One of the aspects that makes Battlefield Royale shine over all other similar games is the amount of totally unique gadgets you can use. You can use jetpacks, holograms, enemy detectors and much more. Also, you can use a ton of different weapons, drive vehicles, etc.

Battlefield Royale is a battle royale that offers you some really unique elements such as free perspective and the wacky gadgets. The game also includes amazing visuals which are clearly inspired by Fortnite.


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Battlefield Royale, or Battlefield V Firestorm if you're an EA executive who shouldn't be trusted with naming things, is terrific. Sometimes. When you're oh-so-slowly tiptoeing through a building, anxiously attempting to outflank a foe as they do the same. Or when you spend a solid five minutes laying in a ditch, your patience pays off, and you spectacularly blow up a tank with your last stick of dynamite. Most of the time, though, you'll be killed before you can do diddly squat.

I nearly noped out of Firestorm after my first three matches. Each death came via bullets fired from guns I never saw, my frail body picked off by predators I could never have fought off. It can take less than a second to kill an unarmoured player, and I'd spent far too many hours getting sniped by Plunkbatters to now subject myself to Fielders. Or so I thought.

A while back I decided that I was done with battle royales where fights turn on who sees who first, and where twenty minutes of looting too often builds to anticlimactic drubbing. This is that. Turns out I'm not done being drubbed.

I played nearly two hundred hours of Plunkbat last year, and in truth I'd forgotten why. If you asked me last week, I'd probably have still mumbled something about tension - but I'd be gesturing at a half-remembered feeling, a memory that no longer fully captured reality. I'd forgotten what royales could do.

Make my mouth go dry. My heart pound, my head ache. In a good way. Make every part of me focused on the moment, on the world, on the footsteps and gunshots that portend disaster. I love it when games hijack the part of my brain that's supposed to be on the lookout for lions.

Other multiplayer games (and horror) can take me a fair ways down that road, but it's not the same if it's not last-man-standing. That context packs defeat with consequence beyond a respawn, and imbues victory with meaning. Or as much meaning as is possible for beating people at a multiplayer videogame to contain, which is both everything and nothing.

I've won multiple games of Apex Legends without realising I was among the last survivors. The idea of that happening in Firestorm is laughable, and therein lies my point. In Apelegs you ping from fight to fight, charging and bumsliding and grappling around a map that's a fraction the size of Firestorm's, but filled with almost as many players. In Firestorm you creep forward, scurry between bushes, then maybe chill in a hut for a while.

It's like how silence gives shape to music. Apelegs is a guitar solo, Firestorm a ballad. Apelegs plays frantically, leaving little space for suspense to build. Firestorm varies tempo, ramping up situations that feel more important for it. Encountering someone in Firestorm feels like an event. Encountering someone in Apelegs feels like Tuesday.

You might be thinking "Hey, all of that applies to Plunkbat too!", and hey, you might be right. But Firestorm is a Battlefield game, and therefore a squillion times better looking, with guns that feel a squillion times better to shoot. It's still a world apart from combat in Apelegs, where movement, abilities and creativity spice up a dish I find much more appetising. Though it's apt I mention food, because down that rabbit hole lies an article about the distinction between taste and value that I'm sure I'll write one day.

The scenery is of near equal importance, and of unsurpassed sumptuousness. I know, the scenery I just criticised. What I meant was: it's a gorgeous rehash of snowy mountains, fields, and villages I've essentially seen before, but still adore getting lost in. Plunkbat was pretty in its own way, with a similarly realistic (if muted) style that best lets tension sink in. But Battlefield's beauty is a step (or ten flights of steps) above, with detail that roots me in a world in a way that almost no other game can manage.

It's not that Apelegs lacks tension, it's just never so acute. That's partly because of its pace, but mostly because of the many barriers it puts up between you and failure. You've got much more health, for starters, and abilities and movement options often offer escape. If you do get knocked down, a teammate might pick you up. Even if they don't, they might still be able to reach a respawn station.

I'd get a sliver of that security blanket if I played Firestorm with a squad, where your buddies can pick you up if they reach you before you bleed out. So far I haven't, though, so I can more keenly feel that scalpel of suspense. Sometimes the scalpel digs in too deeply. Fragility is a double-edged Panzerfaust, frustration inseparable from tension.

I can't finish without mentioning the storm. Of fire. The firestorm. A ravenous tide of destruction, turning terrain to dust. I love how it singes your screen, heat haze distortions layered over crackles that deliberately sound like footsteps. It's everything an enclosing ring of death obviously should be, now that I've seen a proper one.

One innovation, though, is not enough to set the world aflame. Firestorm may get my heart beating faster than Apelegs, but there's so much I miss. The pinging, the heroics, the running away. Firestorm's firefights rarely last long enough to turn into chases, which is one type of tension is lacks. The thrill of the chase, or the (greater) thrill of the chased.

DICE appeared to drop the ball when they didn't call Battlefield V's upcoming battle royale offering 'Battlefield Royale'. They called it Firestorm instead, which sounds like a terrible Steven Seagal film you'd buy for 99p at a petrol station. Having now played the mode, due as a free update next Monday, I can see why they went with it. The titular blaze dominates the whole affair, looming on the horizon, chewing the map into tiny chunks of Frostbite engine and breathing its magma-hot breath down the back of your neck like some creep on the London underground. Here, why not watch it incinerate me in a handy impressions video...

As the title suggests, I'm a tad torn over Firestorm. It's out the gate in a very polished state and has all the key ingredients for a solid anecdote generator: crumbling masonry, a liberal scattering of explosives and zippy vehicles, the latter lent some extra spice (and tractors) by the petrolheads at Criterion. But there's something deadening about the way it slots in among Battlefield V's other modes and begins to contribute to the same XP-powered trudge towards cosmetic items and whatever else XP unlocks. In the cluttered royale genre, you need a long-term hook. Is it enough to just remix what Battlefield offers on tap elsewhere?

The supply crate automatically issues weapons. Which weapon you get depends on how rare the emulation is. In this theme, a gamer can have up to 4 slots for weapons. Automatic slot management is activated whenever a new weapon is loaded from a supply crate or the current weapon has no ammunition left or a respawn has occurred. When activated, a search is made of all 4 weapon slots, selecting the weapon that has ammunition and is the highest-ranked. 


Bandages are checked first and if the current hit points are 44 (60 max hit points for Bandages less 16 points of healing) or less, then Bandages are applied and the gamer cannot shoot for 4 seconds97. If Bandages are not applicable either because the gamer has no bandages or their current health is too high, the Med Kit is check. A Med Kit will only automatically enable if the gamers current hit points are below 30. A Med Kit will heal a gamer back to the maximum 100 hit points over a 10 second period.

A shield power-up is automatically activated when the gamer has either a Shield Boost or has Boost Juice and the shield is currently below 30. Shield Boost is checked first. Gamers can manually trigger an aid by scrolling to the aid by holding down the mode button and then releasing when the aid is found followed by a trigger-pull.

The classic scenario is that 100 gamers are parachuted into the battlefield, each vying to be the last gamer standing. Of course, in the SATR3 system, you can have many more than 100 playing at once.

Grab your mate and work as a pair to battle it out against other couples. Your pair can go up against 6 other twosomes. Or with Friendly-Fire on then, you can have just other 1,000 pairs all battling it out on the same battlefield (If you can find one big enough!)

A new report has claimed that the next entry into the Battlefield franchise will launch alongside a free-to-play Battle Royale mode. Battlefield already has its own Battle Royale in the form of Firestorm, but that required players to own the base game, limiting the potential player base in an already crowded market.

It's been a rough few years for the Battlefield franchise. The launch of Battlefield 2042 in late 2021 did not go as expected for DICE, with the studio facing plenty of backlash for what many felt was one of the worst entries into the series in a long time. To the developer's credit, DICE has continued to update Battlefield 2042 with new content and fixes, rather than leaving it to die and moving on to the next project. Nowadays, the game is in a much better state, and hopefully, the next attempt will be better out of the gates after this experience. 152ee80cbc

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