2020-01-01_PC_Gamer_(US_Edition

(sharon) #1
ABOVE: Hard at work
making Squad a
realistic FPS.
LEFT: The models
for soldiers are
highly detailed.

I spent the next hour as a full-time
delivery driver, driving back and forth
for ammo, building supplies, and
chatting with my squadmates upon
return. The whole time I didn’t see a
moment of combat. It might sound
boring, or like I wasn’t even really
participating in the match, but it was
actually deeply satisfying. The fight
was literally miles to my north, but I
was still helping in a major way. Our
squad was even praised by passerby
teammates for keeping them
well-stocked, and thanks to our hard
work we eventually managed to
outlast the enemy.
That’s the feeling that Squad nails:
The satisfaction of being a small part
of something greater. Winning a


match is as much about smart
planning and logistics as it is about
shooting. That takes a lot of people
willing to do a lot of different things.
As a medic, the role I play most
often, I have completely different
priorities when a fight breaks out
than a rifleman. While squadmates
are scanning the horizon looking for
the source of a shot, I’m building a
strategy for how to reach and revive
nearby teammates without losing my
head. If their body is lying on a street
or in an open plain, that usually
means minutes of careful crawling,
sticking to dark corners and bushes.
Pivotal to the framework of Squad
are the limitations on what you can
do as an individual. There’s nothing
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