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New Variant of Conquest Coming To BF3: Close Quarters DLC

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Source: http://blogs.battlefield.com/2012/03/bringing-battlefield-into-close-quarters

DISCLAIMER: RUSH WILL NOT BE IN THE CLOSE QUARTERS DLC AND ONLY IN THAT DLC!''

So you all have seen the Battlefield 3: Close Quarters Gameplay Trailer, am I right? Well a new blog by DICE has revealed more information on that DLC itself. If you go down to the very near end of the blog, you can read that DICE has removed the Rush gamemode in favor of a new one or at least a new variant of Conquest, hence "Conquest Domination". Now you think it seems to be like Call of Duty's Domination gamemode? Well, yes, but DICE didn't get inspiration from Call of Duty, but instead from the first "Tournament" game of the Unreal game series that first introduced Domination back in 1999, called Unreal Tournament. Why? Because Niklas Fegraeus, the Lead Designer of the DLC, is quoted as saying:

"While HD Destruction has a significant impact on how you experience the second-to-second gameplay, we also had to tackle the challenges of bringing our tried and tested game modes to the smaller scale. We understood quickly that Rush, being a large and progressive mode that takes you on a journey from M-COM to M-COM, simply wouldn’t fit physically. So instead, we turned our attention to Conquest. How could we tailor this essential Battlefield game mode to fit our new type of environment?"

And there he is next quoted as saying:

"I spoke to my Game Designer Gustav Halling who, like me, has a history of competitive FPS gaming. We remembered Unreal Tournament from way back in 1999. It was the first time the world saw the game mode “Domination”, which is very similar to Conquest. There are some differences though, and the Domination type gameplay usually takes place on smaller maps, much like the ones we were creating. "

Conquest Domination is meant to have the same spawn system as Team Deathmatch in Battlefield 3. The gamemode was designed for small maps as Niklas Fagraeus is quoted saying:

"We wanted the thrill of fighting in close quarters. We wanted the adrenaline rush that comes from always being one second from potential death. We wanted the world around you to be both your best friend and mortal enemy, by protecting you in one moment and in the next, completely failing you by opening up new ways for the enemy to attack. "

So there you have it, a new kind of Conquest based off an idea that still exists in the FPS genre today. Well, I don't know what more to say, so comment as much as you want below. Have a nice day!

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