BATTLEFIELD 1 CAMPAIGN REVIEW
Battlefield 1 is EA DICE developed and published by the Electronic Arts as the first-person shooter video game. Battlefield 1 is the fifteenth member of the Battlefield series, and it is Battlefield 4's first major entry in the series. On Microsoft Windows, PlayStation 4, and Xbox One it was released worldwide on 21 October.
GAMEPLAY
Battlefield 1 is a first-person shooter game that emphasizes team effort, similar to its predecessors. Set during the first world war, it is historically influenced. World War I guns can be used by players, such as bolt-action rifles, submachine weapons, automatic and semi-automatic rifles, cannons, flamethrowers, and mustard gas for fighting against opponents. DICE added new melee weapons including axes, trenches, and shovels into the game. Several armored vehicles can be operated by players including light and heavy tankers, armored trucks, vehicular cars, torpedo boats, two and three plane aircraft, blind train, rescue vehicles, and a Zeppelin M-class, as well as battle horses. Destructive environments and weapons customization features present in the past games returned and are more complex in Battlefield 1.
Daniel Berlin, the game's international designer, said that campaigning is more accessible and broader than in previous franchise installments with more choices and options for reaching levels and approaching war. Several characters in the camp can be controlled by players. The actor can then take care of a different soldier instead of reloading from a checkpoint when the player dies in the prolog. These functions can vary from tank pistol to tank pistol. If the player dies, a name and their year of birth appear on the computer of the real soldier. The game includes a series of war stories like an anthology, as opposed to its predecessors.
CHARACTERS
During the single-player campaigns, the player controls six different characters from a first-person perspective over six different chapters. Unlike previous campaigns in the series, Battlefield 1's single-player story mode is composed of six separate "War Stories", each shown through the eyes of separate allied soldiers from different nationalities, "Storm of Steel" – the prologue of the game which is set in France through the eyes of several Harlem Hellfighters, "Through Mud and Blood" – set in France through the eyes of a British tank driver, "Friends in High Places" – France and the UK as a Royal Flying Corps fighter pilot, "Avanti Savoia" – Italy as a mournful survivor and member of the Arditi, "The Runner" – the Gallipoli Peninsula (part of European Turkey) through an ANZAC runner, and "Nothing is Written" – set in the Kingdom of Hejaz through the eyes of a Bedouin warrior under the command of Lawrence of Arabia.
PLOTS
There are 6 different storylines in this game. These are the stories of different individuals in was. You get to see the war from the perspective of different soldiers and people.
STORM OF STEEL
The prolog, released in 1918, enables players to take over the various representatives of Harlem Hellfighters when defending their positions in France against a German offensive. The player begins near the front line and has to survive against waves of German soldiers as long as possible. If the player survives the attack, the game's viewpoint changes into another soldier by a weapons dam. During the game, an unidentified narrator (one of the Hellfighters) reflected on the essence of the war as the fighting continued and players killed the controlled military.
At the beginning of the war, Harlem Hellfighters initially lost ground for the Germans, but the German troops retreated in British tanks until they were artillery stalled. The Hellfighters of Harlem are battling a counter-offensive and are moving forwards, with the German victims standing. As the player changes his viewpoint to the final soldier in the gameplay, a German soldier tries to kill the player's character in a shovel but is thwarted by an artillery dam to wipe all the soldiers off the war field and inadvertently. Initially, when the character is re-conscious, he seems to be the sole survivor and a German survivor soon meets him. Even though they both point their arms to each other, fatigue and frustration are so futile that the two are inclined to lower their arms. The game moves on to a cinematic introduction to the other War Stories.
THROUGH MUD AND BLOOD
In the autumn of 1918, the players took up the role of Daniel Edward, a former driver who was engaged in the war as a British tank driver. The Cambrai Offensive was held in the Hundred Days of Resistance. Edwards is appointed to the "Black Bess," tank of Mark V and meets his crew: Townsend, the commander of the tank crew; McManus, a pessimistic gunner who questions Edwards' skill and the possibility of a good crew; another gunner, Pritchard; and Finch, a polite machine.
To enter the French town of Cambrai, the crew must penetrate through German lines to seize strategic positions and to destroy artillery batteries. Finch is killed early in the process of repairing the tank by machine-gun fire and later is caught in the mud and is encircled by German infantry. Townsend decides to summon an artillery strike on their own position with the tank's messenger pigeon to save the tank, which McManus objects to vehemently. Pritchard has been shot and killed attempting to free the pigeon and compelled to do so by Edwards, which saves the tank with British artillery. Edwards acts as a scout to guide the tank which encounters dense fog in the surrounding Bourlon Wood. Clearing the forest, the tank is besieged by technical problems and Townsend sends Edwards and McManus to collect spark plugs captured by Germans from British tanks. McManus expresses his disdain at his orders and abandons the mission. But McManus later changed his heart and returned to save Edwards from a German soldier just in time.
The crew continues with the repaired tank to a German-based railway station. While Bess is the only British tank in the region, the crew attacked the train station to deceive the Germans that a great UK offensive had been launched. The tank continues at Cambrai but is immobilized by artillery and assaulted by Germain troops, at the train station. Edwards and McManus were wounded defending the tank and the injured Townsend sacrificed himself and the Germans by setting off a gas leak inside the tank.
FRIENDS IN HIGH PLACES
The players control Clyde Blackburn, an American pilot, and player in this story, which is set in the Spring of 1917 and is used to deceptive conduct. Early in the evening, Blackburn is cheating in a card game with George Rackham, a British Nobility pilot, and steals his plane. When he puts himself as Rackham, Blackburn introduces himself to Rackham's gunner, Wilson. The German airplane ambushes the pair while they were taking photographs of a German munitions base and the two pilots take pictures of a German ammo base. Although Wilson is reluctant to display the photos to British Command out of fear that he may be accused of insubordination, Blackburn cajoles him with a promise of medal-winning. Wilson believes that Blackburn will both keep them safe from future missions.
Blackburn and Wilson escort British bombers to attack a photographed German ammunition base. While the base is destroyed, Blackburn and Wilson are caught in an explosion of bomb and are separated from the enemy lines. Blackburn sneaks through Germany and figures out that Wilson was wounded. Knowing that he will be unable to return to British lines safely while carrying Wilson, Blackburn contemplates putting his companion out of his misery but changes his mind when Wilson reveals he knew Blackburn's true identity all along. Blackburn transports Wilson to friendly lines via the no man's land but is detained under the order of Rackham by British Provost.
On the way to the court-martial in London, a German air raid attacks on the ship carrying Blackburn, Rackham, and Wilson, killing Rackham. Airplane commander Blackburn and Wilson, defending against the German raid. Blackburn and Wilsons destroy, before dropping into a German Zeppelin and using their aircraft-resistance arm to destroy another Zeppelin, a wave of German bombers and fighters. After the Zeppelin falls to the sea, the two pilots leap into the Thames river. The tale ends with Blackburn walking unharmfully out of the river, illustrating his experiences. He notes that the confounding nature of war could lead to mixed accounts of his exploits but points out that the truth of his understanding of events. The story ends on an uncertain note by laying open the question if the events of the story actually took place as they did.
AVANTI SAVOIA
The players take the role of Luca VincenzoCocchiola, a member of the Italian Arditi Unit, during the autumn of 1918 in the Dolomites in Northern Italy. An old Luca tells the tale a few years after the war as he tells his memories of his birthday to his American daughter. He and his twin brother Matteo took part in a massive battle, days after their 21st birthday to capture an Austro-Hungarian castle. Although Matteo is involved in the offensive's main thrust, Luca's unit is an auxiliary element, removing obstacles to the main progressive forces. Luca is leading the attack on major Austro-Hungarian locations, taking heavy armor and using an MG08/15 spear. He is capturing points, destroying an artillery weapon, and thrashing threats by the enemy.
The Austro-Hungarian bombers desperately cause a landslide to avoid the attack on the castle. In his desire to save his brother, Luca goes into the war alone to find a unit of his brother, armed with Villar Perosa and Beretta, in 1915. He supports Italian trapped units along the way and drives them towards the enemy fort. Luca discovers the remains of the unit of his brother after he has cleared the fort, and stumbles upon his brother. A deep profoundly mourning Luca is farewelling and a happy birthday to his brother. A concluding subtitle is that war has ravaged the countries, the empires, the families, survivors, and the war's dead, the 'Missing Generation.'
THE RUNNER
The player, who took on the role of Australian messenger and second veteran of the Boer War, Frederick Bishop, during the Gallipoli campaign of 1915. The story begins with Jack Foster, who claims he's newly named Bishop. While at first pessimistic, Bishop reluctantly takes Foster to his wing, he says Foster to refrain from fighting because of his inexperience and young age. Bishop storms Cape Helles' beaches at Gallipoli and is strategically positioned by the enemy. Bishop fired an explosion to prove that the position was captured but was surprised by a lone Foster, who disobserved the order of the Bishop only to switch with the other Allies. Foster is admonished by Bishop for his naïveté and his view of war as a glorious operation, as Foster had lied about his age. The sight of the carnage around him is horrified by Foster, but Bishop tempered his rhetoric and told Foster that they will be all right.
The next day, Bishop volunteers to run Foster, whom Bishop does not think he is skilled in the job. Bishop returns to the HQ to send a message and Foster saves it, shooting a nearby Ottoman soldier. Bishop Whitehall is sending the British officer to a rear command to tell the British that he plans to go on. Bishop learns that the British are preparing to withdraw and cover with artillery burn the rear order. Bishop runs out to get him out, realizing that Foster is already at the forefront. Whitehall, Bishop learns shockingly that Foster has taken part in an attack on an Ottoman fortress. Bishop agrees to follow Foster, while Whitehall in need enables Bishop to disobey the order of dropping back to tell Foster not to have much time.
But the young Australian says that they will not withdraw because of their wounding. Bishop finds Foster and tells him about the imminent artillery attack. Bishop attacks the fort to cover its departure, but orders Foster to start flaring when it is over so the former can escape himself. Bishop seizes the fort by himself and is seriously injured in the process, but he sees the flare of Foster and is relieved that the retreat has been successful. The story comes to an end when Bishop dies from his injury, witnessing British naval vessels shell the fort. In the closing subtitles, the Ottomans finally captured the battle in Gallipoli, leading the post-war Turkey by some impressive survivors. Australian and New Zealand troops fought against Gallipoli and distinguished themselves in battle under their own flags.
NOTHING IS WRITTEN
The players took control of Zara Ghufran, a Bedouin rebel who works closely together with British intelligence officer T, in the spring of 1918. E. Lawrence (more well-known as Arabian Lawrence) battle to undercut Arabian Peninsula's Ottoman occupation. Zara infiltrates in "Al-Ajdar" the derailed Ottoman train and retrieves Ottoman contact codes in a handbook. While Zara, an Ottoman officer, is caught in a pit by Tilkici, Lawrence and several Bedouin insurgents are rescued. Tilkici is asked by Zara and Lawrence to manually use the code to lure a trap of Canavar, an Ottoman armor train, but Tilkici scoffs, the rebels are not going to win.
The rebels, after interrogating Tilkici, learned that three Ottoman officers had to use the message capsules to demand the trains stand. Zara is continuing to penetrate the Ottoman camps by hitchhiking the Ottoman commanders to release two message capsules by pigeons. However, in preparation for the release of the third capsule, Tilkici, who fled from Lawrence, knocked her unconscious. Tilkici drags Zara out into the desert and taunts her by ordering the Canavar to strike the Camp of Lawrence. But before Zara can execute Tilkici, it kills Tilkici.
On his return to Lawrenz, who survived the attack, Zara and Lawrence planned to attack the armored train while stopping for supplies after Tilkici's escape. Zara is infiltrating the village where the Canavar slows and kills train parts, stopping the train from moving. Zara and the rebels in an intense struggle destroy the train and end their forces' threat. After her "revenge" from the Canavar, Zara joins Lawrence to strike at Suez Canal targets. The closing subtitles suggest the Allies refused to give the Arabs complete autonomy even as the Ottomans lost the war and that the conflicts in the region continue until the 21st century.
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