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Battlefield 1942: Secret Weapons of World War II First Impressions

PC First Impressions by Tom Bramwell

6 August, 2003

"War is shit," someone said on TV last week. Yes it is. We'd hate to be in a real one, and we hate it when real ones happen. We're not sure how EA feels about war, but they certainly shove a lot of it down our throats. C&C Red Alert, Renegade, Generals; Medal Of Honor: Allied Assault, Frontline, Rising Sun; and of course Battlefields 1942 and Vietnam, with expansions flying around all of the above like shrapnel in a centrifuge.

We find it an awful lot easier to stomach EA's war-mongering when it's not quite real, and not quite recent. C&C Generals crossed the line with its Iraqi scuds and chemical weapons, and Battlefield Vietnam looks like an orgy of napalm and poo-sticks laced with awkward guilt. BF1942 Secret Weapons, on the other hand, drags untested and presumably rejected war plans out of the lab and injects them into live conflict on a canvas of unrealistic settings. Showdown at the Eagle's Nest? Jet packs over Essen?

Videogames seem to be moving back towards the realms of make-believe where perhaps they belong. We certainly feel easier about strafing hordes of infantry with a whopping great bomber when we know it never made it into circulation...

War cover

'Battlefield 1942: Secret Weapons of World War II' Screenshot 1

Relieved of the burden of morally dubious slaughter, we've been fully embracing Secret Weapons of World War II since we got hold of it earlier this week. Like The Road To Rome, its individuality is assured by a bit of rebalancing and a hangar full of new toys. In this case, DICE introduces a collection of extremely destructive weapons, improves aerial combat and insertion, and gives each of the two opposing sides a particular slant, rather than armouries that reflect one another right down to the last shell.

We'll almost certainly see balancing issues emerge during Secret Weapons' infancy, particularly on some of the more exotic maps like The Eagle's Nest, but EA is sure to patch these quickly. Sadly, it's impossible for us to judge this for ourselves right now because EA hasn't set up press servers, and wouldn't give us 64 copies of the preview code. Botmatch it is.

Still, the impression we get is that the wealth of new toys in Secret Weapons is going to change the dynamic significantly, and the best thing we can do at this point is take you through as many of them as possible!

The Rocketeer

'Battlefield 1942: Secret Weapons of World War II' Screenshot 2

Of the new toys, the one that catches most people's attention is the German rocket pack. DICE has been remarkably sensible with this, refusing to add it to a standard loadout and instead leaving it hidden around the maps. You equip it like a vehicle, and tap space repeatedly to rise higher into the air, otherwise controlling direction, firing and so on as per normal. As with the jet pack in Tribes, you have a limited supply of fuel that runs out after a while, but gradually replenishes when you're not using it. Cleverly though, you can't just zoom up into the sky firing your jet pack-issue SMG and then chute down to safety - if you run out of juice in the air you will come down with a splat.

One way of replenishing your fuel supply without landing is to clamber into the new C-47 Cargo Plane in mid-air. This hulking beast acts as an aerial spawn point and can be flown around all over the level by Allied pilots. We're not sure if you're meant to be able to jet pack your way inside, but we did, and promptly killed respawning bots as they sat with their arses clamped to the deck. From the spawnee's point of view, until you exit the plane by pressing E you have only a fleeting glimpse of what's going on outside, so while it's possible to drop over precisely the spot you want to land using the mini-map for guidance, you're relying on the pilot's ability to avoid incoming artillery and rockets.

One such rocket is the new Axis Wasserfall Guided AA missile, which reminds us of the Redeemer weapon from Unreal Tournament. The new guided AA missile is ideal for taking out Cargo planes, Flying Wings and other bombers providing you can control it - like everything in Secret Weapons, DICE is trying to balance its sheer power with temperamental controls, and it's a technique that works. It will take supreme concentration and a lot of practice to perfect the stupidly fast, screen-shaking, limited fuel missile, but when you do, you'll immediately graduate from incidental to invaluable in the Axis war machine.

Wingdings

'Battlefield 1942: Secret Weapons of World War II' Screenshot 3

Also patrolling the skies we have the Allied Goblin Jetfighter, which is fast, small and responsive. Sadly it doesn't pack much of a punch, but it should make for some interesting dogfights, and it's bound to cause some trouble for enemy fighters. It's also useful for protecting the new Horton HO 229 Flying Wing, a monster of a bomber which drops so much explosive that it can wipe out an entire spawn point's resistance, as we found much to our delight in the early hours of this morning. It moves surprisingly fast and has a pretty mammoth turning circle, but as long as it's in the sky with a vaguely competent pilot you won't want to be on the ground.

The Flying Wing is also responsible for probably our favourite moment with Secret Weapons thus far, which involved firing a T-34 Calliope rocket launcher from a turret mounted on a Sherman tank. Controlled separately to the tank's main cannon, this devastating rig can loose up to five rockets simultaneously, and in this instance we found ourselves faced with a bombing run from monstrous Horton, only to take it out of the skies and watch it surge downwards and plough into the ground just metres away.

Another new and fairly large tank is the Axis Flakpanzer, equipped with an AA gun, which while not as visually arresting as the rocket launcher when it's billowing smoke, does at least make a satisfying boom and cause mayhem for anything in the sky - we even hit a hapless rocketeer with it. There is also the new snub-nosed Sturmtiger, with its front-mounted naval gun, which will destroy just about anything in its path in one shot, and lest we forget the motorcycle with sidecar-mounted machine gun. It's like swatting a fly if you can hit it with a Panzerschreck or tank round, but it can be very useful in getting from A to B at speed and firing on the go.

Weapons grade

'Battlefield 1942: Secret Weapons of World War II' Screenshot 4

Perhaps less exciting are the basic weapon changes, but in giving some of the classes more of an advantage, they do affect the balance of the game quite significantly. For a start, there's the new Allied assault rifle. We like using this, because it's great at sprinkling anything within about 20 yards with bullets and carries more than most of the other weapons in BF1942, but we don't like being on the receiving end because it's pretty powerful and goes on for longer - and what can we offer in return?

Allied engineers are now equipped with the Remington Auto 5 Shotgun, too, giving them the chance to punch holes in Axis' troops when they're trying to break through to plant mines and detonation packs, whereas the Axis engineer retains a rifle, but this time it's a Mauser K98 Grenade Rifle. It's hard to aim, but then again it does cause more damage than the average car bomb when it hits its mark.

Our favourite new weapon? Apart from the throwing knives, which are as entertaining as they sound, we'd probably go for the new semi-automatic Axis sniper rifle, which can pump out round after round without the old fire, reload, zoom, fire routine. It doesn't do as much damage as the original, but it does mean you can take a second shot if you graze your target.

Behind the lines

'Battlefield 1942: Secret Weapons of World War II' Screenshot 5

Finally then, we come to the playgrounds themselves, a myriad of different locations several of which never saw a shot fired as far as we can make out. The Eagle's Nest, for example, is generally thought to have seen one and one alone. However in Secret Weapons, the Axis forces are defending it right to the hilt, with the nest itself up on top and a couple of control points and armouries further down. It's a long and arduous trek to the top for Allied forces, who must first capture a town square and then a small compound a short way up the hill, but after that the onus is on the Axis forces to come out and fight, because they don't have enough control points to hang around shooting up the bridge until the Allies hit zero.

Another new map is based on the German city of Essen, and more has been seen of this than many of the others. It's a tight and complex beast with lots of little nooks and crannies and an Allied airbase positioned one side of a bombed bridge, with the Germans entrenched through the town. Capturing it is by no means easy, but the C-47 Cargo Plane is on hand and there's a jet pack lurking in one of the hangars...

Other new locations include Prague, a V2 Rocket Research facility and a nighttime excursion in Kbely Airfield. From what we've seen of these so far, they're as expansive as usual with the individual flashes of genius we've come to expect from Battlefield. We'll be investigating these in more depth for our review next month.

The Secret's out

In the meantime, the real test of Secret Weapons' mettle comes on Friday with the release of the demo Hellendoorn mission, and we thought instead of overloading you with our quick-fire thoughts on that, we'd give you this overview of the expansion pack and let you make your own minds up. After all, we won't know how Secret Weapons really stands up until there are 64 soldiers running around willy-nilly.

Expansion packs are notoriously difficult to get right, and although The Road To Rome did a pretty good job, we think Secret Weapons is going to be a much more important addition to the BF1942 fold.

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Comments: 1-29 of 29 in total

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ssuellid
06/08/03 @ 13:23
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Sounds like a far better expansion the RtR and for a change worth the money. Shame they don't put as much effort into sorting out the online cheating etc.
Tiger_Walts
06/08/03 @ 13:37
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How fast is lateral movement with the jetpacks, and how long is the burn time?

Not fast/long enough to reach faraway control points in one hop I hope. Players sacrificing planes to reach control points quickly is bad enough, but in this case players get to keep their jetpack, so they could make a second hop. The initial stages of a battle may be decided by one player alone.
FWB
06/08/03 @ 13:45
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Campers rejoice. Thou hast found a new item to tk over.

Tiger: Yep, probably my biggest problem with the game (aside from cheats), is the plan hoping. You put all this effort into capturing point after point, just for one guy is fly right over you and take the place you started from. I wish they'd have the option to force players to capture spawn points in some sort of order.
Merefield
06/08/03 @ 13:48
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Surely you could just implement a requirement for a certain number of troops to take a spawn point? That would make it more realistic...

btw I thought RtR was fantastic - the maps are full of diversity, detail and great design...
FWB
06/08/03 @ 13:56
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RtR sucks. I haven't played it in weeks. I liked the hill map, but the others were really badly designed and a fine example of what plane hopping can do to a game. Those new aircraft were badly thought out too. Its just too easy to rack up kills in them.

I wouldn't up the troop requirement for taking a point (although that might work). Instead I'd have an option to play maps with an ordered capture system. In otherwords you can only take a spawn point next to one you already have, apart from when you have none, then you can take any.
Merefield
06/08/03 @ 14:01
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Yeah, I guess it makes sense not to have re-inforcements appearing "out of thin air" behind enemy lines...fair enough FWB
FWB
06/08/03 @ 14:04
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TBH its all about what works for the gameplay. I'd prefer something a tad more realistic, hence I would at least have it as a server set option.

BTW, I like how all the "secret" weapons are originally German and they've just taken later Allied versions to even it all up. Then again, what fun would it be if the Axis got everything?
pjmaybe
06/08/03 @ 14:16
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Looks good...hopefully some of the newer weapons won't turn this into a one-sided match.

And for fuxsake EA, fix the cheating online. Just do it. BF1942 needs that more than it needs new toys.

Peej
statix101
06/08/03 @ 14:28
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Those system requirements are still a great work of fiction IMO.
treble,nay,quadruple everything they say, and you get a decent game!!!! otherwise it can turn into a slideshow....
Merefield
06/08/03 @ 14:28
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Peej, at least they got rid of the old tank hangar camp!
Edited 1 times, most recently on 06/08/03 @ 15:29
Viktor
06/08/03 @ 14:39
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Extremely well written preview! Thanks!
Nemesis
06/08/03 @ 14:57
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Not played BF42 in a while....must get PC back together. Still, another interesting expansion pack from the nice people from EA.

Moo.
FWB
06/08/03 @ 15:44
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Eh? That's articles point, that a number of locations never saw battles.

If you're referring to Hitler's death, yes, he killed himself under the chancellery in Berlin.
Viktor
06/08/03 @ 18:04
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I think EG has a point about wargames. Usually war movies are quite shocking anti-war portrayals of the real horrors of war, but gaming has a tendency to glorify fighting the same way as Reagan era films and old WW2 propaganda.

Operation Flashpoint is probably the most dramatic virtual war, which also made me realize that I would never, ever want to fight in a real one.
pjmaybe
07/08/03 @ 16:16
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Only the evil ones though, the nice ones help old ladies across the road...INTO THE NEAREST BLAST FURNACE!!!

Peej
FWB
08/08/03 @ 09:29
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yeah, i caught that too. the author's attempt at being clever shows his lack of any sense of history.

But you don't have to be so rude about it. Not everyone is a history nerd like you or I.
krieg
08/08/03 @ 18:20
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history channel rules!!!!!!!
Mrgarrison1218
10/08/03 @ 01:20
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From playing the demo, SwoWW2 looks to be an improvement to rtr, but the new vehicles are still not as accessible as those in dc. A great idea to expand on the tired ww2 fps genre, with new weapons and vehicles not usually seen, or associated with the conflict.
krieg
10/08/03 @ 03:15
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the demo is okay, dont get me wrong, but nothing special, i do like the flakpanzer or whirbelwind i think is what its really called, n e way the demo is worth checking out and trying, but with all the hype they put on it i was slightly dissapointed
krieg
10/08/03 @ 03:19
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wouldnt have hurt if the demo had a better map or better stuff either
Errol
11/08/03 @ 09:36
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Who won the bloody way anyway ?
mouse [staff]
11/08/03 @ 09:40
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Eh?
FWB
11/08/03 @ 09:53
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Ehh, indirin, if we use your crappy (and I'm being kind here) analysis of the aims of the Nazis party, then surely they're (neo-Nazis) winning right now?
Edited 1 times, most recently on 11/08/03 @ 11:17
Merefield
11/08/03 @ 13:05
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I think he was joking...

btw, I like the demo...a lot, particularly the amphibious craft and especially those fast amphibious german "jeeps"...great fun doing a ton along a dirt track, losing a slow tank, to reach and take over an enemy check point...the map seems to reward this "fast attack" style of play...
FWB
11/08/03 @ 13:58
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I think he was joking...

You could be right, Merefield, but you never know. Its something a redneck might seriously post.
krieg
11/08/03 @ 16:11
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i was let down by the demo, i mean the whirbelwind was fun, 4 AA guns, but really they could have picked a better map and more fun stuff to use for the demo, i had fun playing the demo, but after it i dont think ill buy the game
pjmaybe
11/08/03 @ 16:14
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Best bit of the demo - trying to leap a motorcycle combination across that "suspect broken dodgy bridge" ramp thingy.

Oh and ignore the specs above. I'm running this on a 1.8ghz P4 with a 64mb GeForce 2 graphics card and it's slower than a slug on a snowboard stuck to a shed

Peej
krieg
11/08/03 @ 16:18
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the demo is worth trying but i dont think this game is worth buying, save the cash for something else
Errol
12/08/03 @ 12:03
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when is the sdk due out then ?

Comments: 1-29 of 29 in total

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