Undoubtedly one of the biggest releases on the 2021 calendar, Battlefield 2042 has a lot of eyes on it as the official launch date draws closer. Ahead of the launch in November, EA and DICE will be offering players a chance to get some hands-on time with the near-future shooter as part of an Open Beta event. I was offered the opportunity to access the Battlefield 2042 Open Beta ahead of the public and got my first chance to see if DICE’s latest can live up to the lofty expectations.
A storm is brewing
When Battlefield 2042 arrives next month, players will be greeted with the choice of three main game modes — All-Out Warfare, Hazard Zone, and Battlefield Portal. For the Open Beta, all players will be funneled into the All-Out Warfare mode. This mode offers large-scale battles in either classic Conquest mode or Breakthrough, first made popular in Battlefield 1. The Open Beta is limited to a single map, Orbital, in Conquest mode. The game client is quick to launch and matchmaking into a game during the special press event was very snappy.
I was auto-assigned a squad as I entered the server and was greeted to the deployment screen. For those who have played a recent Battlefield title, this screen will be fairly straightforward. From here, you can choose a specific specialist class or a default loadout kit, plus make changes to weapon or equipment specifics. The map will be divided into several sectors that teams must attempt to hold away from the opposing team. You can choose to spawn on a capture point, your team’s home base, or with your squad leader.
Upon my first deployment into Conquest on Orbital, things got intense so quickly that it was nearly impossible to believe it wasn’t scripted. I moved my mouse to look around and see if my sensitivity settings were adequate and I saw a large chopper spinning wildly and it raced across my field of view and then slammed into the side of a rocky hill, erupting in flames. Then, another player on an all-terrain vehicle nearly ran me over and I glanced to my left side, only to catch the rocket (which serves as the de facto centerpiece of Orbital) starting its liftoff procedure.
Thick bursts of rocket exhaust, dust, and debris are ejected violently from the launch pad in all directions. The smoke particles look similar to other alpha smoke effects I’ve seen in other games, except in Battlefield 2042, the amount you see on screen and how fluid its movement looks is bewildering. Folks who played Battlefield 1 and remember the spectacle of the zeppelin encounters (and their breathtaking combustion) will have a decent idea of what DICE is capable of when it comes to flashy setpieces. Because I was standing there with my mouth open like a noob, a tank shell removed me from the realm of the living. I deserved that.
I respawned into the match as one of the specialists, Maria Flack. She has a special gun that can heal teammates and is capable of reviving players with full health. I ran around trying to play support with her as I began to get acclimated to how the game moves and feels. I was able to revive a few people, but the process takes much longer than in previous Battlefield games and got me killed when I didn’t ensure I had adequate cover. I swapped around the various default kit loadouts and settled on the Engineer kit as it had a semi-auto rifle and anti-tank measures. I assumed I could help take out the crazy amount of hardware flying around the map, but without much success. The few times I did get some kills, I quickly realized they were bots. Bots will fill in all the empty slots in a server that real players don’t. To no one’s surprise, real people are deadlier than the bots. I’ll need lots more practice.
I cannot offer any real insights into how well the gunplay, map design, vehicles, and other parts will work as a whole as the play session was too short. As with any multiplayer game, you can’t learn much in the first couple of matches, but I left with a generally positive vibe. The map itself felt really big, so much so that it felt pointless to move between capture points on foot. The total lack of cover and long distances between caps made me feel like a sitting duck at times.
I initially felt helpless as I wasn’t familiar with the various ways to quickly traverse ground, but I did see other players hopping off buildings and doing all sorts of your typical Battlefield tomfoolery. I am sure as I get more time in, the map won’t feel as hopelessly big. That said, DICE explained that Orbital was not one of the larger maps, leading me to finally understand that Battlefield 2042 is all about going big. I don’t know how it will affect balance, but the people clamoring for bigger battles will get their wish.
On the visual side of things, 2042 feels more like an evolution of Battlefield 4 than a generational leap. Battlefield 1 and 5 offered some lavish detours into the World Wars, but modern combat is back on the menu again. All of the graphical effects are stepped up over Battlefield 4, but thanks to the aggressive teal/orange color grading and the zany number of post-processed weather effects, it can be difficult to spot fine details while playing. Even at 4K resolution, the overall image felt soft. I also noticed some oddities like ghosting of my weapon’s outline when moved against a high-contrast background. Individually, none of these things are a big deal, but Battlefield games usually set the standard for graphical technology at release. Hopefully, 2042 will carry that tradition.
What is different from Battlefield 4 is the scale. This franchise has always been known for having bigger maps and battles than the competition, but 2042 chooses to leverage the power of next-gen consoles to make maps bigger, add more players, and ratchet up the classic Battlefield insanity.
Enlist yourself
This week, EA and DICE are opening up Battlefield 2042 so the public can finally see what the fuss is about. The Open Beta session will begin October 6 for those who pre-ordered the game or have an active EA Play subscription. The Open Beta will expand to include all players on October 8 and will conclude the following day. Interested parties can access the Open Beta via the PSN Store on PlayStation consoles, the Microsoft Store for Xbox consoles, and either Steam, Origin, or Epic Games Store for the PC version. See if you can round up 127 of your closest friends and try to launch a rocket (or blow it up!).
These impressions were based on early access to the Battlefield 2042 Open Beta on PC. The session was made available by the publisher for coverage consideration.
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Chris Jarrard posted a new article, Battlefield 2042 Open Beta impressions: The first taste
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Initial first impressions... it's utter chaos, map is pretty big but not huge, but you do have those moments of "wtf am I doing" because there's so much shit going on. Actually not the buggiest experience ever, but there are some bugs for sure. Can't open my map which adds to the disorientation. The vehicle drop in system seems to hardly ever function. Sometimes your weapon attachments don't stay on when you respawn, or when you change guns you have to set it all up again (wtf?). I feel like I'm playing Duke 3D sometimes because when guys die sometimes they just stay standing there so it feels like holo dukes. Oh and sometimes the parachutes don't go away after people land so they're running around with a giant parachute above them.
Vehicles feel … kind of shitty? :/ I drove a tank and flew a jet. The tank felt super floaty and janky. The jet, I couldn't turn with my mouse. I guess you have to use a controller to fly, or I need to adjust sensitivity - it was soooo slow to turn.
Game is pretty though, explosions and everything look great as expected. The starter DMR is a lot of fun to play with but I didn't test too many guns yet. I'll give it some more time after work for sure. -
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I was murdering people and then I noticed..they weren't people. In fact, it was 10 humans versus 11 humans and the rest of the server were AI. Dumb AI that run in a straight line or didn't return fire. My initial impression last night was the graphics were a step back from previous BF games but I think I would like to change that and instead say the graphics are much cleaner. The map is HUGE and has a lot of structures to play around but nothing is dense with detail or clutter. There isn't debris blowing around or objects cluttering every corner which in reflection is ok. Spotting enemies, or rather determining if someone is an enemy or a friendly, from a distance might be an issue. Everyone essentially looks the same or share a common vehicle and it's quite difficult to determine which is which from a distance. I really appreciate the addition of on-the-fly weapon attachments, that's fun to have. The slide move feels pretty good too, I'm sure that won't be abused... I've only tried the grapple dude and that's pretty damn fun for working a building and I think it's potentially OP because it eliminates so many choke points/player funnels which is a good thing or a bad thing depending on how you look at it. I can't figure out how to see a scoreboard, TAB only pulls up a general info screen with just your squad but I'm sure it's buried somewhere in the menus. So far it feels pretty good but I have no indication on where my server is located or my ping. I can only hope they include a server browser because quick match matchmaking can eat a wiener.
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Hah I'm watching Cohh play and his first game he was in a 1v1 with all other bots. He re-queued and got a 64v64 match. Probably just matchmaking struggling with a ton of people jumping in?
No full scoreboard. You can go to the squads and players menu (escape then squads) to see who's in the game but it's not an actual scoreboard. I hope they add that back in...
Grapple is great, I love that. So fun to zip onto roofs and drop in on people. I might go grapple and shotgun for some lols. -
BF really needs to add an option to outline / highlight all friendly targets / soldiers / vehicles, so you can easily tell who is the enemy at a glance. It's needed something like that for at least 3 games now.
Doesn't even have to be strong or bright or visible through walls like L4D https://steamuserimages-a.akamaihd.net/ugc/834703110755345246/73B0287E6C48DDD0BC32E1AB765F4B807A6B6D36/ (though I'd say your squad's outlines should still be visible across the whole map), just enough to tell friend from foe when visible. Then you could even ditch the dumb icons and nameplates floating above friend and foe (when targeted) that add more visual clutter and block more of the surroundings than they help.-
This is one of my biggest beefs with the BF franchise. I can't tell if someone is friendly or not quick enough. I end up just shooting at everything that moves, and that to me is just frustrating. Also, to me, I feel there is no easy way to see where my teammates are going or trying to accomplish. To me BF games are just pure chaos most of the time, they look great, and are fun for a bit, but not overall a every day game for me.
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Yeah, it's a problem. Both their UI and visibility has really sucked for years.
I can't even imagine playing one of these games with hardcore / friendly fire now these days, and that used to be a viable twist on the gameplay, cut down a lot of the spam, increase teamwork, etc.
As for the chaos and not knowing what the rest of your team is doing, I think bringing back a commander mode might really help there, especially now that there's 64 people per side, but I haven't heard anything like that for 2042. No overall attempt again at team-wide coordination makes any mode sound like an even bigger clusterfuck than the prior games. There's still the squad leader coordination and highlighting of objectives, I'm sure. You can at least see what your immediate group wants to do, but limiting that to just 4 players seems absolutely insane at this point. Squads should be up to 8 players or more for game modes with 64 per side, even more so now that they're doing this custom class / many additional operators thing. Larger squads would also go a long way to promoting additional teamwork and immediate coordination in the midst of the chaos. At this point it seems so arbitrary, the only defense for it I've heard is that it cuts down on voice chat cross-talk or spam with randoms, but friend groups larger than 4 still do party chat outside of the game anyway. Make it easier for groups of people to coordinate and play together, add better muting options in public games with randoms. Bring some better team play into this wholly team based series.
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Watched Jackfrags for about 10 minutes and so far other than looking fairly janky it looks like chaotic fun to me. The AI looks just as bad as regular players as far as I could tell. The grapple hook looks like a fun way to move around and all y9our friendlies have blue icons on them not sure why or how that's difficult to read... IDK it seems to me like shackers are jaded with this series and eager to rip it apart - but maybe I'm the one deluding myself.
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Are the key binds broken for anyone else? I went to reset my grenade and special to the side mouse buttons and it worked for one of them, but now I can't rebind anything and I can't even access those functions with the default keys. Other than that, I'm having fun with it so far. It's kind of ugly even at 4K, though. I turned on AMD's sharpening, which I usually never do, just because everything looked so soft.
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Jackfrags - https://youtu.be/dA6DwKBtAZ0
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My only complaint is that it's a pain to get around the map. Tanks feel good,not over powered. Aircraft is aircraft. They don't seem to focus the ground game much. Little Bird skills are right were I left them. Feel like a god for a couple minutes then crash into a tree.
Calling in the Ranger is fun. Weapons feel like Battlefield 5 with modern skins. Not a fan. BF4 feels so much better in comparison. Gun customization in game is cool,but I wish my settings stuck. -
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bingo. this is when you had to run battlefield premium to have priority queuing for full servers, because no one wants to join empty ones.
if they seed the servers with bots that will be insta-kicked for a player, that's a GOOD THING. plus, I can see people not really hating on it because they can farm the bots quickly for their upgrades and shit
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if I cannot know for sure that the dude i just killed is not a bot, it will bother me. There is nothing more useless that killing a bot in a MP game. I understand what they are going for, but i fundamentally disagree with the need to have them in the game. Killing one means nothing, being distracted by one only to get killed by player will be super frustrating, hell even wasting ammo or reload time on one will be annoying as hell.
For me there is ZERO benefit to their addition.
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The bots are there to fill in empty slots. I had a server last night that had 20 humans total playing the rest were bots. Today I've been on servers full of human players. The bots are just there to make a full server and I believe they will drop off to make room for a connecting human so that's pretty cool.
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Some further thoughts after a few more rounds..
Revive takes too long but I understand from a balance perspective but it doesn't mean I have to like it.
Speaking of classes, I guess you pick the operator (gadget) you want and then you can kit out however you wish. That's kind of refreshing.
I am annoyed at the parachute mechanic, you can't really fly around as easy as most games do today, and wost of all you can't look straight down to shoot because your damn feet are in the way!
I like to slide!
Gunplay feels just like BF4 Metro/Locker, a bit of a dice roll on who killed who, so that's on netcode.
Speaking of netcode I hate quickmatch or matchmaking or whatever they are using, I have no idea my ping or any of that.
I played the map on a bright sunny day and then in a rainstorm that brought out the TORNADO! That was pretty cool!
I wish I could put together class kits outside of a game server, I don't know why the hell they do that..
Speaking of the UI, since there is nothing more than Options/Play/Social then I guess that is kind of a win? I don't understand half of the respawn map and hitting TAB during a match gives me useless information. (Scoreboard for both sides please..)
Spawn points are once again atrocious. Spawn me out in the lake with no cover, spawn me in the middle of a parking lot with no cover.. Did I mention spawning out in the wide open while enemies hold angles behind cover? I did didn't I.
I'm still bothered by name tags and the distance the enable, these maps are large with long sight lines, I need to know if that's a friendly out there or not. At the least just tag the friendlies.
Squads are 4 man only? That's gonna make it tough for my game group...
Do I like it or not........ Ye. I think it's going to be fun.
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I like the Battlefields but this map seems a bit bland. Really spaced out and not a lot of geometric detail, feels hard to have close quarters engagements. I liked Caspian Sea but can still think of areas that funneled you into CQC a bit better to break up the pacing, like that fuckin' hill. Maybe I just haven't found a spot like that yet.
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Lol.
Battlefield is the game that had a “exiting menu” loading screen.
Battlefield is the game that didn’t let you quit the game unless you were in a specific phase of a game process.
It also had a long “quitting game” loading screen that would time out after several minutes.
Their UI is the worst in class by far and is getting worse with each game.
This is not surprising -
It was designed by the macOS safari team. https://www.macrumors.com/2021/10/06/safari-15-extension-mac-helps-tell-tab-active/
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Eh, after a few shackbattles where we're on a 32 or 64 player map with like 6 people for 20 minutes until the server populates... I'm ok with it. Running around an empty map is zero fun, at least bots give you some fodder to shoot at until the humans fill the server up.
However, I don't know that matchmaking really works that well in this beta yet... it seemed like if I were in a server mostly full of bots, it stayed that way. I was in one 16v16 (so still 48v48 bots) and it didn't change the whole map from what I could tell.
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The feature where I'm supposed to be able to call in a vehicle (with the B button by default on PC) seems to be bugged for me. B pulls up the UI to call in a vehicle drop, I choose a jeep or whatever so I can zip off to help my team fight for a point, the interface closes and then... nothing. Youtube leads me to believe I'm supposed to get an option to confirm the drop location, but it never happens.
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I tried it briefly it's pure chaos.. I feel like would need a Squad to really feel effective. Also kinda got the feeling I was at a disadvantage in gunfights with Console players. I dunno if they have super aggressive aim assist or what but every gunfight I got into that was against a console player I'd lose. I kinda hope the final game doesn't force Crossplay all the time.
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you can turn crossplay off in the beta already
https://i.imgur.com/jXr1NAf.png
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Played a few more rounds after work. I think it's a blast even with the current jank. Sniping is very satisfying. It needs some polish for sure but, it's Battlefield through and through. I was getting charged down by a Humvee (whatever they're called in this) and I sniped the driver and gunned down the passenger with my pistol, soooo good! I enabled the Nvidia game recording stuff so I can try to capture clips because epic shit always happens and I wish I could save it haha
The graphics are great in my opinion, just a beautiful game so far and we've only played this one map. When the rain starts coming in, or when you see that rocket blow up or launch, it looks so good!! -
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That seems rough... I've had a couple dips but nothing down to 30. 50-ish was the lowest I've seen. 5800x, 3080, running 5120x1440, mostly sitting around 70-90 FPS which is similar to BFV performance.
It looks like this will get DLSS support too. BFV had DLSS 1.0 support, so it was only specific resolutions. I'm guessing this will be 2.0 and actually let me use it at my resolution.
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