6th
Pre-Review of Frontlines: Fuel of War
This article was most recently seen in the comments section of my first ‘Blog post, but the one person to whom I writ it, didn’t read it. So, it is with a light heart that I move it here. Enjoy:
I’ve not yet played the full version of Frontlines: Fuel of War so I can’t make a judgement call just yet. I have, though, played the Online Multiplayer Demo as downloaded from the XBox Live Marketplace.
The action is intense, but from what I’ve seen there’s only one online gameplay mode, which is an overgrown version of Domination from Call of Duty 4. That is to say, you grab points of interest in an effort to move the ‘frontline.’ Advance that line to the enemy’s front door, and ‘game over.’
When one team gets a majority of the map under their control, they have a plethora of spawn points to choose from. The more points you can attack from, the greater your advantage. What it inevitably boils down to is once one team starts to win, they’re generally going to keep winning. Near the end it’s going to be a big ol’ ‘Spawn Camping Party’ because the only spawn points you have access to are along your base’s front door. When that happens, you’re basically surrounded with no real choice of spawn.
Another gripe I have is with in-game communication; You can only chat with 3 other people in your ‘platoon,’ and no one else. This means you can see your teammates all around, but you can’t warn them about enemy activity right behind them. I just find that very irksome.
To put it simply, I don’t think I’m going to be leaving CoD4, Rainbow Six: Vegas 2, Halo 3 or Team Fortress 2 for this game any time soon.