One could look at these factors and think that the game pales in comparison to much more robust (though full priced) games like Battlefield 2 or Unreal Tournament 2004 with their massive maps, killer vehicles, and more varied gameplay. No planes, no tanks, no jeeps, no ice cream trucks, no nothing. You may have also noticed that I haven't talked about drivable vehicles at all, because there are none. At the time of launch there are only four official maps for the game, and the capture-and-hold gameplay I described above is the only mode. What Day of Defeat: Source lacks is breadth, and this is a serious shortcoming. There are simple keyboard macros for common commands like "Go! Go! Go!" or "I need assistance!" plus the game supports voice chat with the simple addition of a microphone. Sounds are similarly well-done, with satisfying bangs and booms from your weapon of choice. The player models are also all topnotch, with realistic animations and rag-doll physics that make for some amusing and dramatic effects when grenades are thrown (literally) in. The Source engine looks almost as good as it does in Half-Life 2, with great details, textures, smoke, and physics. It's worth mentioning, by the way, that this all looks fantastic while you're doing it. ![]() And, of course, you have to constantly be on your toes against opponents doing the same. Once you get the hang of it, you and your teammates have a variety of ways to approach any given objective. Learning a map is critical, but none of them is large enough to present a problem in this area. Consistent with the World War II theme, maps are typically set in bombed-out villages with abundant cover (or obstacles, depending on your point of view) in the form of sandbags, trenches, derelict tanks, bunkers, buildings, and unidentifiable hunks of stone. Almost all flags have multiple points of entry, and there are always paths to take around a particularly entrenched sniper or machine gunner. This sounds simple because it is, but in addition to the class kits, the game's consistently superb level design adds a lot of depth to any given match. But should one side capture and hold all five flags, the round ends, the losers' weapons become inoperative, and the victors enjoy a few seconds either to offer a hearty congratulations on a match well fought, or club their defenseless adversaries to death, often with a shovel. Some flags even require multiple teammates to stand in the hot zone, and the capturing process can be blocked by the presence of enemies. ![]() Each map has five flags that each side tries to capture by standing next to them and staying alive long enough for a short timer to count down. In fact, covering areas is the most important part of Day of Defeat: Source's gameplay.
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