You know, I’ve been thinking lately that a large chunk of my childhood was a big fat lie. I played a game as a child on the NES, which many of us “older” gamers might remember. It was a little title called Super Mario Bros. 2. You might have heard about it. I loved this game. It had very little in common with the first Super Mario Bros., but it was so out of the ball park that I loved it anyway. You could pick one of four characters at the beginning of the game each of which had different powers. Mario could run fast (i think); Luigi could jump really high and had some great hang time; Peach could float and Toad had excellent staying power not losing strength when carrying objects. Playing as each different character made the game a little different. Level design was great too: grassy plains, snow and ice, desert and dark caves.
The problem I have, is that none of this had anything to do with Super Mario Bros. 2. In Japan, a completely different version was introduced to market. A version that much resembled SMB1 but was just hella hard. Nintendo decided that the title was too difficult for U.S. and European gamers so the corporate egg-heads took an existing game, Doki Doki Panic and changed it around a tiny tiny bit and called it SMB2.
I’ve known about SMB2 and Doki Doki Panic for a few years now, but it wasn’t until I stumbled across a web article ***(http://nintendo.about.com/library/mariochanges/blmariodifferences1.htm “The 12 Differences Between Super Mario Bros. 2 and Doki Doki Panic”) that I learned of how little the two titles differ from one another.
The SMB2 version obviously did change some things that needed to be changed, such as the character design.
The only change, according to the article made to game mechanics was that holding down the B button made Mario and Co. run faster. In Doki Doki Panic the characters ran at one speed. Other changes were purely cosmetic, such as Doki’s hearts being changed into SMB2’s mushrooms.
Enemies stayed the same: Birdo remained Birdo as Shy Guys remained themselves.
For many adults whose formative years were spent in the 1980’s, Super Mario Bros. 1, 2 and 3 played a major role in fond memories that we tend to look happilly back on. Learning that SMB2 was actually a Japanese title with a wacky name is like learning that the man you’ve called Dad your whole life has no blood relation to you but that you are actually the product of one of your mother’s many drunken flings. I feel robbed.
… but Doki Doki Panic, thanks for the memories.
*** This entry was originally published in the past in another of the author’s blogs which is no longer available. The article referenced here can no longer be found under the provided link. Sorry
Did you ever buy an item and want to take it back? Sometimes you buy things you don’t feel like using anymore. Shouldn’t we be able to sell it? We should get to sell our items and get 80% back of what we originally paid for. Doesn’t it make sense?
Ok so I know I said I was going to have 2001 a Space Odyssey up, but since that is almost completed but not yet I felt I should post the second Doctrine of Video Games
People often disregard the amount of education imparted on the mind by a video-game. In many accounts, one could make the argument that a game’s ability to educate could be a formidable opposition to the vast majority of modern schooling. Of course, I’m not suggesting that games are an exemplary replacement for acquiring knowledge; I am however suggesting that it fills the otherwise cavernous holes in people’s individual academic edification. By the “numbers argument”, it’s still a mandatory necessity that we all experience schooling as it generally is now. This educational experience is defined by having mounds and mounds of acquired human intelligence (gathered across our trivial time on this rock) slammed against our intellectual walls. This in turn will play some part in the definition of our scholastic character, as a great chunk of those things will simply have stick to the damned metaphorical wall.
A great observation I saw from fellow Twitterers regarding the past video game conferences was that the “big three” were trying to turn everyone into gamers. I apologize to some for the aristocratic tone, but it’s just how I see things now so I won’t temper it. To those of you that feel that way, don’t worry. Gamers will not lose their individuality through this process of casualization and development, it’s impossible. You know why? It’s because we’re all big nerds first and foremost. We’re not the “frat-mind”, we’re not the technological layman, and we’re far from stupid. Our pleasures are rooted typically in learning and acquiring further insight/experience for ourselves. It’s a personal catharsis that will define only a select few individuals throughout the course of their lives. We’re just simply not created or formed (whichever you believe in) in the same way, so some of us find pleasure in certain things while others don’t. Generally smart people don’t let go of gaming because it satiates that desire as well. Maybe not the same way that reading does, but I’d argue it’s a close second.
I commonly hear those age old corollaries when games are touted around for their value this category (it’s particularly insulting in mainstream media). It typically centers on that dead horse, “hand-to-eye” coordination. Of course that’s true, but pretending like that’s where a game’s arm reaches its limit is ludicrous and a bit silly on the side. There’s actually a long list of things that video-games accomplish which make nerds what they are:
I – Spatial Awareness
II – Problem Solving
III – General Patience
IV – Inquisitive Nurturing
V – Mental Stimulation
VI – Biological Neural Exercise
VII – Memory Foundations
VIII – Social Engagement
IX – Amalgamated Competent Processes
X – Eternal Enlightenment & Inspiration
The list definitely goes on, especially if one begins to break these categories down into subsets. These were just the ten that rattled off the top of my head when I shook it around for a moment. For the sake of living up to my comprehensive reputation, I’ll briefly comb through all of them.
I – Spatial Awareness
This is acquired in youth and depending how said child spends their time, it can quite literally open up a whole new world. Though we’re all over the place these days, which I could diverge in any direction with, I’ll snap it old school to keep this short with Super Mario Bros. The comprehension that comes with knowing how Mario will and will not jump is a pinnacle of essence no other medium can claim for itself. The kinesthetic response that generates an instinctive corollary between holding the jump button down and simply tapping it is as primal to a gamer as eating a meal for a general person. Games further the abilities of the avatar by giving them environments to operate in. Design picks up here and dictates the competence of a development team’s prowess.
II – Problem Solving
Games all give us rules and an area to exercise certain tools in. We gain a certain degree of discipline and understanding by this process. Games all create problems and conflicts to deal with. From the most superficial and cursory sequences to the most in-depth and cerebral, gamers are privileged with the act of always solving problems at any given time. Some of them even occur on the nano-scale level (i.e. avoiding the damn squares in Geometry Wars). The degree of variation in which we can solve these problems is only surpassed in excellence by the means to which we acquire our tools to solve them. The structure for some games showcase how much this design muscle has atrophied over the years, but it remains a forte games can always access at will. That’s got to count for something, right?
III – General Patience
It’s a given that when you encounter problem solving constructs designed to entertain, flexibility is next to a necessity in order to accommodate failure. This is something I’d imagine to be difficult for games to convey now, as they seem to be on some grand pilgrimage to maintain accessibility. Frustration is a novelty in games that’s become a near-dead art. In my opinion, an infuriating game doesn’t necessarily equal bad design; it’s simply a typical given in today’s industry. Gamers seem to have the sole option to returning to fundamental or progenitor titles these days, as titles just don’t cultivate such rigorous play anymore(nor to most adult gamer’s lifestyles). If someone doesn’t learn how to accept failure in their lives, they’re going to be a really screwed up person in the long run. People messing up is a grand pinnacle of gaining a true appreciation for anything worthwhile.
IV – Inquisitive Nurturing
Plenty of games also encourage the drive to explore, something not readily available in any other medium. Curiosity is one of the basic necessities of maintaining a healthily learning mindset. Whether it’s actually a built-in feature of the game, or a glitch that leads to further insight of the live-code, most games show the capacity for this. Sometimes the game even rewards exploration, which is another topic in itself. For such titles like Oblivion or Fallout 3, exploration is mandatory for appreciating the scale of Bethesda’s recent releases. The drive has been there since the early days of platforming, when gamers were awarded power-ups, alternate routes, and extra lives for their sheer act of curiosity. Before the days of GameFAQS robbing and mucking up the novelty of this gift, gamers were allowed such a blessing, nowadays it’s damn near a fossil fuel. I don’t care if someone doesn’t even know what two plus two equals, the desire to actually know what it equals is more important than the answer itself; always has been, always will be—the destination is never the goal.
V – Mental Stimulation
Through the use of problem solving and such, it remains a shocking reality that games haven’t gained more ground here than I’d like to think. Very loosely speaking, games tend to opt for the cursory routes and cheap highs, you know—things blowing up and the like. Some titles gain followings however, and it’s usually attributed to how the titles honor their own self-perpetuating source material. Be it God of War or Silent Hill, some titles are just able to communicate from their own world to the player beautifully. It doesn’t have to be, but is usually attributed to narrative-based games. There’s also the literal manifestation of mental stimulation in games (e.g. something like Brain Age), which have their place no doubt, but just aren’t as important to me personally. To look at this in a simpler more and more understandable way, most titles that obey mental stimulation tend to have their own fan-maintained Wiki-pages. Wikias certainly aren’t the final and credible authority here of course, but they do stand as a proof of concept that gamers have been engaged intellectually. Watching them output such information in such a positive fashion is always a plus in my eyes. Can you even imagine what the Internet will be like in just thirty years?
VI – Biological Neural Exercise
Stimulating the mind is one thing, consistently helping it grow is another entirely. The brain is simply another organ in our bodies and without a certain degree of exercise, it won’t amount to much more than a big pink thing in our heads. I guess you bo-bo heads can shove that hand-to-eye coordination crap in here as well, but exploring that even further, all actions in our bodies are dictated by how our brains operate. Whether the player is simply pressing start, or trying to wrap their heads around a convoluted puzzle in the depths of Magmoor, axons and dendrites are hard at work, helping the conscious mind comprehend such acts and feats. Nintendo is probably what raised the majority of us in this area, so kudos to them for that. Luckily, the industry has grown far beyond what Nintendo’s regimented design process usually accommodates. This leaves gamers to choose their own arenas and customize their own cerebral calisthenics down to the most fickle whims (creating yet another problem in itself).
VII – Memory Foundations
Have you ever had a multiple memory merger? Yeah, I just made that up, but I’d like to think games are the prime generators of MMM. Usually, this gets lumped under nostalgia, but I think there’s more to it than that. Having a powerful experience relate in one’s mind as if it were an actual occurrence (and who’s to say it ISN’T an actual occurrence anyway?) in their lives is not something to scoff at. The moniker’s ”multiple” tag is not simply meant to convey plural memories, but acknowledge that the memories don’t exist on the same plane of reality. When they actually merge, the lines between such actualities are less distinct and drive gamers to seek out the sort of natural high that it generates. The first time the Cerberus dogs smashed through the windows of the Spencer mansion, it provided a new footstool for gamers to stand on. This is why there’s such a growing schism in fans regarding the Resident Evil series now (they demand that air of unease that was lost, that they REMEMBER). There are many subsets for this category including: muscle-memory, general memory, and the rare eidetic memory. I personally hold this area in high priority, as it’s not only a requirement for creating games, but enjoying them as well. This is a very thorny topic to delve into with any directed point, so I’ll simply state there’s an untapped well developers can key into this arena specifically (as mentioned in Quantum Gaming)
VIII –Social Engagement
I will do something unheard of on my end and stand up for multiplayer here, as interacting with other people through games is an experience that remains unmatched by anything else. It’s typically through the brutal competition of a title like StarCraft that a gamer will hone individual skills to the degree which will ram the reality of the code to it’s absolute limits. All those insanely competent multiplayer gamers have some degree of familiarity with this. Establishing clever strategies, maneuvers, and techniques are key and the mind being trained to a digital Olympian physique is admirable in any respect (though I personally detest it myself). The other side of this of course is well—THIS. Things like this blog, the internet, and the recently evolved flow of communication that have been established by gamers across the globe all show progressive activism on our part. For all my hatred of associating with people on a day to day basis, I will admit to the beauty of things like the Internet.
IX – Amalgamated Competent Processes
Games very admirably incorporate the three big attributes that appeal to anyone willing to learn: auditory, visual, and kinesthetic learning. I think people all have varying strengths in these categories, but one will always outclass the other two. Personally, I’m a kinesthetic learner, I internalize information best by actually utilizing it and nothing screams that more beautifully than a video-game, which is why I think a great deal of gamers are of the same type (or can at least tap into their own variance of the ability). Even schools have a shifty way of implementing such mechanics and half the time it isn’t set up to accommodate us all (hence the term “falling through the cracks”). Some people simply can’t listen to lectures for hours on end and be expected to recall it all (or at all). Ironically enough, I have an indirect audio processing system. In other words, if I’m in class, I actually comprehend lectures better if I’m multi-tasking—which is further tied my visual learning ability, usually manifesting itself through artwork—heh (nothing was more satisfying than shutting a teacher up who thought I wasn’t paying attention to them, NOTHING). I’m fortunate enough to be reasonably blessed by all three categories, with one standout natural affinity. Things are wired very differently for us all, and games are a medium in which a certain degree of individual flexibility is possible to facilitate everyone involved, even those that go tumbling through the cracks.
X – Eternal Enlightenment & Inspiration
At the end of the day, it’s about what we do with our acquired knowledge that will mark what’s left behind long after we’ve perished. Fact of the matter is that games encourage learning, they also inspire…a great deal at that. Witnessing the variety of INTELLIGENT people that come to the table regarding video-games always fascinates me, if for no other reason than they all come from different walks of life. What’s really cool is that they’re all adding to a fairly dry pot. This makes us nothing more than primordial blog-cells, for the future of the entire industry nonetheless. Consider that collectively we’re the “artists” as well, and you should be able to ascertain exactly what I mean with that.
So, I come back to a fundamental question: Can games incorporate or amplify the technique in which they can teach the player? I think that by this point, you should know that I’m not necessarily talking about practical and cursory methods of tutelage. The arena is there for any designer to break ground with; it’s simply just a matter of time. We’ve become accustomed to frivolous priorities (e.g. a game’s “technical visuals”) and while growth like this doesn’t deteriorate intellectual process, it slows it down to an almost lethargic rate. This is ironic because the same people who argue for those superficial “necessities” are the first to the table when it comes to bitching about a game being shallow and/or uninteresting.
I think a big step in furthering “Experiencism” is establishing how oneself is constructed from a cognitive standpoint. How one learns dictates how they interact with the world, let alone the alternate realities presented by modern video-games. It’s very rarely about simply running out and buying a $50 title to go home and pop it in anymore (it never was for me). The process is a overly convoluted and intricate phenomenon from any standpoint. Appreciating it from these multiple angles will help how games are meant to evolve, through us—the other side of the canvas.
It start from drops you into a dungeon with nothing but your trusty firearm and a nose for treasure. It’s up to you to explore the labyrinthine passages, sniffing out riches and mowing down the monsters that try to get in your way. Your skills will automatically upgrade as you progress through the action-packed stages, allowing you to freeze monsters and unleash toxic gases that clear the way to the exit. This is a children interesting shooter. An excellent hunter for mice and other rodents, a main character of the game is a red cat, is invited to visit a dungeon in order to cast out some intruders. In fact, the dungeon’s keepers cannot cope with this problem, rabbits and mice, acting as real hosts, have caused a mass. It is time for a seasoned professional.If you’ve ever been looking for an excuse to walk into things, stumble around and generally put your life at risk, you could always try a quick game of Magic Maze for Android. The game combines physical GPS position with an on-screen labyrinth, which the player navigates by moving around their environment.
“ Make a photo that goes with the title of a book you’ve read.”
I read Rich Dad Poor Dad by Robert Kiyosaki a few years ago and ended up purchasing a game called “Cashflow” that goes with the book(s). The game is designed to help you start to thin outside of the box and to get you out of the everyday “Rat Race.” When I read this challenge, what came to mind was a shot of a cashflow game “in-progress.” This is the shot that resulted from that vision:
My new puzzle game: Vintage Valentine Cards Puzzle. It’s another puzzle game, but with really amazing nude paintings, which you can save on your iPhone. This is really interesting that such kind of app is avaiable at App Store. It is rated 17+ but still – so frivoulus pictures!
Battlefield 2 (biasa disingkat untuk BF2) adalah sebuah permainan komputer oleh Swedia pengembang Digital Illusions. Selama pengembangan, Trauma Studios berkontribusi terhadap perkembangan permainan setelah diakuisisi oleh Digital Illusions CE. Battlefield 2 ini diterbitkan oleh Electronic Arts dan merupakan permainan penuh ketiga di seri Battlefield, dirilis pada 21 Juni 2005 di Utara Amerikauntuk komputer. versi terbaru v1.50, yang dirilis pada 1 September 2009 dan menambahkan isi dari Armored Fury Euroforce dan booster pack, serta Highway Tampa dan Operasi Blue Pearl peta.
Pemain bertarung di medan perang modern, menggunakan modern sistem senjata. Battlefield 2 adalah pertama-orang jujur dengan beberapa strategi dan RPG elemen. Para pemain tunggal fitur misi yang melibatkan bentrokan antara Marinir Amerika Serikat, Cina dan fiksi Tengah Koalisi timur. Aspek multiplayer game memungkinkan pemain untuk mengatur ke dalam skuad yang datang di bawah kepemimpinan satu komandan untuk mempromosikan kerja sama tim.
SEJARAH AWAL
Cerita ini terjadi pada awal abad ke-21 selama perang dunia fiktif di antara berbagai blok-blok kekuasaan: Cina, di Uni Eropa (dimainkan sebagai patch dari 1.5), fiksi Timur Tengah Koalisi (MEC), Rusia (dimainkan hanya dalam Pasukan Khusus ekspansi paket) dan Amerika Serikat. In-game Uni Eropa dan Amerika Serikat melawan Cina dan MEC. Diketahui bahwa dalam permainan cerita, Uni Eropa dan Amerika Serikat adalah sekutu, dan bahwa Uni Eropa telah merundingkan kesepakatan damai dengan Rusia, tetapi tidak diketahui jika Cina dan MEC adalah sekutu. Permainan berlangsung dalam berbagai bidang, Timur Tengah dan Cina sedang diserang oleh pasukan Amerika dan Uni Eropa, dan Amerika Serikat sedang diserang oleh pasukan Cina dan MEC.
ALUR PERMAINAN
Battlefield 2 pada dasarnya adalah permainan multiplayer yang dimainkan melalui internet atau jaringan area lokal. A single-player mode dengan tiga tingkat kesulitan disertakan. Kedua pemain modus menggunakan peta yang sama dan menggunakan Battlefield’s penaklukan mode game. Modus single-player 16 memungkinkan komputer dikendalikan pemain, sedangkan modus internet memungkinkan sampai 64 pemain. Pemain dapat memilih untuk memainkan 3 faksi, maka Korps Marinir Amerika Serikat, para Tentara Pembebasan Rakyat, atau “Koalisi Timur Tengah”. Tambahan faksi yang dapat dimainkan melalui paket ekspansi, seperti Uni Eropa. Kemajuan dalam permainan ini dilakukan melalui promosi yang memungkinkan senjata tambahan yang akan dibuka. Dengan memainkan permainan di peringkat server, pemain dapat menambah mereka statistik pemain global. Statistik ini digunakan untuk promosi penghargaan dan prestasi.
Sebuah konsol versi bermerek juga ada untuk Xbox, Xbox 360 dan PS2, bernama Battlefield 2: Modern Combat. Meskipun mereka berdua berbagi nama yang sama dan pengaturan, mereka sangat berbeda dalam pelaksanaan, isi, dan gameplay.
Di Battlefield 2, pemain dibagi menjadi dua sisi yang berlawanan (yang pasukan mereka mewakili bergantung pada peta). Ada dua konsep kunci dalam Battlefield 2: tiket dan titik kontrol. Tiket mewakili kemampuan pasukan untuk memperkuat posisi mereka di medan perang; masing-masing tim hanya memiliki persediaan tiket terbatas, dan setiap korban di medan pertempuran akan mengurangi jumlah tiket yang tersedia. Titik kontrol tombol mewakili titik di peta, dan diwakili oleh bendera-bendera. Titik kontrol adalah Battlefield 2 ’s bertelur poin, dan satu sisi yang memiliki mayoritas signifikan titik kontrol memberi tekanan pada pihak lawan, mengakibatkan hilangnya stabil tiket untuk sisi ditekan, terlepas dari korban. Bundar berakhir ketika salah satu tiket tim jatuh ke nol, timer bundar itu berakhir, atau jika pada suatu saat tidak memegang samping titik kontrol, dan tidak memiliki tentara hidup di medan perang (artinya di sisi tidak lagi memiliki kehadiran yang efektif di medan perang) .
Battlefield 2 ’s dua modus permainan penaklukan dan Koperasi. Satu-satunya perbedaan antara dua mode adalah bahwa Koperasi termasuk pemain yang dikendalikan komputer,sedangkan Penaklukan hanya memungkinkan pemain manusia. Hasil dari modus Koperasi tidak dihitung dalam statistik pemain global.
Infanteri Kelas
Di Battlefield 2, seperti dengan judul Battlefield sebelumnya, pemain bisa memilih dari berbagai kelas infanteri. Setiap kelas prajurit dilengkapi dengan persenjataan yang berbeda sesuai dengan peran mereka dalam pertempuran. Serangan tentara, misalnya, untuk keperluan umum infanteri dengan dilengkapi peluncur granat-senapan serbu dan baju besi tambahan, Paramedis membawa peralatan pertolongan pertama seperti defibrilator lapangan, dan Anti-Tank pasukan dilengkapi dengan peluru kendali yang efektif terhadap berat baju besi .
Pemain dapat memilih kelas di awal pertandingan, atau antara mati dan respawn setelah pertandingan dimulai atau mereka telah meninggal. Pemain juga dapat mengubah kelas mereka dengan memilih sebuah “kit” dari tubuh tentara yang tidak mampu, ramah atau sebaliknya. Oleh karena itu, seorang prajurit Assault dapat menjadi Medic jika mereka datang melewati jatuh Medic. Mungkin pemain kelas Spec Ops, Sniper, Assault, Support, Engineer, Medic dan Anti-Tank.
Kelas berat: Assault, Support, anti-tank. Mereka memiliki baju besi yang berat tetapi stamina lebih rendah. Light kelas: Spec Ops, Sniper, Engineer, Medic. Kelas-kelas ini tidak memiliki baju besi, tetapi dapat menjalankan untuk waktu yang lama.
Dalam kelas infanteri, ada tiga dukungan kelas dengan kemampuan khusus. Insinyur dapat memperbaiki dengan kunci pas, petugas medis dapat menghidupkan kembali dengan alat kejut jantung dan menyembuhkan, dukungan dapat memasok amunisi amunisi dengan tas. Kemampuan khusus ini sangat membantu pemain lain. Ketika salah satu dari tiga kelas ini menempati kendaraan, personel dan kendaraan di dekatnya dapat diisi ulang, diperbaiki atau disembuhkan dengan berada di dekat.
Kendaraan
Berbagai kekuatan yang masih menggunakan fitur merek dagang dari seri Battlefield – stabil besar kendaraan bahwa setiap pemain bisa naik ke dan kontrol. Ada banyak berbagai jenis kendaraan dapat dimainkan di Battlefield 2. Mereka semua didasarkan pada kehidupan nyata kendaraan yang digunakan oleh militer dari berbagai negara.
Ada sekitar 30 kendaraan yang tersedia untuk digunakan mulai dari tank tempur utama seperti M1A2 Abrams untuk berpuasa transport seperti Patroli Gurun Vehicle. Berbeda dengan Battlefield 1942, Battlefield 2 memiliki hanya satu air murni berbasis kendaraan, yang kaku-perahu karet Namun, BTR-90, MEC APC, dapat bepergian di dalam air serta LAV-25 dan WZ 551, USMC dan TPR yang setara, masing-masing. Para pengembang mencoba untuk merancang permainan sehingga setiap kendaraan akan menjadi lemah untuk jenis kendaraan lain, berniat untuk menciptakan situasi yang mirip dengan permainan batu-kertas-gunting. Sebagai contoh, mobile anti-air itu dimaksudkan untuk secara efektif menghancurkan helikopter, tetapi rentan terhadap lawan tank. Termasuk dalam hubungan ini adalah pertahanan stasioner seperti senapan mesin ringan dan anti-aircraft/TOW emplacements. Ketersediaan dan jumlah kendaraan tertentu tergantung pada peta dan ukurannya serta titik kontrol ditangkap. Juga, lebih kendaraan akan tersedia untuk digunakan pada peta ekspansi / booster pack. (lihat Peta). The USS Essex adalah satu-satunya kapal angkatan laut ditampilkan di BF2, menampilkan dua poin dan pesawat bertelur spawn poin, dan tidak drivable atau destroyable, kecuali untuk Phalanx menara.
FITUR
Meskipun Battlefield 2 adalah sekuel dari Battlefield 1942, ada banyak perubahan pada permainan populer yang asli. Banyak fitur gameplay baru ini ditambahkan ke permainan dengan kerja tim dan kolaborasi dalam pikiran. Mesin permainan yang baru meliputi peningkatan fisika, pencahayaan dinamis, dan lebih realistis materi penetrasi.
Skuad
Pemain dapat membentuk pasukan hingga enam tentara agar dapat lebih efektif bekerja sebagai tim. Sampai sembilan skuad yang diijinkan untuk setiap tim, setiap tim memiliki sejumlah (otomatis diberi) dan nama (biasanya sebuah alfabet fonetik surat) untuk identifikasi. Anggota tim memiliki kemampuan untuk berkomunikasi dengan satu sama lain melalui Battlefield 2 ’sterintegrasi Voice-over IP (VoIP) sistem.
Pemimpin regu skuad mereka dapat menetapkan berbagai tujuan (misalnya, pindah ke atau menyerang lokasi tertentu). Perintah juga mungkin diberikan oleh komandan tim. Pemimpin pasukan mampu mengeluarkan permintaan untuk aset komandan (seperti tembakan artileri) dan memiliki saluran VoIP langsung ke komandan.
Anggota regu dapat bertelur dekat pemimpin pasukan mereka, asalkan pemimpin tidak mati (atau tidak mampu), dan bahwa tim memegang setidaknya satu titik kontrol. Fitur ini memungkinkan pasukan untuk lebih cepat berkumpul kembali setelah mengambil korban.
Komandan
Para komandan eksklusif Posisi peran yang dimainkan oleh salah satu anggota dari setiap tim. Setiap anggota tim mungkin berlaku untuk posisi, tetapi prioritas diberikan kepada pemain yang lebih tinggi pangkat.
Komandan sendiri memiliki akses ke “layar komandan”, sebuah antarmuka yang sama dengan yang real-time strategy game. Hal ini memungkinkan komandan ikhtisar dari medan perang secara keseluruhan, atau memperbesar dan melihat bagian peta secara real-time. Komandan juga memiliki kontrol dari berbagai komandan aset, yang mencakup serangan artileri, kendaraan dan persediaan tetes, dan UAV’s. Mereka dapat menempatkan mereka untuk membantu tim mereka. Komandan pasukan dapat berkomunikasi dengan baik dengan mengirimkan perintah, atau melalui VoIP komunikasi suara.Peralatan ini memungkinkan komandan untuk mengkoordinasikan strategis pasukan mereka di medan perang.
Seorang komandan dapat mengundurkan diri pada setiap titik, posisi untuk membebaskan anggota lain dari tim mereka, mereka juga mungkin secara paksa dihilangkan dengan sukses pemberontakan suara yang dilakukan oleh tim mereka (disediakan di server memungkinkan pemberontakan suara).
Walaupun komandan tidak mendapatkan poin dengan metode normal (membunuh, menangkap bendera, dll), skor mereka dua kali lipat pada akhir putaran jika tim mereka menang.
Penghargaan dan senjata Unlockable
Pemain dapat memperoleh penghargaan (pita, lencana, dan medali) untuk di-permainan tertentu prestasi. Badges dan pita adalah yang termudah untuk mendapatkan, sementara medali biasanya jauh lebih sulit, membutuhkan bermain lebih luas. Sebagai pemain naik melalui pangkat mereka akan memperoleh kemampuan untuk membuka senjata tertentu. Setiap kali seorang pemain yang dipromosikan ke pangkat yang memenuhi syarat, mereka diberikan kesempatan untuk membuka salah satu dari tujuh Unlockable senjata, satu untuk masing-masing kelas, yang mereka mungkin selanjutnya akan digunakan sebagai pengganti senjata standar untuk kelas tertentu. Pemain dengan ekspansi pasukan khusus diberikan tambahan Unlockable tujuh senjata. Unlockable senjata termasuk G36C, SCAR-L, G3, Heckler & Koch MP7, F2000, FN P-90, G36E, L85A1, L96A1, Barrett M95, MG36 dll The FN P-90 dan L96A1dilepaskan di Patch 1,2 untuk menyelesaikan Tingkat Dua yang hilang Sniper dan membuka anti-tank dan juga bertepatan dengan rilis dari Euro Force Booster Pack yang menampilkan mereka sebagai senjata standar Uni Eropa. Pangkat dan unlockables berlaku untuk semua server yang memungkinkan mereka, tetapi hanya “resmi” (peringkat) server mengirim kembali merekam dan statistik.
Battlefield perekam
terdapat game recorder catatan replay pertempuran berikutnya. File-file ini dapat didownload dari server yang mendukung BattleRecorder langsung setelah masing-masing permainan. File pertempuran tercatat sekitar 1 megabyte sampai 8 megabyte dalam ukuran dan dimainkan dalam Battlefield 2 mesin. Sudut kamera dapat diubah (bebas roaming & dipilih player), serta kecepatan, meskipun tidak dapat memutar ulang. File dapat diekspor ke format AVI. The Battlefield Perekam telah memfasilitasi pembentukan berbagai machinima. Penggunaan layanan PunkBuster adalah wajib bagi semua peringkat resmi Battlefield 2 server, tapi tidak termasuk opsional bagi server.
Peta
Battlefield 2 menawarkan 15 peta untuk para pemain untuk bermain, tapi dikirim dengan 12 . Peta tersebut beragam, mulai dari rawa-rawa seperti Songhua jalan buntu, untuk daerah-daerah perkotaan seperti di Karkand Strike, untuk yang belum selesai bendungan yang dikenal sebagai Kubra Dam. The USMC hadir di semua peta dan wajah terhadap baik MEC atau TPR tergantung pada peta. PLA hadir di bioskop Timur Jauh seperti Dragon Valley dan ladang minyak Daqing. MEC hadir di teater Timur Tengah seperti Teluk Oman dan Zatar Wetlands.Seri yang BF2 termasuk perluasan dan booster pack menempatkan peta dihitung pada 29 peta.
Battlefield 2 peta memiliki 3 variasi, masing-masing cocok untuk sejumlah pemain. Setiap peta memiliki 16, 32, dan 64 pemain-usul variasi di mana daerah medan pertempuran atau lapangan bermain relatif kecil, menengah, dan besar, masing-masing. Satu-satunya pengecualian untuk hal ini adalah Pulau Wake 2007, yang terkunci di 64-pemain ukuran dan Angkatan Euro peta, Operasi Smokescreen, Tembok Besar, dan Taraba Penambangan, yang tidak memiliki ukuran 64-pemain. 32 dan 64 pemain peta tidak tersedia secara offline pemain dari pengecer, tetapi Anda dapat men-download 64 Single player mods bot AI. Lain kontras antara variasi ini selain ukuran adalah jumlah dan posisi titik kontrol dan ketersediaan kendaraan. Sebagai hasilnya, gameplay dari peta berbeda tergantung pada variasi.
1,03 patch, dirilis pada tanggal 4 Oktober 2005, ditambah versi terbaru Pulau Wake, berasal dari Battlefield 1942. September 5, 2006, Patch 1,4 menambahkan peta ‘Road to Jalalabad. 6 Juni 2007, EA secara resmi merilis peta beta, Highway Tampa. 18 Juni 2007, versi final dirilis. Kedua versi dari peta peringkat Battlefield 2 peta. Ini adalah peta besar dengan dataran dan bantuan bergulir peperangan lapis baja. Versi Highway Tampa dan Pulau Wake juga dibebaskan untuk Battlefield 2142. Sebuah versi dari banyak diantisipasi 1,5 patch dirilis sebagai beta pada tanggal 21 April 2009, dan kemudian dilepaskan sebagai ‘final release’ pada 1 September 2009. Itu berisi sejumlah perbaikan untuk Vista pengguna, termasuk peta baru, ‘Operation Blue Pearl’. Hal ini dikabarkan akan update akhir untuk permainan – yang Armored Fury dan Euro Force booster pack juga bebas bermain dengan versi ini.
Kebutuhan Sistem
- Sistem Operasi
Windows XP (32 Bit Version)
- CPU
Battlefield 2 mendukung prosesor berikut:
Intel Pentium 4
Intel Xeon
Intel Pentium Extreme Edition
Intel Celeron D
AMD Athlon XP
AMD Athlon 64
AMD Athlon 64-FX
AMD Sempron processor
- Minimum Spesifikasi:
CPU: 1.7 Ghz
RAM: 512 Mb
Video Card: NVidia GeForce FX 5700, ATI Radeon 8500 atau ATI Radeon 9.500
dengan 128 Mb RAM
- Fitur Spesifikasi:
CPU: 2.4 Ghz
RAM: 1 Gb
Video Card dengan minimal RAM 256 Mb
- Video Cards
Battlefield 2 hanya mendukung kartu-kartu video berikut:
Radeon X700 (PCIe)
Radeon X600 (PCIe)
GeForce 6600 (PCIe)
GeForce PCX 5900 (PCIe)
GeForce 5800 Series (AGP)
ATI Radeon X800 XT Platinum Edition
ATI Radeon X800 PRO
ATI Radeon 9800 Series
ATI Radeon 9600 Series
ATI Radeon 9550 (RV350LX)
ATI Radeon 9500 / 9700 Series
ATI Radeon 8500 Series
ATI Radeon X300 Series
NVidia GeForce 6800 Ultra
NVidia GeForce 6800 GT
NVidia GeForce 6800
NVidia GeForce FX 5950 Series
NVidia GeForce FX 5900 Series
NVidia GeForce FX 5700 Series
Persyaratan Lain
Beberapa mesin akan mendapat manfaat dari percobaan dengan Anda
Network / Video / Sound pilihan:
INTERNET / NETWORK KINERJA
Bagian ini sangat penting untuk mengalami bermain internet baik!
- Bergabung Multiplayer Games:
Untuk mendapatkan performa terbaik pada komputer Anda kami sarankan
Anda mengikuti panduan ini:
HARDWARE
Sistem minimum – Join server yang memiliki hingga 16 pemain
Sistem Fitur – Join server yang memiliki hingga 32 pemain
High end system – Join server yang memiliki hingga 64 pemain
BANDWIDTH
ISDN pengguna – Join permainan dengan maksimum 16 pemain.
ADSL / Cable pengguna – Join permainan dengan maksimum 32 pemain.
T1/LAN pengguna – Join permainan dengan maksimum dari 64 pemain.