Something went wrong. Try again later

gamer_152

<3

15033 74588 79 710
Forum Posts Wiki Points Following Followers

Blood Swept Lands: Battlefield 1 and The First World War

Note: The following article contains major spoilers for Battlefield 1 and Halo: Reach.

No Caption Provided

During World War I, the United Kingdom lost almost 800,000 men on the battlefield, many of them little older than boys, and that was just a sliver of the total killings. Between direct casualties, civilians who starved or died of disease under rationing, the Armenian genocide, and other fatalities, 16.5 million died in the war. Almost 50 million more died from 1918-1919 in the epidemic of Spanish Flu spread via the bodies of soldiers travelling the globe. Those who lived were left with hellish memories and often even trauma, with 70 million personnel worldwide seeing combat. Yet, when the 100th anniversary of the war rolled around, Britain found itself in the unusual position of not remembering this conflict with the stark clarity you'd expect given the number of headstones at the end of it. 70 million people were disappearing into a memory hole.

No Caption Provided

The majority of the UK population don't spend their time wandering down the corridors of history, and in education, media, and memorials, World War I had become overshadowed by World War II. Think about how many WWI films there are in comparison to WWII films or how much you learned about each in school. One reason for this collective fog around The Great War is that it ended twenty-one years before the Second World War started. By 2014, no one from the First World War was alive, while a number of people from the Second World War still were. Of those that had died in the latter conflict, their deaths were more recent. Not only were there more veterans around with first-hand accounts of the Second World War, but as that tragedy was closer to us on history's timeline, it had a more direct impact on modern politics, and so, we often treated it as more relevant.

For creators of video games and action films, the above motivation and a couple of others shepherded them away from WWI and towards its older brother. WWII had more evolved firearms and tanks which could make for more seismic action scenes, and in video games, wouldn't jam in the player's hands or stall the pace of a battle. It was also less of a challenge to write a sense of purpose into World War II scenes. The prime movers of World War I are not easily explained or emotionally invested in; they're domino chains of alliances and enmities spread across 20th century Europe, few of which are going to have personal meaning to anyone today. But in WWII, we can all get behind the military's intention of defeating a clearly-defined evil: Nazis. Of course, the aims of the war were more complex than the allies wanting to stop genocidal imperialists. Still, the event lends itself to being presented as a good vs. evil showdown as opposed to the almost bureaucratic exercise of the First World War. Video games, in particular, have traditionally looked for enemies that users will identify as foes on-sight and can kill guilt-free. Nazis fit neatly into that role.

No Caption Provided

At the centenary, the 100 year anniversary of WWI, the British government attempted to resurface memories of the fast-fading tragedy. They had pledged tens of millions to the remembrance of the war and its combatants. Media had a weighty responsibility in this memorialising. It had to make the public internalise the suffering of an international massacre in a way that they were not currently doing. Its duty was to realise and detail a forgotten sacrifice of millions and give a voice to millions more who lost their children and partners to the carnage. The BBC, for their part, produced 2,500 hours of TV, film, and radio on the topic. Outside the Tower of London, an art installation represented every British and colonial serviceman taken in WWI with a ceramic poppy, and perhaps the most famous filmic contribution to the anniversary was Peter Jackson's They Shall Not Grow Old. Jackson's editors took nearly 100 hours of World War I footage, cut it down, colourised it, and accompanied it with readings of letters from the soldiers. So, what did the games industry give? During the 2014-2018 period, three prominent games dealt with the conflict.

The first of these was Ubisoft's Valiant Hearts: The Great War in 2014. It was an adventure game that sometimes cartoonified a grisly, depressing event, but it put aside plenty of time to give a human voice to the characters and show that people on the front lines were connected to loved ones back home. It was laden with educational text and needless to say, it does not end happily. Ubisoft also inserted some missions set in World War I into 2015's Assassin's Creed Syndicate. In them, we swat away blitz planes, sabotage German spies terrorising London, and get to meet Winston Churchill. The level is about satisfying play rather than commemoration; it takes opportunities to empathise with war victims and instead makes them about your reflexes and smarts. That being said, it doesn't feel like there's a moment where it trivialises the deaths of anyone.

No Caption Provided

But Valiant Hearts had a modest audience, and the wartime missions in Syndicate comprise a single family of sidequests. There was only one mainstream game solely dedicated to the war, and it was 2016's Battlefield 1, a full-length triple AAA game inviting players to relive the bloodshed of the 1910s. It's a title that reminds us of the forgotten theatres and evolving armaments of the conflict, but unfortunately, also fetishises and glorifies it. When EA revealed the game, they did so in a smash cut trailer of all the most searing gunfire and explosion they had on hand and varnished it with a warbling club remix of Seven Nation Army. When DICE General Manager, Patrick Bach, described the title at E3 2016, he talked only about how destructible the environment was and how formidable the vehicles. He touted the game with the phrase "All-out war has never felt so epic". Following the conference, a multiplayer match of the game was commentated over as an exciting sport rather than a real, historical event where men saw their friends die gruesomely in front of them.

In my experience, the gaming community was reticent to accept criticism of EA and DICE's framing in this presentation. I saw a lot of people saying that the multiplayer was always going to be pure empowerment fantasy, but that we should focus on the assumedly more reverent single-player. I still don't understand why we were meant to ignore the exploitation of large-scale death ripped from the history books in the multiplayer. It's as much a depiction of the war as anything else in the package, and an expectation that it wouldn't honour the conflict wasn't the same thing as a free pass for it do so. Our earliest glimpses at the single-player also didn't suggest that it would be much better, but as people pointed out at the time, marketing often sensationalises and filters out the sizzle of games while ignoring their emotional grounding. Remember EA's "This is the New Shit" trailer for Dragon Age: Origins? It was reasonable to withhold judgement of the campaign in the moment, but when the time came to judge, DICE didn't meet the loftiest of expectations.

No Caption Provided

Battlefield 1 uses an anthology format where, much like in a horror anthology, the discrete nature of each story means characters can be killed off quickly without sabotaging the plot of later chapters. That's an indispensable tool when writing about military engagements, and the game needs to use multiple narratives for its remembrance as a war fought on a continental scale could never be summed up with a single soldier's journey. As the game divides up its story, so will we, as we describe each section in order.

Intro: Storm of Steel

This opening sequence features German units beating back the 369th Infantry across wartorn France. We play the 369th, which was a black regiment, and in the run-up to release of Battlefield 1, this brought out fervent racism in some corners of the gaming community. A select group of gamers claimed that the appearance of African-Americans in World War I was ahistorical despite the "Harlem Hellfighters" being a real infantry made up of African-Americans. Others thought black people were over-represented in the game, despite the 369th only showing up for ten to fifteen minutes, but being the troops that saw the most action in the real war. As with other controversies involving women and minorities in historical games, these detractors' reactions were not based on the facts but on a general feeling of who belonged where. In this case, a sense that all of western history before a vague cut-off date was white and male or should be depicted as such, but as Storm of Steel shows, that's inaccurate. We'll return to that point in Chapter 5.

No Caption Provided

This intro is Battlefield 1 at its best, and that's down to it borrowing a page from Halo: Reach. The Battle of Reach is the most famous defeat of the fictional UNSC, Halo's "good guys". Bungie made the fight feel ultimately unwinnable by ending the campaign with a mission where you're met with infinite waves of bloodthirsty enemies, and once you die, the story is over for good. Storm of Steel chains together a sequence of these permadeath fights, and at the end of each one, displays a name and dates of service. It puts you in the mindset of someone who continues to keep a finger on the trigger even when death is certain, and when you do die, it's not a typical "video game death". There's no respawn, and you're not immediately prompted to start the game over with the same character; like true death, it's irreversible.

Chapter 1: Through Mud and Blood

The first full chapter is all about the tank and follows Daniel Edwards, the newest operator in a Mark V crew who are providing the big guns at the Battle of Cambrai. I understand the narrative utility of the tank. Survival in the war was predicated on soldiers' ability to communicate and strategise as a unit, and they were bonded by that cooperation. This machine is an easy way to push characters into a situation in which they must unify and make it clear to the audience what working together consists of. However, in this chapter, you never feel like you're controlling one soldier in the crew that must march to the beat of the others. Instead, it feels as though you take hold of every squad member at once, with the power to fire either gun, turn the tank, or repair it on a dime. And you go from the anxious vulnerability of that permadeath lead-in to rolling around in 29 tonnes of metal, armed with two booming cannons and four reliable machine guns. Battlefield 1 immediately abandons modelling the fragility of young men on the front lines to emulate the machinery of the time.

No Caption Provided

If you're going to speak on one technology that emerged from the First World War, you're right to choose the tank. It's a product of the then-recent industrial revolution, it intractably altered warfare, and it struck terror into troops on both sides. This stage also gets it right that the tank and plenty of other WWI implements were constantly breaking down. The chapter is a lot of your vehicle stopping and starting, and the shelling you take means that you have to repair Black Bess here to full constitution now and then which you can't do while treading mud. However, the fact that you can sit stationary, hold left bumper, and watch the landship heal from a smoking wreck to factory condition in about twenty seconds glosses over how arduous the repair job often was. You only become fully aware of the cost of the tank's instability near the end of the mission.

The Mark V goes belly up, leading Edwards to infiltrate three German camps to steal spark plugs for its engine. There's also a surprisingly beautiful moment where the tank is on the edge of caving in, and the characters' only hope is to send a carrier pigeon back to their allies with you controlling the bird. It's much more interesting than shooting your way out. The ending of the level also has a lot of potential, but a combination of too few cutscenes and a lack of humanising gameplay stops it short of being the gut punch it could be. After all that self-endangerment to procure the spark plugs, the tank survives for a single struggle over a small French village and then blows up anyway. An enemy soldier shoots one of your fellow crew members in the head which sounds sad, but the game doesn't even blink. You don't see the other characters' reactions, and inexplicably, the two surviving members of the crew literally walk off into the sunset. It's the game saying "Let's both agree to ignore that dead body and maybe we can tack a happy ending onto this thing".

Chapter 2: Friends in High Places

No Caption Provided

While Through Mud and Blood at least had the bones of a tearful war story, Friends in High Places feels plucked from a shelf of boy's own adventure books. In it, we play rapscallion Clyde Blackburn who steals the plane and identity of George Rackham, a son of the Earl of Windsor. With Rackham's co-pilot, Wilson, in tow, Blackburn goes on an aerial killing spree. The problems with the repair mechanic from the tank sections are only intensified when you're slouching in the cockpit of the prop plane. How you fully repair a plane in mid-air is beyond me, and you're not even required to stop to do it. You don't feel like a soldier with their life on the line; you feel like a wrathful dragon.

The chapter follows the same structure as the previous: we get a menacing vehicle, we lose it, and then it's returned to us for an eruptive finale. For Blackburn, that loss consists of having his plane shot down over no man's land where DICE impressively models an environment that both looks exactly like an artist's depiction of hell and yet is also completely believable. You drag Wilson through this inferno back to Rackham who prepares to court marshal you. The comedown from the giddy delirium of the blue skies combat to Blackburn internalising that he's a liar and a cheat is genuinely sobering.

No Caption Provided

But then, as Blackburn's handcuffed to a ship in London, a storm of blitz planes rolls in, and as there's only one man for the job, we're right back in the dogfights again. Blackburn and Wilson crash land on a zeppelin and then our dashing hero runs across some scaffolding inside before commandeering its flak gun which he uses to ignite two other airships. The blimp he's standing on blows up, and he and Wilson jump into the River Thames. Blackburn ends the chapter by hinting that his version of events might be embellished, which of course it was. A soldier couldn't run over an intricate series of beams inside a balloon, and no blimp exploded outside the Houses of Parliament. The question isn't if Blackburn is lying; it's how much he is. It being plausible that none of this story happened is a testament to how far the game has gotten from following the history after just one full chapter. Friends in High Places couldn't care less about the lived experience of real soldiers; it just wants to use The Great War as a pretence for some Jack Sparrow-grade hijinks.

Chapter 3: Avanti Savoia!

We come back down to Earth when Italian veteran Luca Vincenzo Cocchiola tells his daughter the story of his service with the Arditi in the Dolomite Mountains. While the first two chapters represent the new vehicles The Great War produced, this one represents a new kind of soldier birthed from the war: the shock trooper. You do have a signature piece of equipment in this level, and it's your armour, but unlike the Mark V and the plane, this casing doesn't lend you any new abilities; it just increases your resistance to incoming bullets. Although, this protective clothing might be an anachronism. The Italian "Companies of Death" used armour, but I've not been able to find sources which peg it as an item of the Arditi's uniform. At any rate, Avanti Savoia! marks Battlefield 1's transition from technologically-enabled combat to conventional shooter play. The chapter starts as a slightly augmented on-foot FPS, and this time, when you lose your equipment, you don't see it again. Luca reaches a bottleneck where he must abandon his cumbersome plating and leave it in the dirt.

No Caption Provided

This level wins back some of the vulnerability that we saw in the opening. There's no shielding yourself with your tank chassis or flying away from a volley of rounds. If red hot gunfire soars your way, you have to take the hit, and even your defence against those shots is eventually downgraded. There's a harsh difficulty spike in here where, without your shining armour, you must face three brutal enemy offensives. First, you come to an area where imperial troops take the higher ground, and you have not much but sandbags and a tiny shack for cover. Next, you reach a wall of German emplacements where artillery gets the chance to shell you in open space, and troops can paint you into the corners of cramped trenches. Finally, you face the problem of enemies taking proximity and higher ground simultaneously, as you attempt to flush Germans from a fort on a hilltop. A couple of them even have their own armour.

But this difficulty spike supersizes the game's thematic issues. When you're losing more health to oncoming fire, you're spending more time hunkered behind walls waiting for it to recharge. It's a mechanic popularised, again, by Halo, but the Halo games were about being a literal supersoldier in power armour from the 26th century, and Battlefield tries to use mechanics created for that purpose to characterise a regular human pinned down by assault rifles and mortar rounds in 1918. While, in one way, you're exposed because a single misstep could lead you into the path of the bullet that kills you, in another way, you're invincible thanks to the recharging health, and infinite respawns. You might not notice that that was the case, but the strenuous difficulty means you're continually invoking those mechanics.

No Caption Provided

Once Storm of Steel has shown you what accurate death in a game would look like, there's no going back, and combat where you're popping back from the afterlife every few minutes doesn't feel like A Bridge Too Far, it feels like Groundhog Day. Not to mention, all these chapters cast you as a lone soldier for whom gunning down hundreds is all in a day's work. It breaks the illusion of the people in these squads being dependent on each other to live and further dissolves the idea that you're sensitive to the opposing armies. The ending, at least, plays out in the right key. Luca finds the brother he'd been searching for the whole chapter, Matteo, dead on the mountainside. The story closes suddenly, but that feels true to the shock and unpredictability that often came during the war, and unlike Through Mud and Blood, Avanti Savoia! gives us just enough time to see the anguish in the protagonist before it fades out.

Chapter 4: The Runner

The Runner completes Battlefield 1's transformation into a pure shooting gallery. It's not representing anything particularly new about the way war was fought after 1914, it's just the story of one soldier at that time. There are a few seconds at the start where we unload some ship cannons at a shoreline to shade in the last segment of Battlefield's land-air-sea trifecta, and there's a brief moment where we can fast-track through a village on horseback, but 95% of this level is us and a rifle. It also gets us thinking further afield in considering where World War I was fought and who by. There is a tendency among the UK public to reduce the whole conflict to battle by the British, Germans, and sometimes French in western Europe. But Avanti Savoia! expands our scope a little by having us play in Italy where one of the bloodiest struggles of the war took place, then The Runner pushes it a little further with an Australian man shooting his way through Gallipoli. Chapter 5 will lengthen our telescope to the Middle-East where we will play an Arab woman.

No Caption Provided

For now, let's keep our mind on legendary sharpshooter, Frederick Bishop, and his flustered apprentice, Jack Foster. Foster shows up out of the blue one day and is a little too bumbling to belong in this story, but effectively smuggles himself into The British Empire's fight against The Ottoman Empire, with Bishop acting as his reluctant protector. After an initial trench run that puts you directly in the line of cannon fire, the game rapidly descends from the difficulty spike we shot up in Avanti Savoia! An abundance of shotguns, plenty of alternate routes to skirt around enemies, and more breathing room in many areas made this a far easier level than the last. It gives it a lightness that's, again, detached from the terror that this war wrought and takes some wind out of the ending. When you can breeze through the level, you see Foster go from hopeless greenhorn to hardened warrior in the space of about thirty minutes, and it feels forced. By the end, the boy has learned to defend himself, but as Bishop is away capturing a fort from the Ottomans, he suffers what's likely a mortal wound, and a missile bombardment blows up the ship Foster is aboard.

Chapter 5: Nothing is Written

While we've seen new technologies and tactics figuring into the war in the previous episodes, Nothing is Written gives a short speech on how historical leaders provided a beacon for troops to rally around. Our first assault happens from the perspective of T.E. Lawrence, the real British Army officer famous for liaising with the rebels of the Arab Revolt. Taken together, chapter 4 and 5 collectively shine a light on how complex the web of alliances during WWI was.

No Caption Provided

When the Australians attempt to wrest land from The Ottoman Empire, it might seem like classical colonial encroachment into a non-white nation. That's because it is. However, it's not as simple as there just being an oppressive society over here and an oppressed society over there. Because, while The British Empire was attempting to keep down The Ottomans, The Ottomans had conquered Arab land long ago and were persecuting the descendants of its natives. Furthermore, while The British Empire would generally persecute non-white people, in this case, they had a bigger fish to fry, and so, formed a partnership with the men and women of the Arab uprising to knock The Ottoman Empire off balance.

We play most of the level from behind the eyes of Zara Ghufran, a fictional student of Lawrence and one of the nomadic Bedouin people. She's a rare example of a playable Middle-Eastern woman who wasn't spat out of a character editor. She represents the last demographic a lot of Brits would associate with WWI, but there were Arab women who fought in this war, and every one of them was just as much a soldier as each of the European, American, or Oceanic troops. If all things were equal, you might expect Ghufran's existence to have triggered the same amount of bellyaching we got after we learned that the Harlem Hellfighters would appear in this game or that there would be women in the WWII-themed Battlefield V. But despite gaming reactionaries insisting that it's them and not the progressives who know the content of the games best, it seems that pushback against women and people of colour in the medium is far more about what's marketed than what the games contain.

No Caption Provided

It's only natural that the chapter which features the greatest power imbalance between allies and enemies has to go last: you put your hardest level at the end of a game. The might of the Ottomans means that the Arabs have to retaliate with cunning strategy rather than just a bigger stick; that manifests in stealth becoming all but mandatory. The game always dangled the option to go in quiet in front of you, but the sheer quantity of imperial soldiers, the new mortar and sniper units, and the introduction of a silenced pistol mean that you'd now be a fool not to. And because you're spending time waiting for enemies to move into position and tracking marching routes, this level avoids the blink-and-miss-it pacing of The Runner.

Given that this is a war story, it feels like a foregone conclusion that it has to end in a field of corpses, but that's not where Battlefield 1 rests its head. The prestige of the level has Ghufran throwing mines, grenades, and whatever else she can get her hands on at an armoured train as mortars pelt the town around her. If you can relieve that train of all its health points, it goes up in a frenzy of fireballs. The story ends not in a whimper but a bang, and that moment right there tells you everything you need to know about Battlefield 1's priorities. The game has some inclination towards honouring the dead of The Great War, but when asked whether that matters more than the series' conventional pageantry of violence, it says "no" every time. Don't get me wrong, the destruction of the train and many other moments in this shooter look gorgeous, but this is the time of trench warfare; gorgeous shouldn't come into it.

No Caption Provided

I can commend the stage for its epilogue text which tells us that the British reneged on their promise of Arab independence and that this conflict was part of the longrunning military campaign of the UK to extract oil from the Middle-East. These are both facts that make the British highly uncomfortable because they draw attention to not just historical imperialism on the part of our nation, but also modern imperialism. We can say we left the empire behind, but if we're still battling for oil in foreign countries, we're still pursuing imperialist methods and goals. However, most of the game's hard-hitting observations eek in through the text drops because there's little pathos in the play and cutscenes.

___

After you beat the game, you unlock a goodbye video; it includes a montage of the most action-packed beats of Battlefield 1 accompanied by a speech about how these soldiers will never be forgotten. It's ironic when Battlefield 1 so transparently doesn't care to remember what the First World War was. There is also, of course, the multiplayer where you can open a canister of mustard gas on an enemy soldier, rack up a cache of points, and then get shot in the head by someone with dog tags that say "SkullKillah420". Any memorial service would be lucky to have the same. In the month that followed the game's release, EA advertised it through some truly tasteless jokes. For example, one of their GIFs used an in-game depiction of a World War I soldier being burned to death along with the caption "When you're too hot for the club". Or there was Peter Moore's quip that "Trench warfare requires specialty equipment and clothing. Thus is born the Battlefield 1 onsie[sic], with pockets for melee weapons and Doritos".

No Caption Provided

EA apologised for some of these statements. However, they do match this pattern of Battlefield 1 aiming to please a conventional gamer demographic above thinking about the humanity of WWI veterans. EA's press conference at E3 2017 featured a compilation of streamers giving thrilled reactions to in-game deaths of servicemen. It's amazing how there was no real change in tone between this presentation and the one on FIFA that followed. You would have thought WWI was escapist competition in the same sense a football match is. In one way, the centenary asked more respect for the victims of WWI than there had been in a long time. In another way, the size of the gap between 1918 and 2016 allowed EA and DICE to sensationalise the war without being told it was "too soon". If you want to make a game roughly set in the recent Afghan or Iraqi Wars, you at least change the name of the country you pick, and you don't try to depict any specific battles and political actors. However, when the war you're covering is long enough ago, there's this unwritten rule that it's fair to make a shooting gallery out of it.

The difference between memorialising and entertaining is that memorials are for those lost, and entertainment is for the audience. I want to return to that Peter Jackson documentary, They Shall Not Grow Old, because it's exemplary of how to choose the latter option over the former. In that film, the only speech comes from the writings of the soldiers, and that means that never does the director say something in the film for their own sake or the sake of the viewer. Everything spoken is what the soldiers of the war wanted to say. Battlefield 1, on the other hand, can be seen continually showboating for the audience. I don't think any of the problems with the game stem from a deliberate attempt by the developers to disrespect those who fought and suffered in the war it covers. From the way they talk, they always intended to develop a work that would honour the combatants, but they make creative choice after creative choice in the interests of the player and not of the wounded and dead.

No Caption Provided

They use systems developed for empowerment fantasies to depict what's meant to be a harrowing and dispiriting experience, and I don't believe that a minute of wistful introduction and conclusion around thirty minutes of neck-slashing and machine-gun fire make for a respectful piece of media. To a film like They Shall Not Grow Old, The Great War is a disease that killed 6 million, all of them people like you or I. It says the event immortalises the soldiers who participated; hence the title of the documentary and their vivid depiction through its colourisation. But it also shows that immortalisation is haunting when you hear the horrors they were subject to. For Battlefield 1, The First World War is a container for picturesque vistas and the most sumptuous explosions possible. Maybe some soldiers died along the way, but those deaths just helped all-out war feel more epic. Thanks for reading.

Sources

Mougel N. (2011). World War I Casualties (Translator: J. Gratz).

All other sources are linked at relevant points in the article.

10 Comments

10 Comments

Avatar image for nateandrews
nateandrews

360

Forum Posts

16572

Wiki Points

0

Followers

Reviews: 23

User Lists: 12

Edited By nateandrews

I was excited to see you wrote about Battlefield 1. It's one of my favorite games of all time, and much of what you've written rings true.

Battlefield 1 is interesting from an American perspective because we simply don't feel the after effects of this war in the same way. I was only partway through Dan Carlin's Hardcore History coverage of it when the game was announced, and that was by far the most in-depth education I had ever received about the war. I became hooked on learning everything I could about it; needless to say, BF1 was one of my most anticipated games in recent memory.

Its campaign is very uneven. The opening is incredibly strong, but from there it meanders into one-man-army territory with an unreasonable number of stealth sections that often aren't very fun. I'm glad you brought up the game's marketing, which was almost universally terrible. And that wasn't anything new for Battlefield. I remember the Twitter account being particularly embarrassing during the lifespan of Battlefield Hardline, and even today they really want you to spend money dressing up your Nazis to make them look super cool.

But, I think seeing Battlefield 1 for its campaign and marketing and not much else is to miss everything that works so well with its multiplayer. I'll point to Kirk Hamilton's piece about it, because it perfectly captures much of how I feel about the game's action. While the gameplay certainly isn't accurate when it comes to the real world tactics of these battles, and I would never dare to suggest that playing it even captures 1% of what it was like to be there, Kirk identifies the area where it most succeeds: portraying the devastation and chaos of the world's first industrialized and mechanized war.

Battlefield 1 is often harrowing to play. It's so loud, its action so brutal, that it's maybe the only game--outside of the horror genre--that I've had to stop playing because of sheer exhaustion. Multiplayer matches are a terrifying back-and-forth slaughter, where heroic sacrifices are often nullified by a successful counterattack, which is then put down by another counterattack. The idea of losing men to capture meager amounts of ground only to lose and recapture it again is one of the defining themes of World War I, and I think the game does a great job replicating it--again, not in a realistic, I feel like I'm there, sort of way, but in a way that feels identifiable and horrifying.

There are so many details in the game that help portray these themes of hopeless destruction and incalculable loss and the anonymity of soldiers when their deaths number in the millions. The way the soldiers stand in the squad screen, staring at the camera in a way that's eerily reminiscent of photos of men in the trenches; the soldier narration that plays before a match of Operations, giving insight into how these men might've felt during particular battles; the way the camera pulls out to an overview of the map after dying, showing how your death is immediately overshadowed by the scale of what's happening. I haven't even mentioned the brilliant soundtrack, which covers a range of emotions: the sense of glory felt at the onset of the war, to the remorseful despair after millions of casualties. There's even an in-game codex where you can learn more about the war.

On a different note, and mostly because I'm just going over my time with the game in my head, I love the game's diversity of weapons and vehicles. Much of what's here wasn't used in the war, and a couple of the weapons only existed as prototypes. But it's amazing being able to see the technology of the time up close like this. I don't think there's a single game--certainly not a AAA release--that gives players a look at hacked-together, Frankestein's monster guns like the Howell Automatic rifle or the Huot.

I'm starting to meander now, but the point is: Battlefield 1 is so much more than its marketing and lackluster single player campaign make it out to be. It is an "epic" experience, but not in the screaming-YouTuber way. Sure, I've had plenty of matches with friends where ridiculous, comical things happen. But I would hate to let that undermine just how effective this game is in getting me to experience this war in a way unique to video games.

Since the game's release, World War I has become my new historical "obsession." Maybe, at the very least, that's the best thing that could be said about Battlefield 1.

Thanks for the great read, and for the chance to gush about the game.

Avatar image for aperebus
aperebus

69

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

Thanks for the great read! As an Australian, WW1 has significantly more relevance and importance for me. I've kinda been interested in BF1, but I was really concerned that it wasn't going to treat it with respect and appropriateness. I might pick this up on sale one day now :)

@nateandrews If you are interested in more WW1 info, I recently posted a bunch of my favourite content in this twitter thread: https://twitter.com/aperebus/status/1193706054636359680

Avatar image for nateandrews
nateandrews

360

Forum Posts

16572

Wiki Points

0

Followers

Reviews: 23

User Lists: 12

@aperebus: Excellent! I've read Ernst Junger's book. I loved it.

Avatar image for wickedcobra03
WickedCobra03

2375

Forum Posts

587

Wiki Points

0

Followers

Reviews: 1

User Lists: 8

Edited By WickedCobra03

Really enjoyed the article, the making of the game, how outside influences really shaped the game and the press around the game. especially the commenting on how hard it is to make a war game that is appeasing all parties.

Avatar image for notnert427
notnert427

2389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 1

This was a fantastic read. I played a ton of Battlefield 1 and enjoyed virtually all of it. While I'm not about to suggest it's some amazingly accurate period piece for the reasons detailed very well above, I very much did appreciate that this game mostly respected the conflict and treated it with a degree of gravity. Battlefield 1's campaign is still probably the most memorable I've played this generation outside of maybe Titanfall 2, and the War Stories format was terrific, IMO.

I give this game a lot more credit than you're seemingly willing to, though. I don't care about how it was marketed, how the shittiest parts of the internet reacted to it, etc. The game itself was solid, and paid respect to some actual units within the conflict that deserved some wider appreciation. I actually went out and did some research on several of the units highlighted here, which is something I can't much recall other video games convincing me to do. (Also of note, the In the Name of the Tsar expansion not mentioned here was excellent.)

Yes, Battlefield 1 had some portions like Friends in High Places that absolutely did feel spectacle-heavy and plucked from a boy's adventure book (well put there, BTW), but even that pretty well acknowledges that it's one guy's tall tale not representative of actual events. In regards to spectacle, it is a video game at the end of the day, after all. However, there is an absolute dearth of games that even attempt to be serious or poignant, especially shooters, so I still look back on this game with real fondness for trying and mostly succeeding there.

Also, minor note: Through Mud and Blood ends with the tank being overrun and the driver seemingly mortally wounded and basically facing certain death either way, at which point he blows up the tank with himself in it to take out the enemy unit, so it's a bit more humanizing than you seem to recall. Also, the earlier scene with the pigeon is utterly incredible, thanks in large part to the amazing soundtrack. I will say that I think this war story should have ended there, as it was the crew deciding to shell themselves when overrun, which is essentially what the ending turned out to be anyway, except they survived the shelling via luck, which felt a bit cheap.

I do agree that trivializing the repairs in the actual gameplay was very silly as you turn a wrench on the side of the tank (or more ridiculously, repair a plane while flying it), but some choices obviously had to be made to keep the gameplay flowing instead of demanding that players perform in-depth repairs to various components of a tank's powertrain, which is something about .000000001% of players would have enjoyed, even in a campaign. They at least acknowledged that simply keeping the tanks going was a demanding job in and of itself, which is really about all you can ask from the game.

Where I highly disagree is that this game fetishizes conflict. You appear to be conflating EA twitter accounts, typical explosion-heavy promo trailers, and the scattered few "Hollywood" moments of the campaign of Battlefield 1 with the overall tone of the actual game, which is IMO a massive disservice. The vast majority of the game itself is grim and understated. The gameplay is really slow compared to most modern shooters. Conquest mode is where it particularly shines for me, because running across a giant field to try and support your squad very much feels like the endeavor it should, and you often face an entrenched force when you arrive. Attacking an area by your lonesome typically is utterly futile, and being overrun feels like you're being overrun.

The art design is also very often haunting. The game is freaking beautiful (arguably one of the best-looking games this generation), but its vistas and set pieces are typically more awe-inspiring for being bleak and hellish than for being traditionally bright and flashy. The landscapes of Battlefield 1 are adorned with houses in ruins, burnt vehicle skeletons, churches literally on fire, etc. I wrote a piece here a while back about disabling the HUD in this game for maximum immersion, and what I found when doing so was an atypically harrowing experience far beyond your typical shooter due to its gameplay and art style. That Battlefield 1 allows you to play the game like this speaks to more depth there than meets the eye.

It truly doesn't bother me that the game made a few concessions here and there, as things like the horrors of mustard gas can't really translate to gameplay. I don't know how a 2016 AAA shooter based on an actual war that occurred roughly a century earlier can do much better at being grounded while also still being "fun" to play with enough general appeal to not flop completely. The pace of BF1 alone is a tough sell for gamers these days, so I get the Jerry Bruckheimer-esque marketing of it, even if it's not for me. I'm sure many of the developers who clearly took this game seriously rolled their eyes at that stuff, but the game itself that they made does not actually have that sort of tone at all.

Maybe it's just me, but I'm more bothered when the Overwatches and recent CoDs of the industry make games where you get to be pretty much a superhero. Making shooting into a goddamn cartoon or some jingoistic action movie is what irks me these days. I found Battlefield 1 to be incredibly refreshing. Even if it does fall short of adequately representing the conflict in a few areas, it obviously tried in multiple respects to pay due consideration to the actual event. And as mentioned, there are other resources such as They Shall Not Grow Old (which is on my watchlist) for truly accurate depictions of WWI. As far as video games go, though, Battlefield 1 is far closer to being a quality example of a war game than a poor one, IMO.

Avatar image for shindig
Shindig

7026

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I did like Verdun for how it portrayed the futility of trench warfare but I might look at this for something more fully explored.

Avatar image for nateandrews
nateandrews

360

Forum Posts

16572

Wiki Points

0

Followers

Reviews: 23

User Lists: 12

Yes, Battlefield 1 had some portions like Friends in High Places that absolutely did feel spectacle-heavy and plucked from a boy's adventure book (well put there, BTW), but even that pretty well acknowledges that it's one guy's tall tale not representative of actual events. In regards to spectacle, it is a video game at the end of the day, after all. However, there is an absolute dearth of games that even attempt to be serious or poignant, especially shooters, so I still look back on this game with real fondness for trying and mostly succeeding there.

To me that part of the campaign, in addition to being a weirdly refreshing left-turn tonally, felt like a sort of homage to the mythological flying ace of that time period. The most successful pilots, guys like Oswald Boelcke and Manfred von Richtofen, would be seen as celebrities and became well known to their enemies for their accomplishments in the skies. I thought the wisecracking cocky pilot you play as totally fit this image. He gets brought down to Earth a bit during the incredible no-man's-land mission but of course his campaign doesn't go out on that note.

Avatar image for thepanzini
ThePanzini

1397

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By ThePanzini

There are moments in MP where BF1 capture the caos of war and hell let loose better than no other game, when the whole world is exploding soldiers screaming and gas attacks especially at night BF1 is spine tingling. BF1 has atmosphere and the sense of place better than no other game even during a MP match and still having its Battlefield moments.

Avatar image for gamer_152
gamer_152

15033

Forum Posts

74588

Wiki Points

0

Followers

Reviews: 71

User Lists: 6

gamer_152  Moderator

@nateandrews: Thank you very much. I'm glad we can appreciate what each other are saying, even if we don't agree. It's very clear to me that America is that one step removed from not just WWI, but also WWII in this way that's always been a little uncomfortable for me. Not that American culture doesn't acknowledge the terrors of the wars in some way, but in comparison to Europe, it always seemed like it has been more willing to view it as an event in which America are the sole heroes and it was a purely glorious thing, rather than it being a highly collective effort which involved some of the worst things a human being could experience.

I didn't talk much about the multiplayer in this article because I felt that my thoughts would be treading very familiar ground in criticising the sensitivity of an action game to real-world violence, but maybe I wasn't plugged in enough to how people generally read it. I read Hamilton's piece and I see some of what he experienced in the multiplayer. I think the mode is very good at creating the sense of such chaos in front of you that it feels hard to push forwards and engendering the feeling of only being able to control a tiny portion of the front at a time. In fact, the most interesting thing about it is that it can sometimes feel like your efforts aren't worth all that much because your success is reliant on the performance of so many players way beyond your control.

However, Hamilton also references Heather Alexandra's piece on the multiplayer mode in that same article, and my feelings are much more in line with hers. The multiplayer lacks consequence because you can see all the maps reset as soon as one side has won them, and anyone who dies respawns seconds later. Hamilton says he believes he is jumping into the body of a different soldier every time he respawns, and that's a perfectly valid feeling, but the game doesn't convey the impression that that's what's happening. Each soldier is indistinguishable from any other. Sure, it's loud and gory, but Bulletstorm or Doom are loud and gory. In its mechanics and characterisation, very little seperates it from any other empowerment shooter multiplayers like CoD or Quake.

People get shot and trenches fill up with mustard gas, but in almost no way does the multiplayer actually model the emotional effects of that or treat the soldiers as human beings. They're just pieces on a chess board and what the play values is not human wellbeing but points that you get from headshots and point captures and so on. I also don't feel Hamilton's uncertainty in the face of war because I know what I'm doing more or less. I've played a lot of multiplayer shooters, and I'm aiming, firing, maybe throwing a grenade or healing now and then, and if I get a bullet through the heart, it's a minor inconvenience. And I think that's why the game can appeal to screaming YouTubers in a way that something like Valiant Hearts just doesn't. For me, its depiction of the horrors of the war is skin deep.

@aperebus: Thank you for the compliment and the historical materials. I think I'll dive into that Hardcore History series sometime. If you've read this much about the game and are still interested, it's definitely worth getting for cheap.

@wickedcobra03: Thank you very much. If anything, I think it's that approach to appeal to all parties that damages a game like this. AAA wants to make the maximum amount back on every game possible, but by playing all sides simultaneously, you usually end up diluting any individual personality your game had for the sake of the bank balance.

@notnert427: Thank you very much. As I said to Nate further up, I'm glad we can appreciate what each other are saying, even when we disagree. I want to be clear that I wasn't going into Battlefield 1 unwilling to give it a shot. I was trying to be as open-minded about it as a person can be, and at the end, I felt that there were a few things in the package that worked well (again, Storm of Steel is fantastic), and a lot of things that didn't do the war justice. I'm not suggesting that the worst faith reactions to the game are part of the game. In fact, I was trying to defend the game from criticism there, and show it doing something positive even in the face of a lot of negative attention. I also don't believe the marketing materials should be read as part of the game, but I mention the reactions and the marketing for a couple of reasons.

Firstly, I think that traditionally we've isolated games off in their own boxes and read them as works entirely independent from the world around them, but audience's reception of media has always been influenced by related media and other elements of the real-world. With the internet the way it is, it's increasingly the case that's what is said about a game has affected the audience perception of it. Anthem, Death Stranding, and No Man's Sky being notable recent examples. Secondly, and I think more relevant to what I wrote here, I wasn't just attempting to talk about Battlefield 1 as a lone phenomenon in this article, I wanted to place it in the context of the video game industry's contributions to the centenary. A trailer for Battlefield 1 or an E3 speech about the game may not be Battlefield 1 itself, but they're still the industry commenting on, depicting, and unfortunately, frequently exploiting the war.

As for Battlefield 1 itself, I mostly feel like it doesn't fulfil that goal of honouring the war, for various reasons mentioned above. You're a one man army in the campaign, you have infinite respawns and are often made very aware of that fact. The story sometimes deviates into the cartoonish or just forgets the human element. From a design perspective, the whole thing is very close to any other empowerment action game, and you're right that it moves slower than most other AAA shooters, but there are many slow games that are still ultimately building towards the goal of self-empowerment. Many stealth games, for example. You're right that the game contains a lot of ruins and vehicle husks, but then, so does something like Gears of War and that's positively campy in its depiction of warfare. And Battlefield 1 also includes a lot of bright blue skies, polished explosions, and breathtaking golden deserts. You use the terms fun, beautiful, and Bruckheimer-esque to describe the game, and I'm right there with you in that asssessment, but WWI wasn't fun, beautiful, or like polished action films, and that Battlfield 1 treats The Great War that way is what I mean when I say it fetishises it.

Through Mud and Blood does end with an act of sacrifice, but that's a description of the plot, not a desctiption of the game's treatment of that plot. The story beat has potential and moved me at least a little, but the game's insistence on immediately spinning away into a more positive scene means it didn't have a huge effect on me. Friends in High Places does acknowledge that it's being fantastical, but at that point, the game is telling you that it's putting spectacle over tonally appropriate depiction of the conflict. And for me, when I put the contents of the game together with the marketing, it shows a larger pattern of EA and DICE's media putting action before empathy which is part of a larger pattern of video games trivialising real-world violence. It's possible for us to look at that and say "It's just a video game", but that implies either video games can't turn away from spectacle towards humanisation, in which case, the exercise of a WWI game is moot. Or, and this is the one I believe, there are video games out there right now that are being serious about their subject matter and are seeing success in modelling human experiences beyond violent conflict or being more nuanced in how they depict that violence. It's just the games doing that are mostly not in the AAA space.

@shindig: I hadn't heard of Verdun. I'll take a look at it. Thanks.

@thepanzini: I think I feel differently because I think that just going for the biggest explosions and the loudest screams is looking for spectacle over humanisation. It's chaotic, but a lot of empowerment fantasy games are chaotic. There's very little exploration of human lives or reactions in that multiplayer.

Avatar image for notnert427
notnert427

2389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 1

There is a certainly a degree of disconnect between America and WWI. It's due to the time that's elapsed since and that U.S. involvement in the war was late and limited. I've never gotten the sense that many Americans think we're the heroes of WWI, and we're pretty aware that it was a horrific event, but it's not discussed all that often here, positively or otherwise. That's kind of a bummer from a historical standpoint, but I'll point out here that it compelled me to read up more on the actual war, which isn't nothing. Also because of the U.S.' general removal from WWI as a conflict, Battlefield 1 was a fairly brave choice for EA in a lot of ways, and the game thankfully doesn't take much of a pro-U.S. angle at all, arguably against its best interest. (I'll get back to that point later.)

However, I'll concede that there is some 'Merica pride in "winning" WWII. There's at least some merit to that idea (though that ignores the significant role played by the massive attrition of the brutal Eastern Front, the North African campaign, etc.), but I struggle to get all that proud of nuking two cities and presenting the world with an unprecedented level of horror. It does bother me that other theaters get fairly ignored, that we take credit for collective Allied efforts leading to the German surrender, and that little thought here is given to the destruction of European cities over the course of the war (and of course Hiroshima/Nagasaki) for a more pro-America narrative. Still, that's another topic entirely; I just wanted to state that the (understandable) issues you have with America's claimed glory/heroism are way more applicable to WWII than WWI.

Getting back to Battlefield 1, while the campaign does occasionally make the player into the typically empowered soldier who wins the battle, the multiplayer (especially conquest mode, which is BF1 at its best, IMO) makes you feel fairly insignificant. The scale there certainly helps, as does the pace. Take CoD WWII as an alternate example in which the game plays very much like other CoD games, which did cheapen the gravity of that conflict for me. The BF1 gameplay, however, isn't the typical thing where you can die, instant respawn, kill, die, instant respawn in thirty seconds unless you're just thoughtlessly throwing bodies at a well-defended control point, and even that concept isn't actually that inaccurate to what WWI was. Also, if your squad gets wiped out, you typically lose the ability to spawn anywhere near that control point you were attempting to take, and that's just one of several on the map. It feels like you lost and that your squad really did die trying. The sense of being ineffectual is affecting.

In regards to the marketing and the new world of instant reaction that games live in, I completely forgave Battlefield 1 for its flashy trailers. The actual game that is Battlefield 1 isn't very marketable. It has a setting that its core audience isn't particularly familiar with, you use slow-firing weapons and generally lumbering vehicles across typically giant maps, and there's a great deal of non-action. Yet the trailers needed to sell it to a largely American player used to way more fast-paced shooters, so enter the rock music, cuts of the more "exciting" bits, and Bruckheimer explosions. Again, this was descriptive of the trailers, not the game, save a few elements of the campaign that opted for set pieces/Hollywood moments to add some occasional spectacle, but those have been thoroughly discussed above. One could actually argue that the marketing for BF1 was deceptive, because it somewhat was (and needed to be) in order to help sell what turned out to be a fairly bleak and deliberate game.

Overall, we're going to have to agree to disagree as to whether this game fetishizes warfare. Comparatively to damn near every shooter out there, it's not a serious offender there, and the few areas in which it does fall short are IMO largely a product of needing to have appeal to more than just a select few and/or modernizing a century-old conflict into video game form. The reality is that if Battlefield 1 had been an truly upsetting depiction of guys laying there for extended periods of time in trenches dying horribly from mustard gas and had been marketed as such, zero people would have wanted to play that game. It's a bit unfair to expect the game to be that, and it sounds like you're really just taking issue with the concept of game-ifying war/violence in general and wanting to apply that criticism to a game that did that far more respectably than most.

There are plenty of games worth criticizing where some white American soldier has literal superpowers and flies around guns blazing to save the world by slaughtering hordes of apparently evil foreigners "heroically". Battlefield 1 is very nearly the polar opposite of that in both gameplay and tone, so it seems like the wrong target for ire. BF1 chose a conflict that doesn't easily translate to "fun" gameplay, chose to feature largely unknown units of historically marginalized groups, chose to lean towards realism instead of the fast-paced hypermobility en vogue within the genre, and chose to tell stories in which the protagonists were barely heroes, if at all. This was bold from any AAA dev, much less EA, so they have my respect for that.

Whereas this thread feels like it exists because they delved into territory games rarely do, as if Battlefield 1 being set in one of the more brutal conflicts opens it up to be the lightning rod for any and all dehumanizing violent spectacles of war, even if the game itself isn't a particularly glaring example of that at all. Frankly, many of the supporting arguments for using BF1 here are based on peripheral elements to BF1, like youtubers screaming, hype trailers, shitty internet behavior, twitter posts in poor taste, etc. The rest is nitpicking the campaign to death (despite it featuring fairly contained, human-centric stories that largely don't end in heroics or happiness) and seemingly penalizing the game for being impressive graphically.

I guess I'm ultimately curious as to what you wanted Battlefield 1 to be. It doesn't appear that you engaged much with the multiplayer of it or at least didn't feel it worth mentioning here (which ignores half the reason BF1 set itself apart from typical shooters) but we can continue discussing the campaign. Was it supposed to be this purely stoic thing that just informed of actual WWI history? That works fine for a film, but games are interactive. What was the interaction supposed to be in this war game if the shooting is considered dehumanizing, if any action is a spectacle, etc.? There's actually a side game in BF1 with the Codex entries where completing challenges unlocks historical facts pertaining to locations used in the game, implements, etc. They clearly cared about paying respect to the conflict, so what's the issue again?