Battlefield 3: End Game
DeveloperEA Digital Illusions CE
Release date19 Mar 2013
Battlefield 3: End Game is the fifth expansion pack for Battlefield 3. This expansion brings a balance of infantry, vehicles and new DLC weapon platform extras to the battlefield. In alignment with previous expansions this DLC introduces four new maps that are in harmony with the new weapons, game modes, and style of game play. Game mode additions for this expansion offer one new type: Air Superiority and a returning classic mode, capture the flag.
About Battlefield 3: End Game
Battlefield 3: End Game is released by Electronic Arts in 19 Mar 2013. The game is designed by EA Digital Illusions CE. Battlefield 3: End Game is a typical representative of the Shooter genre. Playing Battlefield 3: End Game is a pleasure. It does not matter whether it is the first or a millionth hour in Shooter, there will always be room for something new and interesting. Thrilling levels and gameplay Battlefield 3: End Game will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 19 Mar 2013 released games such as:
- 🎮 Saints Row IV: Super Dangerous Wad Wad Edition (aka the Million Dollar Pack)
- 🎮 Intake
- 🎮 Electronic Super Joy
- 🎮 Gears of War: Judgment
In addition to Battlefield 3: End Game, the representatives of Shooter games also belong:
A complete list of games like Battlefield 3: End Game can be found at AllGame here.
Battlefield 3: End Game is versatile and does not stand still, but it is never too late to start playing. The game, like many Shooter games has a full immersion in gaming. AllGame staff continues to play it.
Battlefield 3: End Game is perfect for playing alone or with friends.
At AllGame you can find reviews on Battlefield 3: End Game, gameplay videos, screenshots of the game and other Shooter representatives.
Battlefield 3: End Game - Review
The previous DLCs were all characterized by a central theme. Back To Karkand brought us back to some of Battlefield's most popular maps from the past, while Close Quarters, Armored Kill and Aftermath offer a different interpretation of the proven mechanics of the DICE shooter. End Game instead does not seem to have anything comparable, apart from a vague seasonal division of its four maps and their large size, but it must be said that this lack is not a problem in itself. In addition to the four new maps, there are also other innovations introduced by this DLC: a new game mode, "Capture the flag", many new assignments to unlock the plates for our soldier and three new means of transport, including motorcycles from cross, undisputed protagonists of End Game (for better or for worse) of which I will speak more in detail shortly. The new game mode is in all respects identical to that already seen in other similar games: each team has a flag and to score points you have to steal the opposing one and bring it back to its base, obviously avoiding that the enemies do the same with ours . That of "Capture the flag" is a different rhythm than that of the classic Conquest mode, and is more similar to that of Corsa, unfortunately. The presence of only two goals favors more defensive and less dynamic attitudes and players who prefer to act and play actively to conquer the goal will find themselves all too often in the sights of the more patient ones who simply keep their flag under control. The large size of the maps also make walking between one base and another extremely boring and, as often happens in Battlefield 3, you cannot always find a means of transport. The lack of structures or areas that encourage clashes between players make these transition phases less fun and disadvantages a more fluid and dynamic development of the games.
The sun in the eyes is as realistic as it is annoying, especially during the most chaotic phases.
During the promotion of this new map package, the bikes were often at the center of the films and images disseminated, and after trying End Game the reason is evident: the map design and the new game mode revolve around the new vehicle on two wheels. Motorbikes are essential to move quickly from one goal to another and to capture the flag and to cover the expanses of terrain of the playing areas. It almost seems that DICE, for fear that the players did not use the bikes sufficiently, purposely stripped the maps of points of interest and noteworthy structures. Moving between one goal and the next on foot is boring because there is not much to do while moving; there are no buildings, areas to be protected or conquered to have a strategic advantage and the landscape, however graphically excellent as usual, is sadly flat. Often you run for minutes, perhaps running into some opponent as bored as we are, or ending up being killed by an enemy hidden in a bush or by a distant sniper. The new vehicles do not have a noteworthy impact on the game and, as per tradition, a good helicopter pilot will make the good and bad weather, despite the presence of new anti-aircraft vehicles. We admit that the bikes are a lot of fun to ride and that the maps offer jumps in large quantities to take advantage of the agility of our two wheels, but normally I don't play Battlefield 3 to ride a motorcycle.
Alessandro De Luca had a motorcycle when he was young, but he always thought that his place was on an asphalt road and not on a battlefield. You can wait for the start of the MotoGP championship with him on Twitter.
We gathered the finest game reviews for you to have a better idea of the Battlefield 3: End Game
GambrinusReview of Battlefield 3: The Decisive Battle - A Goodbye to the "Three"
The review was based on the PC version.
We're slowly reaching the end of Battlefield 3's life. The fourth part looms more and more clearly on the horizon, and the publishing cycle of the "Three" ends with the addition of The Decisive Start . Despite the highs and lows of DLC additions, it must be admitted that DICE finishes as befits a real man. The decisive clash is, next to Overtime , the most interesting extension to the base, in many places referring to the Panzer Forces , but correcting the most persistent shortcomings of the tank expansion.
The Decisive Match is, in a sense, the perfect complement to Overtime . The penultimate expansion threw us mainly into urban areas, full of narrow passages, streets and barricades, which rewarded infantry activities. Meanwhile, the latest DLC focuses on the countryside and the surrounding area - four maps offer natural, extra-urban areas full of forests, hills, with complexes of buildings located here and there, connected by a network of mostly barely paved roads. Naturally, associations with the Caspian Border and locations from the armored forces come to mind. Just like them, the new maps primarily support mechanized operations - infantry in the open area is vulnerable to fire from snipers, tanks, armored vehicles, fighters and helicopters.
The new expansion clearly puts the emphasis on vehicles , which does not mean that the Gray Walker has nothing to do here. In fact, the role of engineers and laser targeting increases proportionally to the amount of scrap metal rolling across the map. In addition, each area is full of natural covers - ravines, valleys, rocks - allowing you to sneak behind your opponent's back and prepare ambushes for inattentive drivers. In the Conquest and Assault modes, the balance was laid out really well, thanks to the premiere cars.
Before the premiere, the most attention was devoted to motorcycles and it is no wonder. Two-wheelers allow you to quickly travel between distant points on the map , much faster than, for example, armored personnel carriers. In Conquest, this means the ability to take over key positions earlier, and in the Assault, unexpected flanking of the enemy base. There is no question of walking for several hundred meters when the last combat vehicle escaped from under our nose. On the other hand, the bike is clearly visible - a "cavalryman" rushing at breaking his neck must take into account the fact that he will attract the attention of half of the enemy team. The vehicle is a grateful target, especially for Javelin engineers, and its tremendous speed and maneuverability do little to help a self-steering rocket. There are also many daredevils on the servers who want to get a medal that falls for an opponent's run-over - it works so badly that I died only once under the wheels of the motorcycle, and such hussars are easily removed from the saddle. Don't get confused by video compilations of spectacular two-track kills - for each success there are several, if not a dozen, grotesque mishaps.
Another anti-aircraft defense vehicles are a slightly less successful novelty. The improved Vodnik and HMMWV vehicles have an impressive firepower - in the first mode, they fire targeted surface-to-air missiles, in the second mode, unguided missiles become the terror of tanks and transporters. Thanks to their high speed, the trucks can change position in no time and maneuver between key fronts. In this case, frequent and effective dodges are practically necessary here - these vehicles turn out to be very vulnerable to fire, even from low-caliber weapons, fragments of fragmentation grenades, and the targeted vehicle counts its life in seconds. In addition, the range of the anti-aircraft missiles leaves a lot to be desired, which a good pilot can use poorly, and the Vodnik / HMMWV itself has no defense against targeted missiles. This does not change the fact that at the wheel of the Vodnik AA I had a few spectacular knocks of helicopters, and the pilots try to eliminate new vehicles in the first place. Is it because they are a grateful target or because they are afraid of their firepower, it's hard to say.
The creators developed the concept of a gunboat from the Panzer Forces in an interesting way . Again in Conquest, one point is associated with access to air support. This time, however, it was implemented in a more thoughtful way - instead of a flying fortress, we get a mobile means of transport, from which we will not only drop the infantry, but also roll out a support vehicle , clumsily falling on large parachutes to the center of the map. It works really well - one side gains the option of getting to the center of fights faster, but at the cost of defenselessness during landing. Sometimes the hunting of jumpers resembles scenes from the fights for Arnhem in 1944, with a properly prepared welcoming committee at the estimated landing site. The most important thing is that the situation with the Panzer Forces is not repeated, where the gunboat only frustrated the god of spirit of the innocent infantrymen who were unable to bite off the flying colubrine battery.
As you can see, all of the mechanized additions in Decisive Combat support an aggressive and dynamic playstyle . They fit perfectly with this in Capture the Flag, a mode that requires more than anything else than a manic fantasy or dukenukem "eggs of steel". What seems less complicated on paper than planting two bombs in the Assault actually requires a lot of courage and close cooperation between the team members. Leaving the center of the enemy base alive and carrying the captured banner on your own back is quite a feat. With two balanced teams, a half-hour match can close with a real football result - e.g. 1-0. This does not mean that nothing is happening at ZF - quite the contrary. Often the most emotional moments came from stalemates when both teams were in possession of the opponent's flag, which meant that neither could score a scoring touchdown. A series of ramp fights began and the juggling of forces in such a way as to recapture one's own trophy without losing the enemy's totem.
Screenshots will help you evaluate the graphics and gameplay of Battlefield 3: End Game.
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