We played Battlefield V for 2 hours and loved it!

Prior to this year’s E3, DICE and EA announced the next iteration of the Battlefield series, Battlefield V. For a while, many fans were wondering exactly when the game will take place and it was finally confirmed that the series is making its way back to the roots of where it started, World War 2. This is coming off of a highly successful stab at World War 1 (Battlefield 1), a time period that had never really been touched in multiplayer FPS. At EA Play, we got a chance to have some hands-on time with a pre-alpha build of the new multiplayer mode. So was it any good? I guess you’ll just have to read on to find out (even though the headline says it all).

Grand Operations

The new mode we played is called Grand Operations. If you’ve played Battlefield 1, then this should sound familiar to you as it’s a revamp of  the Operations mode. In Grand Operations (the instance we played), you have an Attacking side (Allies) and the Defending side (Germans); I was on the Defending side playing as German ground forces. Objectives will vary between maps and games, but in this particular instance we were tasked with defending multiple artillery and anit-aircraft guns. The Allied Attackers needed to parachute in or assault the beaches from boats in hopes of arming and destroying these particular emplacements.

Now I know what you’re probably thinking, it’s storming the beaches of Normandy yet again. That’s incorrect, as this piece of Grand Operations takes place in the snow-covered hills of Norway. Oh and I forgot to mention this takes place at night as well. One new thing about this mode, is that it takes place over the course of multiple days, almost like telling it’s own story. You start off on Day 1 and depending on the outcome (repeat Day 1 again if Defenders win), you move to Day 2 (if Attackers win). What also carries over is player resources and number of tickets left for Attackers. A successful Defend means you ran the Attacker tickets down to 0, while a successful attack means you’ve completed all objectives.

What’s New

One of the first things I noticed was that you no longer had to solely rely on your teammates for Health and/or Ammo. Sure they can still resupply you out in the field, but there are refill stations scattered about that you can utilize. I really enjoyed this change especially since there wasn’t always a Medic around to heal, and I was able to fight off imminent death by accessing a station.

Another new feature was a fortification/building aspect that is incorporated. Every player that spawns in is equipped with a toolkit, which can be used for various things. You can build a resupply station, fortify defenses with sandbags, tank stoppers, barbwire fences, etc., and even do repairs to damaged structures. I feel like this new element adds a higher need for strategy, which in turn will make for better gameplay experience.

This last new feature is one that truly amplifies a dynamic battlefield (no pun intended), and it’s the ability to tow weaponry. It’s a first for the series, but a welcomed change for sure. Using vehicles, you can tow anit-aircraft emplacements, machine gun turrets, and so many more all over the map. This also opens up the possibility of doing a drive-by with an emplacement while being towed. I call it vintage Battlefield.


As a veteran Battlefield player, I felt very comfortable jumping in and getting acclimated to the controls. Classes are standard (Assault, Medic, Support, Recon), but with a new twist. In previous Battlefield games, players can get revived after being killed, but only by someone running a Medic class. In Battlefield V, anyone can revive teammates, but it’s not as fast unless you were a Medic. This, along with the other aforementioned changes will really change the dynamic of the game in a good way.

Running from objective to objective in hopes of holding the attackers at bay truly felt like the quintessential Battlefield experience. Playing as each of the classes, they all felt balanced and none seemed to overpower others. Squads play a crucial role this time around, as squad leaders have the ability to call in strikes to help take out a tank or a plane. This only happens after the squad has accrued a set number of points. I can’t wait to see what other options get unlocked as you rack up the score. As if an emphasis on teamwork wasn’t glaring already, this really cements it.

The ebb and flow of the game changed as the battle raged on. We almost held off the attackers on Day 1, but they managed to destroy the final artillery gun in the final moments. This pushed everyone to Day 2, which takes place on a different map but as dawn breaks (considering Day 1 was fighting through the night). Despite having to load a new map, everything felt continuous and picked right up where it left off.

This time, we were tasked with defending multiple control points. These felt like a compilation of Conquest and Rush modes from previous Battlefield’s in a sense that if the enemy took over a control point, you could retake it as long as you still maintained the second control point. If you lose both to the attackers, then your team gets pushed back.

For 2 hours we battled it out on the greatest stage to ever be set. We sniped, shot, revived and pushed our way to an eventual victory. By the end of the match, a map that once started out as a quaint Norwegian town now looked like Thanos rolled through with the Infinity Gauntlet.

I must say, all of it was very satisfying. The ability to weave a narrative within the multiplayer that kept you immersed through it all. And this was just the pre-alpha build. It’ll be 4 months until we get a chance to play the full game, but until then we’ll be eagerly awaiting its release.

Battlefield V hits stores on October 19th (EA and Origin Access members get early release of October 11th) on Xbox One, Playstation 4 and PC.


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