Battlefield 3 how long is the campaign




















I will give credit to DICE for creating what I feel is the best dogfight sequence in any game to date. We may collect cookies and other personal information from your interaction with our website. For more information on the categories of personal information we collect and the purposes we use them for, please view our Notice at Collection. Become a Member Sign In. VentureBeat Homepage Games Beat.

General Newsletters Got a news tip? Free: Join the GamesBeat Community for access to 3 premium posts and unlimited videos per month. Learn More. Sign up with your business e-mail to continue with ticket purchase. The single-player campaign in a Battlefield title would ideally focus on what the game does differently from its main competitor, but DICE seemed content to simply steal everything it could from the Call of Duty series, placing it all in an engine that will take advantage of every bit of power your PC can throw at it.

It may be pretty to look at, but it's an utterly hollow experience. DICE seemed to forget everything that made the Battlefield games successful as it crafted the single-player campaign. The missions are linear, and the action is often broken up with lame quick-time events in order to show you something cinematic. Serious men say serious things in serious voices during the cutscenes, and there is none of the goofy humor and personality from the Bad Company 2 campaign.

This is a deadly serious look at war—if war is a roller coaster that gave you no control over anything. The choices you can make boil down to in what order should you kill the guys in front of you. Even playing the game on the Normal difficulty setting I died way too often, usually due to breaking the expected order of the scripted events.

You can't pop your head up out of cover until the game says you should, or it's instant death. Don't try to find a bad guy until you're handed a weapon and told exactly where to fire it. The strings that keep all these scripted events running smoothly are visible the entire time, so nothing ever feels natural or organic. The game expects you do to things a certain way, and will often kill you for trying to deviate from that path.

There is no way to quick-save, with the result that some sections feel like lengthy experiments in trial-and error-gameplay. Jump to comments Editor wyp Wesley is Eurogamer's editor. He likes news, interviews, and more news. He also likes Street Fighter more than anyone can get him to shut up about it.

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