choose to take, when to take it and how long they choose to hide for (implying they make stops along the way. If they hadn't, they would usually die) Having clear paths and linear gameplay forces the player to make quick "yes" or "no" decisions, which builds up the pace of play and gives the player instant feedback for their choices, leading to their respective consequences.
When I think of simple, the last thing that comes to mind is choosing what kind of trigger to put on my gun (I don't know... one that fires, perhaps?) or any other micro-changes to my character's face that affect how much wind catches the shape of his head, ultimately speeding up or slowing my character down. I'm not going to say that if those aspects were removed that nobody would be upset. After all, I too enjoy choosing between virtually simulated rim-fire and center-fire bullets (Not!) However the initial wave of players adapting to their new game environment would soon pass, and I assure you that most would come to appreciate the fact that with less time to spend on customization, there is more time to be had enjoying the fight.

TL;DR: Keep loadout customization to a minimum. Only game-changing customization should be included. Give me a character wearing an angry face or a ski mask and I'll be more than happy. In-game, there ought to be less "safe" choices to be made by the players overall (BF:BC2 had a great balance), forcing the players to act (sometimes on a whim) which will lead to more critical thinking and higher developments of play-style.

3) The maps
The moment that neither team has a general front, the game becomes nothing more than a chaotic, hair-triggered arena shooter. There is a game released that has been redundantly remade but I can't seem to place a finger on it (*Cough*Call of *Cough*Duty) Regardless, people wonder why there were always Bad Company 2 server titles like, "24/7 Atacama 1000-Tick Chaos". The map "Atacama Desert" is the epitome of what made the maps so desirable. The map itself was very linear, but still asymmetrical. Between the two teams were three control points. These three control points each had a lot of open space within them, but also allowed for close-range combat via the few buildings placed on each premises. They were versatile, but still they were not so wide that one team would easily lose their front in head-to-head combat. You were able to walk around the control points but, by doing so you were exposed to anything beyond them: balancing at its finest.

Like I mentioned, I was an avid Call of Duty player until Battlefield: Bad Company 2 fell into my hands. I completely LOVED IT! Battlefield 3 and 4 are both great games but as you folks at DICE have come to realize, there was something different about Bad Company 2. I write this message to you with the assistance of my fellow commentators in hopes that you will have a better understand of what made us, the players, so attracted to it.
Posted 9 February, 2015. Last edited 9 February, 2015.
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No one has rated this review as helpful yet
177.3 hrs on record (128.5 hrs at review time)
♥♥♥♥♥♥♥ AWESOME!
Posted 4 October, 2012.
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No one has rated this review as helpful yet
12.6 hrs on record (11.4 hrs at review time)
Freaking good graphics , and the story.... AMAZING!!!!!
Posted 24 August, 2012.
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No one has rated this review as helpful yet
6.3 hrs on record
wel vet
Posted 26 July, 2012.
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No one has rated this review as helpful yet
33.1 hrs on record (21.9 hrs at review time)
fast buy , great game!
Posted 14 July, 2012.
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No one has rated this review as helpful yet
115.8 hrs on record (99.4 hrs at review time)
♥♥♥♥♥♥♥ free!!!
Posted 10 July, 2011.
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No one has rated this review as helpful yet
27.4 hrs on record
nice!! 2,50! (van reanimation gekregen xD) THX daar voor!
Posted 29 June, 2011.
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No one has rated this review as helpful yet
51.4 hrs on record (38.1 hrs at review time)
moet je kopen!!!
Posted 7 May, 2011.
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Showing 1-9 of 9 entries