DLC Review: Dragon’s Teeth (Battlefield 4)

Blood runs cold on these rails.

Blood runs cold on these rails.

By: Jeff Cater

Dragon’s Teeth is the forth expansion set for Battlefield 4. This time, the battle is brought to the various shelled cities of continental Asia. Following suit with the other expansion sets, Dragon’s Teeth includes a bevy of new activities and weapons to spice up what is probably the most solid map set yet.

Lumphini Garden

This map has a heavy emphasis on troop combat, as the only available vehicles are light transports. The battles generally center around an elevated rail station that provides not only great cover but long lines of sight to most places of the map. Taking the rail station requires as much teamwork as holding it if in possession.

Exploring this area you’ll find construction zones providing ample cover, and the means to make a stealthy approach on the objectives. Probably the best part of this map is, of course, the effects of the Levolution; a huge mudslide can quickly turn the tide of a battle if you and your team aren’t careful with their placement.

Pearl Market

Pearl Market is likely the weakest link of the expansion, offering very similar urban engagements to those seen in previous map packs. Flat, hard-to-access rooftops will make most Recon players happy, but the real action takes place in the confines of a traditional Asian market square. The sights are genuine, but the flow of the map is hampered on almost every mode aside from Conquest.


This is one of the more interesting of the recent maps, as it takes place in a small village/outpost that is stocked with listening towers, statues of foreign heroes and smatterings of slander abundant. It is very clear that this place has already gone through some shit.

Pretty much any cover you come across has the potential to go missing due to a proper rocket or grenade, so improvisation is a must on this map. Also, there are railroad tracks that host an active train that gives zero fucks about stopping for military vehicles, so, as my late father always used to say when giving his train safety courses: “Stop, look, and listen.”

Sunken Dragon

I personally feel that this is one of the more unique and fun maps of the bunch. Sunken Dragon focuses on a restaurant located on a small peninsula in a lake. The twist being that this lake can be flooded or drained by either team at any time, so the tactics can swiftly change from a lightning fast naval assault, to a not-so-fast naval assault. The interior of the restaurant is definitely worth mentioning, as it is one of the most attractive scenery pieces I’ve yet to see in the game.

Chain Link and Other Additions

As every expansion thus far has introduced a new gameplay mode, Chain Link has to be, well, the weakest link. Imagine if both teams were playing Rush against one another; each team has to secure a point previous to the next, to “chain” them together. The main issues with this mode are the timer and the ticket count, and games tend to last maybe 10 minutes if either team has a grip on the situation.

With these infantry-focused maps it would have been silly to neglect releasing some new tools of destruction, so DICE gave us the Desert Eagle .44, the CS5 bolt-action rifle, a new sub-machinegun in the form of an MPX, and finally a new assault rifle, the Bulldog. In terms of peripheral equipment, we’ve been given a Ballistic Shield, which is absolutely hilarious to bum rush points with, and a device called the RAWR, which is basically the repair drone’s big brother with guns.


I keep saying it, but each expansion pack just keeps getting better than the last. The only complaint I could come up with this set is that the Chain Link mode is not very fun and not even necessary. DICE should just focus on tuning the current modes because as it stands, there are just too many damn modes to play that are not fun. Just keep making bitching maps.

About Herija Green

Avid gamer, adventurous lover and all-around damned handsome man...
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