Battlefield: Bad Company Review: The I in Team
Published by: Electronic Arts
Developed by: Digital Illusions CE
Breaking in a game from a franchise I really don’t know anything about is an exciting experience. I like to explore the nuances of it, everything from the way guns reload to the way the menu screen aligns and files itself. For awesome or lame, Bad Company was my introduction to the Battlefield series. The experience was… enlightening. Bad Company is a game that distinguishes itself by shades. You might pick beige to paint with, but the very point of beige is that it’s so close to white.
In Bad Company, you are Preston Marlowe, a soldier transferred to a squad within B (Bad) Company for doing… something silly. I can’t really remember. It’s okay, though, most everyone else in B Company was transferred there because they did something silly too. B Company is infamous for being the rejects of the army, the soldiers don’t belong in a “normal” company but aren’t quite devious enough to warrant court marshal. It’s not really a Bad Company, though. It’s actually a very Good-Natured and Welcoming Company. There’s Haggard, the country bumpkin explosives expert, Sweetwater, the lovable tech geek who is predictably bad with women, and Redford, a Sergeant roughly analogous to Halo’s Sgt. Johnson, except Johnson never needed sissy things like rest and relaxation. Even Marlowe gets a personality apart from the player (which I feel like is something you can’t take for granted in games anymore). He functions as the narrator, someone at once more intelligent than the rest for his calm sense of irony, yet just as stupid for going along with their shenanigans. Topping off the squad is their voice-only support girl, Miss July, otherwise known by her more catchy designation, Mic One Juliet. These characters are going to banter back and forth, all except Marlowe, who mostly just watches while he prepares his next piece of narration.
See More Battlefield: Bad Company Screenshot at IGN.com
I’ll be honest, it’s the characters and story right there that account for half of Bad Company’s individuality. It’s not your typical fight-the-evil-gits story; B Company starts out on the Eurasian continent, where the US is fighting Russia (no, I don’t know why). Soon, one of the members of a company known for doing silly things does another silly thing, and the squad finds itself rogue and out to steal gold from a mercenary organization. It’s a story that is almost refreshing in its lack of epic idealism, though the question quickly presents itself: isn’t this everything that war shouldn’t be about? We’ll shoot down any amount of men, not for our freedom, not for the lives of our families, but for shiny yellow bricks that, by all accounts, aren’t ours? This is where you should shut down the critical area of your brain, because what Bad Company wants you to understand is that it is filling a genre gap we never knew we had, called military comedy.
Bad Company’s control set is just different enough to spark intrigue. Instead of mixing and matching two weapons with room for grenades, Bad Company instead makes you choose a set. You have the choice of an assault rifle and grenades (some grenades hand-thrown, others launched from the rifle), a shotgun and grenades, or a sniper rifle and pistol. You’re going to alternate those with the right bumper. The left bumper is an entirely different story. Bad Company teaches us that stimulants plunged directly into the chest are just as effective for the wounded solider as medical care, food and water. You can use this an infinite number of times with only a short delay, thus enrolling Bad Company into the Bioshock School of Rapid-Delivery Substance Abuse (it and Condemned 2 will become close friends). It’s just a slightly more manual version of the take-cover-and-heal feature of contemporary shooters. Sharing the left bumper is… whatever you can find, really. It might be a device that tricks mortar crews into thinking your current problem is a priority target, or it could be a power screwdriver that fixes all of your vehicle’s problems no matter which surface it’s applied to.
I’ll save you some trouble and tell you now that you press the left trigger to make a vehicle go forward and left bumper to reverse. This is about as intuitive as using the parking brake for gas and the turn signal for reverse in a real car, but then you come across tanks, and saving the right trigger for firing makes a little more sense(they also spurt out concealing smoke. Who knew?). Helicopter gunships control like drunk donkeys, but hey, at least I can’t complain for lack of realism.
See More Battlefield: Bad Company Screenshot at IGN.com
Well, I can complain a little. Firefights are a little silly. The usual pattern is as follows: bad guy starts shooting you, you start shooting bad guy, bad guy falls down first, you stab yourself with a stimulant. Then there’s the ally AI. I’ve never come across a game where ally AI is great, it just ranges from crap to competent. Bad Company leans more toward the former. For being the rejects of the army, your squad has a very useful talent: they can’t die. Perhaps that’s why, though; what’s the point of being an immortal soldier if you won’t shoot the enemy tank at point-blank range with rocket launcher slung over your back (I’m looking at you, Haggard)? Vehicles also seem to be problems for them. It takes me back to the days of Halo 1’s campaign, when the marines refused to drive you around in the Warthog. When you acquiesced and let one take the gun, though, you could generally count on him to be the terror of Grunts and Elites everywhere. Bad Company can’t even nail that down. So, for all practical purposes, you’re on your own.
I hate to keep making references to Halo, but I’m feeling its presence in Bad Company’s gameplay patterns as well. Bad Company’s environments are often vast spaces that don’t really qualify as open world but are very open nonetheless. You’ll get some choice over how you approach a combat scenario, and if your first attempt doesn’t work, then you should probably try things a little bit differently.
See More Battlefield: Bad Company Screenshot at IGN.com
Urban combat in Bad Company is also nuanced, falling somewhere between Call of Duty and the newly released Red Faction: Guerrilla. Grenades and tank shells punch large holes in houses, and even when the houses never fall down, the fact that you’re never guaranteed cover is a little bit anxiety inducing (in a good way).
Battlefield: Bad Company falls into that loathsome pit of “good but not great.” It’s different but not that different, new but not that new. That the characters are so amusing helps greatly. Get it rented or discounted; it may not fill up that $60 hole it left in you.
Notes:
-Jeez do we have enough red explody barrels in this game? Sometime’s they’re useful for making holes in walls, sometimes they’re way out of the way, but they are all over the place.
-You can’t really accuse Bad Company of having the muddy shooter aesthetic; much of the time you’ll be fighting in the green countryside.
-All the houses in an area look the same, and they’re all completely empty.
-Reloading is a relatively lengthy process, but it feels more authentic than the usual “push button to get bullets” scheme.
-You actually get a radio in some vehicles. Nothing like shooting ‘em up to harmonica-fueled blues.
-There are packs of mercenary gold scattered around the levels, but finding them doesn’t seem to get you anything besides Achievements.












