Verdun – Defending Frontlines

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After spending some hours with Verdun one I can definitely say that the game is very refreshing and it feels like a new breath after playing BF and CS for years. The “Frontlines” game mode is probably one of the best modes I’ve played on a FPS.. In this mode, each team has a certain amount of time to either attack and capture the enemy trench or defend their own.

Capturing a trench works like pretty much any conquest/domination mode in any other FPS on the market, get someone near the capture point to capture it ( I’m not sure if having more people near the capture point makes it so that you capture it faster). Defending a trench is pretty basic, you just need to stop the enemy from getting into your trench and capturing it. To be honest I believe that defending is always easier because you’re supposed to be inside a trench, and because of that, it’s harder for the enemies to spot you and kill you while, on the other hand, it’s far more easier for you to kill them because they pretty much have to get either inside or really close to your trench in order to kill you, or, the enemy can just call an mortar strike or some gas to force your team out of the trench. The only gripe I have with the “Frontlines” mode is that there is no penalty for camping and not pushing towards the enemy trench when you’re supposed to. Besides the main game mode, “Frontlines”, you also have “Rifle Deathmatch” which is a Free For All mode and a recently released mode called “Attrition” which is just a fancy name for Team Deathmatch.

Verdun

Of course it’s not all that simple. There’s two teams and each team is divided into various squads and in each squad there’s 4 slots, each of those slots represents a different “class” or “role”. From the top of my head I can say there’s the equivalent of the Sniper/Marksman on both teams, the Machinegunner, the Grenadier, the standard grunt and there’s also two classes which I like to call “The Officers”. These “officers” have the ability to request mortar strikes and gas on where they see fit, you just need to aim where you want and press the designated keybind. Do you see a bunch of enemies holding up on one spot on their trench? Just call in a mortar strike and in a few seconds they’ll go sky high or, if you prefer, call in for some gas and you’ll either see the enemy flee from their trench or they’ll have to put their gas masks on and by doing that they’ll get a very reduced field of view. If your target is far from you and you can’t really see that well, you can also call these strikes with the help of your binoculars . The “officer” can also give move/attack orders that designate waypoints that serve as a “guide” to where the other players on the team should move.

Verdun also introduces the typical multiplayer progression present on many online multiplayer FPS. As you play you’ll gain experience that will increase your account rank and that experience will also increase your class rank, the experience that you gain only counts towards the class in which you’re playing at any given moment, each class has it’s own rank/level. Each individual class has it’s own milestones for unlocking more gear and weapons. These unlocks consist of bayonets for your rifles, grenades, pistols, machineguns, rifles or scopes for a certain rifle. I feel like this is a great way to reward active players by giving them a little advantage. In each game your squad will also level up the better you do and leveling it up will unlock passives for the squad members, however the squad level doesn’t save, in the next match you play your squad level will be reset.

Verdun

Graphically, I think I can safely say that Verdun looks pretty good, of course it doesn’t look as good as other FPS such as Battlefield or Crysis but for an indie development team I think that it looks pretty damn good, however I’ll say that one of the few gripes I have with the game is the animation quality, sometimes it looks pretty good but every now and then it looks to me like the animation doesn’t match the speed at which a player is moving, perhaps it’s just me being weird. Now, something I really like in Verdun is the music, from the main menu track to the ones played in game, for me, they hit the perfect spot in setting myself in the mood, they’re really immersive and sometimes I find myself waiting for the track to kick in so I can launch myself to the field and run towards the enemy trench.

Still, there’s something that always bothered me about Verdun, even after it’s official release, and that is the hit registration. Sometimes a part of me feels like it’s my connection that’s just bad but there’s some times in which I’ll be shooting people running across the fields, or inside the trenches, and I’ll be getting a kill with each shot, and then there’s sometimes in which I can shoot someone who has their back turned against me and there’s no hitmark or anything and they just turn around and kill me. I don’t know if it’s the servers, the game or some issue on my end but when it happens it tends to be very annoying. Still, all credit to the developers, it’s not as bad as it was during Early Access and I’m pretty sure they’ve done alot to improve this and try to resolve this issue.

Verdun

Then there’s another separate issue entirely, which is the overall game performance. Regarding this I believe it’s some limitation of Unity because there’s been patches and patches and overall performance stays pretty much the same, atleast for me, even though there was a significant performance increase after the upgrade to Unity 5. With a i5 4460 running at 3.2Ghz, 8GB 1600mhz ram and a 970 running at factory clocks I’m averaging between 50-70 with everything maxed out with the exception of stuff like lens flare, depth of field, HDR and stuff like that. I mean, 50-60 fps is pretty acceptable but for a FPS I tend to find more confortable playing these types of games with abit higher FPS. Like I said, I believe it’s a limitation of the engine itself and that the devs have done everything they could to improve it, still, I believe it should be taken into account.

The developers have certainly listened to the community during the whole development process and I believe that is to be praised. The developers took into account many suggestions made by the community and adressed various complaints and added things such as a mute/block option, bullet drop and team balancing.

Verdun

Verdun also introduces the typical multiplayer progression present on many online multiplayer FPS. As you play you’ll gain experience that will increase your account rank and that experience will also increase your class rank, the experience that you gain only counts towards the class in which you’re playing at any given moment, each class has it’s own rank/level. Each individual class has it’s own milestones for unlocking more gear and weapons. These unlocks consist of bayonets for your rifles, grenades, pistols, machineguns, rifles or scopes for a certain rifle. I feel like this is a great way to reward active players by giving them a little advantage. In each game your squad will also level up the better you do and leveling it up will unlock passives for the squad members, however the squad level doesn’t save, in the next match you play your squad level will be reset.

Graphically, I think I can safely say that Verdun looks pretty good, of course it doesn’t look as good as other FPS such as Battlefield or Crysis but for an indie development team I think that it looks pretty damn good, however I’ll say that one of the few gripes I have with the game is the animation quality, sometimes it looks pretty good but every now and then it looks to me like the animation doesn’t match the speed at which a player is moving, perhaps it’s just me being weird. Now, something I really like in Verdun is the music, from the main menu track to the ones played in game, for me, they hit the perfect spot in setting myself in the mood, they’re really immersive and sometimes I find myself waiting for the track to kick in so I can launch myself to the field and run towards the enemy trench.

Verdun

Still, there’s something that always bothered me about Verdun, even after it’s official release, and that is the hit registration. Sometimes a part of me feels like it’s my connection that’s just bad but there’s some times in which I’ll be shooting people running across the fields, or inside the trenches, and I’ll be getting a kill with each shot, and then there’s sometimes in which I can shoot someone who has their back turned against me and there’s no hitmark or anything and they just turn around and kill me. I don’t know if it’s the servers, the game or some issue on my end but when it happens it tends to be very annoying. Still, all credit to the developers, it’s not as bad as it was during Early Access and I’m pretty sure they’ve done alot to improve this and try to resolve this issue.

Then there’s another separate issue entirely, which is the overall game performance. Regarding this I believe it’s some limitation of Unity because there’s been patches and patches and overall performance stays pretty much the same, atleast for me, even though there was a significant performance increase after the upgrade to Unity 5. With a i5 4460 running at 3.2Ghz, 8GB 1600mhz ram and a 970 running at factory clocks I’m averaging between 50-70 with everything maxed out with the exception of stuff like lens flare, depth of field, HDR and stuff like that. I mean, 50-60 fps is pretty acceptable but for a FPS I tend to find more confortable playing these types of games with abit higher FPS. Like I said, I believe it’s a limitation of the engine itself and that the devs have done everything they could to improve it, still, I believe it should be taken into account.

Verdun

The developers have certainly listened to the community during the whole development process and I believe that is to be praised. The developers took into account many suggestions made by the community and adressed various complaints and added things such as a mute/block option, bullet drop and team balancing.

After spending some hours with Verdun one I can definitely say that the game is very refreshing and it feels like a new breath after playing BF and CS for years. The “Frontlines” game mode is probably one of the best modes I've played on a FPS.. In this mode,…

Verdun

Great Atmosphere - 10
Dynamic and Unique “Frontlines” Game Mode - 9
Overall Great Community - 8
Hit Registration and Performance Problems - 5

8

Great

Verdun offers a great community, a map pool based on historical battlefields of the Western Front and one of the most unique game modes out there, “Frontlines”, I can’t recommend it enough.

User Rating: 4.43 ( 2 votes)

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