Everything posted by Armory Staff
-
Battlefield Blog: 5 new Premium exclusive Assignments and weapon camos live
http://blogscdn.battlefield.com/wp-content/uploads/2012/10/Oct_ingame_Live1.jpg Just a quick note to all of our Premium members: 5 new Premium exclusive Assignments tied to 5 new weapon camos are now unlocked in the game for you. You can study the new Assignments and rewards in this Battlelog News post: http://bit.ly/Qwd0Gz View the full article
-
BF3 Blog (Unofficial): EA acquires developer of Battlelog
The Battlelog web service is an integral part of the Battlefield 3. It’s practically used as the main menu for … Read on → http://feedads.g.doubleclick.net/~a/QUpzk8j6RffO2Ap-IBAv8pGjL94/0/di http://feedads.g.doubleclick.net/~a/QUpzk8j6RffO2Ap-IBAv8pGjL94/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/c89GPNddCYA View the full article
-
Battlefield Blog: 10th Anniversary: The Day of the Battlefield Veterans
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png http://blogscdn.battlefield.com/wp-content/uploads/2012/09/47v4.jpgHere sits 40 years of Battlefield experience. Upper left: Magnus Walterstad. Upper right: Mats Dal. Lower left: Lars Gustavsson. Lower right: Stefan Vukanovic. All photos © DICE / Lars MÃ¥rtensson Four of the most battle-scarred veterans at DICE went for a 10th anniversary lunch to celebrate Battlefield. They came to eat and they came to talk about Battlefield — past, present, and future. Had you been sitting at their table, this is what you would have seen and heard. CHARACTERS MATS DAL Co-founder with Johan Persson and Patrick Söderlund of Refraction Games where they developed Codename Eagle, the spiritual predecessor to Battlefield. Lead Programmer on Codename Eagle. Envisioned the original “Virtual Battlefield†concept together with Johan Persson. Programmer on all Battlefield games since. Still at DICE. LARS GUSTAVSSON Artist on Codename Eagle at Refraction Games. Producer on Battlefield 1942 and nowadays Creative Director. Still at DICE. MAGNUS WALTERSTAD Joined DICE as composer for Benefactor on the Amiga. Sound Designer on Battlefield 1942 and involved in most Battlefield titles since. Audio Director for Mirror’s Edge. Still at DICE. STEFAN VUKANOVIC Lead Artist on Codename Eagle at Refraction Games. Lead Artist on Battlefield 1942. Artist on Battlefield 2 and Battlefield 2142. Technical Art Director on Battlefield 3. Still at DICE. ENVIRONMENT Classic restaurant Gondolen near the DICE office in the southern parts of Stockholm, Sweden. Mats, Lars, Magnus, and Stefan enter Gondolen. After sitting down and making their orders, they start discussing Battlefield. The opening subject: What if someone had said back in 2002 that Battlefield 3 would sell 15 million units? STEFAN: Back then I was pretty naive, so maybe I would have believed it. Maybe I was even so naïve to believe Battlefield 1942 would make 15 million units. (laughs) MATS: Codename Eagle sold 200 000 units. The talk around town was that if you sold one million, you had done great. Fifteen million wasn’t even on the radar. Fifteen million now maybe equates to two or three million back then? LARS: I think we’ve sold more than 50 million across the series by now. MAGNUS: That’s almost impossible for me to grasp. LARS: I often get the question, especially at awards ceremonies in Sweden, what it feels like and if we ever counted on becoming this big. The waiter enters and sets down four plates at the table. Stefan, Mats, and Lars have the salmon. Magnus has the meatballs. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/10v3.jpg Having seen the way people reacted to multiplayer in Codename Eagle, we always knew we were onto something really good. There was no doubt about that. But we had to get the game out there into the hands of people so they could see it for themselves. Sweden was such a small territory, so we jokingly aimed at beating Counter-Strike with their PSU of 60,000 I think. The second biggest game back then, Unreal [Tournament 2003], had something like 14,000 in PSU [Peak Simultaneous Users – The highest number of players concurrently online and playing]. MATS: The whole thing about selling units wasn’t really what occupied your mind. What I found interesting and fun was seeing how many people were actually playing the game. I don’t know what the peak was initially. Maybe around seven or eight thousand, and I remember first thinking “Oh shit! 8,000 people are playing Battlefield right now!†and then “How can our buggy mess of a game hold up under this amount of pressure?†Laughter all around. The warm and nostalgic kind. LARS: Do you remember when we launched the demo? We went to Fenix [A local restaurant near the DICE office] to grab a bite the same evening that we launched the Wake Island demo, and Söderlund [Patrick Söderlund, Team Manager back then] kept calling me all night to update our numbers: “Now we’ve beaten this game, now this game, now we beat Unreal!†and we just sat there and toasted and shouted with joy. Sure we had high ambitions and high hopes, but this just felt crazy. MATS: Yeah, those were the things you cared about, more so than the economy. MAGNUS: I also believe that had we cared more about sales than what the game really was, I don’t think it would have turned out as great as it did. The whole reason we did Battlefield 1942 was to create a game WE wanted to play. MATS: In a way, that’s what went wrong with Codename Eagle. I mean, we WANTED to make a true Battlefield game. But our backer said we needed a character and a story, so we had to build that. But our first idea had been to make the “Virtual Battlefield†game that we already had a concept for. It was supposed to be all war and no story. But then we had to fit in some kind of cool hero with a red cap. LARS: Was the red cap their idea? http://blogscdn.battlefield.com/wp-content/uploads/2012/09/CE_concept.pngCodename Eagle concept art. MATS: Yes, that was Michael Stenmark, the designer of “Drakar & Demoner†[A massively successful Swedish pen and paper roleplaying game from the 80’s, not affiliated with Dungeons & Dragons] who also designed Codename Eagle. But that meant we spent a lot of time developing single player, which left our multiplayer full of bugs. Capture the flag was still super fun, though. Had we had the same pressure to create a great single player game in Battlefield 1942, I don’t think it would have shipped at all. STEFAN: I remember when we were about to release the Wake Island demo that we debated whether we were giving away too much with all of the airplanes, boats, submarines, and everything. We were afraid it would leave no surprises for people who bought the game. But I think it was a good strategy in the end. MATS: I don’t think it was only that. I think we were scared that the competition would catch up to us. But no-one was stupid enough to try and do what we did (laughs). LARS: I still remember the E3 show in the spring before we shipped Battlefield 1942. At the show we won lots of awards and made it big. But then when we came back home everybody panicked because Medal of Honor [Allied Assault] was on its way and had much better graphics: “We need to crunch!†http://blogscdn.battlefield.com/wp-content/uploads/2012/09/BF_1942_0011.jpgWake Island; The most classic of all Battlefield maps, and the first encounter with Battlefield for most players. â€Someone told me recently they had lostmonths of work because of our >bloody demo<”- Lars Gustavsson learns the Wake Island demo was pretty popular Speaking of the demo, I was travelling the other week and met a guy who said they had lost months of work because of our â€bloody demo!†(laughs). It seems everyone has a relationship to it. For a lot of people this was a true watershed moment that made an impression in the gaming industry. The topic changes to the E3 2000 movie. LARS: Do you remember our movie for E3 2000? The airplane couldn’t fly, so we used the camera instead. MATS: Yeah, we had an airplane and the we just panned the camera like this… STEFAN: It was like one hour until Patrick Söderlund’s plane left for the show when we rendered the final frames of the movie. He RAN down to the cab and drove off. Back then we didn’t have a proper game engine up and running so we couldn’t really do anything in the game. We took a lot of shortcuts. The planes just hung in the air and we panned around with the camera and locked it on different objects. That makes it look like the plane was actually flying. LARS: And for the boat we just animated the water to make it look like the boat was moving. STEFAN: And do you remember the tanks? It was Martin Hedlund [Programmer on Battlefield 1942] who created some code to make them follow the terrain. They didn’t have any physics or anything, they just rolled along. LARS: And Marcus Fritze [Artist on Battlefield 1942, still at DICE] had those entry/exit animations. They STILL haven’t made it into the game (laughs). MAGNUS: The entry/exit animation for the tanks? LARS: Yep, but you basically just saw a soldier climbing up onto the back of a tank. I don’t know if he ever entered the hatch. STEFAN: Yes he did. LARS: I’ve been flipping through a lot of old binders now that it’s our tenth anniversary. Do you remember our Guadalcanal test bed? We had this tiling landscape, which meant you could snipe yourself in the back of the head! It was tiled so you could just keep on flying. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Battlefield1942_Concept_002_v2.jpgEarly concept drawing of visual and gameplay features planned for Battlefield 1942. This scene depicts a European French countryside setting. MATS: Why did we remove that? MAGNUS: Exactly. I want a tiled map with tanks only! LARS: If you see a tank in the distance, it’s you! MAGNUS: Right, I remember you could fly out on one edge of the map and enter the other. But that was removed very late, wasn’t it? I remember flying like that on El Alamein. LARS: I think that approach disappeared one year into the project. STEFAN: I had so great aspirations for so many items in the game. We had this idea that vehicles weren’t supposed to spawn in front of players, but inside factories instead. Just because it looked better. The doors would open, the tanks roll out, and THAT’S when you could enter the vehicle. And we had huge shipyards for the boats! LARS: That’s where the concept fell (laughs). STEFAN: Yeah. We had to spawn the aircraft carriers somewhere! I had to build shipyards that were 300 meters long, then the carriers would spawn there and come floating up through a pair of opening doors. I think we realized pretty quickly how hard that would be to implement! http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Concept_dock.pngScreenshot from an early internal Battlefield concept movie. You can see the shipyard where boats were supposed to spawn, out of sight from players. MATS: It was pretty insane that we kept the functionality to actually drive the aircraft carriers. STEFAN: I don’t know. I think that’s one of the coolest aspects of the game; that you can drive EVERYTHING. LARS: Not to mention the submarine. EVERYONE SAYS: Yeah! MAGNUS: When did that enter the game? Pretty late, right? MATS: Know, we had a sub from the start. LARS: But did we finish that one? I always remember it like we pushed it into the game in the last minute and got it working in May. MATS: The functionality was so-so, but the sub itself was there since the early days. LARS: I remember having it already in the Codename Eagle demo. But in Battlefield 1942 we made a 2D view for it as well, so you could navigate via a tactical map that showed sonar pings from the destroyers. This way, we didn’t have to draw the terrain under the surface of the sea. STEFAN: Early on I think you could only see the submarine from a third person view. So you could see it on the ocean surface when you drove around. But when you dove too deep, the camera would tag along under the surface, which looked super ugly. There was nothing there! MAGNUS: But I remember we wanted to cut it because we didn’t have the time to finish it. But there was pressure from EA to include it, almost like this do or die thing. MATS: I don’t know that we had so much pressure from EA on design. I think we pressured ourselves if anything. LARS: I think it was ME who pushed for the submarine, hrm! STEFAN: In any case, we were extremely ambitious. I mean, you could enter EVERY building in the game. We never stopped to think maybe you shouldn’t. The church? Of course you should be able to enter it and climb the tower! Or on Berlin and Stalingrad, where you could enter every building. LARS: We even had cows and chickens. And cupboards with china in the kitchens. MATS: That to me is the original Battlefield: You are supposed to be able to drive everything. Go everywhere. No limitations. The topic changes to sound design, now & before. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/22v3.jpg MAGNUS: Our basic sound design philosophy is pretty much unchanged from the early days. A lot of the audio mix is done in real-time with input from what happens in the game. For example, distance and different materials change what audio is played and at what volume. We have always had a lot of variations on shot sounds, firing sounds, and reverbs. The reverb is also changed by the type of weapon used and distance. At long range it’s more of a “pop†and close up it’s a “bangâ€. It was very gameplay focused already in Battlefield 1942 – you could always tell what type of weapon was honing in on you: pistol, machine gun or sniper rifle. And you could always hear whether that tank shell you just fired actually hit or missed its mark. LARS: One of the coolest audio bits was the artillery. When you shot with the Wespe, you first saw the explosion, then heard the distant thunder. MAGNUS: I’ve dabbled in almost all of our titles, and the core audio team on Battlefield have crazy talent. In my opinion, that group of people is the gaming industry’s best audio team. LARS: How many BAFTAs have you received, again? Three? The prize cupboard are getting full! http://blogscdn.battlefield.com/wp-content/uploads/2012/09/11v3.jpg MAGNUS: The series has four BAFTAs in total, I think, two of them for audio. But as soon as we have hit a quality level we start looking at possible enhancements. So the evolution for audio in Battlefield is very quick, I would say. Things happen fast because everyone has so many great ideas. And we have people from so many different background: Musicians, movie people and artists. All this knowledge just melts into a big pot of audio magic. LARS: Sometimes it’s like we get so many awards that I can’t keep track of them all. That makes me feel a bit ashamed. Do you ever feel that this is as good as it gets? MAGNUS: No. I think the whole group feels there’s tons more to do. You can always do better. LARS: Good! Then we agree! (laughs) STEFAN: I guess it all depends on how much audio memory you get (laughs). MAGNUS: I think it didn’t dawn on me until we received our BAFTA for Battlefield: Bad Company 2 how many awards we had received previously. I’ve always sort of worked heads down in a project and thought “What do I do next?†The topic changes to the importance of Battlefield 1942. MATS: Me and Johan Persson were studying together at KTH [The Royal Institute of Technology in Stockholm] and we knew that creating games was what we wanted to do. We had this dream of a vehicle based war game that we called “Virtual Battlefieldâ€. Our second year into KTH, this was in 1993, we had begun work on a 3D engine. We never really finished it, but we came close enough to be able to start making a game in 1996. It became Codename Eagle, but our dream was to make a true Battlefield game. Eventually, we found a distributor in EA and we could realize our dream. “It feels extremely gratifying to be able to sayI accomplished my dreamâ€- Mats Dal remembers the emotion of finally launching Battlefield 1942 Looking back, it feels extremely gratifying to be able to say I accomplished my dream. I mean, our story could have ended differently if everyone had thought that Battlefield was too difficult and complex to deliver on. LARS: A lot of pieces have fallen into place to get us where we are today. It could have gone to hell more than once. MATS: Right. Our basic idea was that we like all manner of military vehicles and the rock/paper/scissors concept. That you create the fun while you are playing. STEFAN: I think that’s what I feel most strongly for as well. Battlefield 1942. Professionally, I’ve never worked so hard or enjoyed anything as much as I did with Battlefield 1942. It’s hard to beat. I mean Codename Eagle was cool, too, but we didn’t take it all the way. MATS: That’s how I felt too. STEFAN: We got another chance with EA and man, did we take it! http://blogscdn.battlefield.com/wp-content/uploads/2012/09/09v3.jpg “Professionally, I’ve never work so hardor enjoyed anything as muchas I did with Battlefield 1942â€- Stefan Vukanovic on the game of a lifetime LARS: When I joined Codename Eagle it only had a year or less left in development, so a lot of it was already up and running. There were entire afternoons when we were just playing the multiplayer. But Battlefield 1942 was the hardest project ever. I think most of us nearly killed ourselves working on it. It wasn’t easy. That said, I just need to watch the intro movie to get goose bumps. MAGNUS: We did some all-nighters, and I was at the Gothenburg office back then. I remember how good it felt if you were stuck or just tired, maybe having spent 48 hours at the office. You knew that if you fired up ICQ [This was the messenger in the 90’s!], Lars would ALWAYS be online. It didn’t matter if it was ten thirty in the evening or six fifteen in the morning. LARS: Well, my motto was “Don’t do to others what you wouldn’t do to yourselfâ€. So there were a lot of late nights for me sending game builds to the US. Sending it took like seven hours, and we didn’t have any fancy FTP or anything. You couldn’t split the delivery and you couldn’t resume a disconnected upload, so you just sat there. If you were lucky, someone found a bottle of wine or something, and then you sat there and played while the build uploaded. MATS: Still, I don’t really remember the hard work. Time has passed and what is left is just the sensation that we created something that we were very passionate about. We still are, of course, but that era was truly unique. STEFAN: With Lars playing â€Burning Bridges†really loud so everyone in the office could hear, to keep up morale. LARS: Ha ha, that’s right. Kelly’s Heroes. Anyways, I was watching these â€Only in Battlefield 3†videos, like irontjunfisk’s jet stunts, and it dawned on me yet again how incredibly deep Battlefield is! I mean, already in Codename Eagle when you saw a double-decker flying out of the sun with the gamer tag LAXO above it, you knew it was Mr. Dal going for a stunt run. MATS: Yeah, we always went stunting in Codename Eagle. Under bridges and stuff. LARS: The train bridge was super tough, the covered one. But there was a lot of stunting going on in Battlefield 1942 as well. I remember Mats getting bread in the morning and me getting ham and cheese so everyone could have breakfast – and so people would come in to work after a late night. Then in the evenings I would sit on the phone with the US. I used to play on the Bocage map during these calls. Me and Ken Balthaser [Producer at EAD] and the guys over there talked in the phone conference while chasing each other and doing stunts, so any time I watch one of these fan made videos I really get the sensation that so much of what Battlefield is has stayed untouched. All of these movies that our players create, it’s epic. MAGNUS: I remember people flying upside down under bridges and how they started talking about how cool it was. All of a sudden players started recording short, unpretentious clips where they flew around, or they would turn friendly fire off and shoot rockets at jeeps so they flew straight up in the air! The topic changes to what makes Battlefield special. MATS: Since day one, the same kind of drive has been there, I think. The whole concept of rock/paper/scissors and that you can train to become an expert in specific areas on the battlefield. The waiter enters and sets down four coffee cups at the table. Stefan, Mats, and Magnus has theirs black. Lars gets a cappuccino. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/15v3.jpg MATS: Battlefield 1942 didn’t have as many tests and bug fixes like today’s games, so it had a lot of bugs. It wasn’t only crash bugs, but design elements that didn’t work like intended – But then the community used that to make the game even more entertaining. Like wing walking, for example! STEFAN: Yeah, there are a lot of things we hadn’t planned but the physics engine allowed. Some pretty crazy things happened. MATS: Precisely. It can be a nightmare for our designers, but like with Battlefield 1942, it can also make the game even more appreciated. MAGNUS: I think those fan created videos sold the game for us. A lot of times, I ended up on servers where people had stopped playing the objective. They just stunted instead. And if someone joined and started playing the objective, he got kicked immediately (laughs). It was a fantastic sand box. LARS: I agree. I remember when Patrick “Posh†O’Shaughnessey [EA Tester on Battlefield 1942, Vehicle Gameplay Designer on Battlefield 3] joined DICE. In our play tests, he started putting C4 on things and playing “the wrong wayâ€. At least that’s what we as designers thought. But this way of using the game in new and creative ways has really grown strong. And like I said earlier, I think the “Only in Battlefield†initiative shows how strong this movement still is. Simply hearing the players’ heartfelt laughter recording their videos is golden. There’s no doubt both a competitive and leisure side to playing Battlefield. But for everyone who loves stunts, these fan made videos are like time machines. It all started with Codename Eagle and they are still coming. I even think the community created some of the best videos for Codename Eagle. I still have my favorites that I show when Codename Eagle comes up as a discussion. MATS: That’s because we didn’t have Rolle [Roland Smedberg, Senior Video Editor at DICE] back then. STEFAN: But we had so much exploiting going on before. People squeezing into the space between two walls that were placed too close to one another. Then they suddenly popped into the walls and could stand there and take shots at everyone. Or rocket jumping… MAGNUS: Right! ‘Nade jumping onto roofs or other places that otherwise weren’t accessible. LARS: We have things like that in Battlefield 3, with people standing on the MAV and then flying away. But on the other hand, it’s always been a hard call to judge, in my opinion. MATS: Whether to make a patch that removes quirky things that people have come to enjoy? “The first time you got road killed by a MAVin Battlefield 3 felt fantastic!”- Lars Gustavsson appreciates creative ways to play the game LARS: Exactly! Maybe it means they can get to places that breaks balance, but it’s a tough decision. Because we really love what people do, realizing the full potential of the game. The first time you got road killed by a MAV in Battlefield 3 was just fantastic! MAGNUS: These kind of things are so appreciated. A lot of the fan videos really sold our game, I think. I had a small crew that created a few movies when I stayed in the US. There wasn’t really any marketing going on over there I remember, and our movies got such a huge response. I had this friend who hosted them on the server belonging to a record company, and when we released our third video the server went down because of the pressure. It just kept growing and the community did so much to sell the game. LARS: The cool thing is we have Noken at DICE nowadays and I’m really a fan of his old Battlefield videos, like “Mine”. By the way, I attended this developers conference the other week and there was a lot of talk about old Battlefield movies and all of the crazy things you can do in the games. I also met one of the biggest publishers in the industry who turned us down back then when we were touring with Battlefield 1942 to find a publisher. We made the prototype in the spring and shipped Codename Eagle, then we became DICE and started building the Refractor engine up until E3. But publishers never really fell in love with our Guadalcanal movie, so all of our coders went to Rallisport Challenge while a few designers and artists struggled along for nine months before we found EA. MATS: We did have a few coders. STEFAN: Strange how difficult it was to sell in Battlefield 1942 to the publishers. We had it right there in black and white: “Here’s Codename Eagle, you can play the multiplayer, and this is how fun it is. And this is what we want Battlefield to be and what it looks like. It’s going to be World War II and these are the vehicles we’ll have and here are some mockup images.†http://blogscdn.battlefield.com/wp-content/uploads/2012/09/1942_Concept_Mockup_June_2000-640x480.jpgMockup created by DICE in 2000 to convey the look and feel they were going for with Battlefield 1942. LARS: Those mockups looked really nice. I guess we’ll have to thank Tom Frisina and the EA testers for playing Codename Eagle every lunch. It was a good call from him when he saw what the testers were playing and realized it had to be good. It was him who dared believe in an unknown game from an unknown studio. His gut feel was that if these experienced testers at EA could play anything but chose Codename Eagle, there had to be potential in that studio’s next game. The topic changes to what it is like to have worked on Battlefield for 10 years. STEFAN: It’s good to have worked on Battlefield for 10 years, ant it’s very different now from then. It’s not as much of a garage feel to it anymore. It’s like… it’s for real now. We’re a real company with real working hours. Except when crunching, of course. MATS: Do you feel as involved in the design nowadays? STEFAN: No, there’s so much to grasp now. It’s too big, so you can’t be a part of EVERYTHING. That’s just something you have to accept. LARS: I agree, you couldn’t do that even if you wanted to. MATS: But that’s how it was on Battlefield 1942. Everyone chipped in. LARS: I loved that. When you had a problem the whole team sat down to discuss as one group. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/20v3.jpg STEFAN: There’s a huge difference. It’s better today because you have more time for yourself and for your family. It’s more secure as well, with the salaries and working conditions in general. In that respect, it’s more real now. MAGNUS: I think your own mentality changes as well when you’ve worked for so long. I think it has to, otherwise you’d burn out completely. Sometimes you can almost feel a bit jealous when newly hired people come in with such a glowing passion. I usually get reignited just by spending time with them. LARS: Instead of with us old geezers (laughs). MATS: I sort of miss that, that feeling of creating something for the very first time. That’s the feeling I connect to Battlefield 1942. The knowledge that a lot of people tried, but WE were the ones who succeeded. LARS: I still remember that Edge feature in March or April 2002 when they said that Battlefield 1942 looked very promising but they had seen promising prospects before. The proof lies in delivering the game. I feel an enormous sense of pride that we succeeded in delivering, against the odds. I’ve been involved in most games at DICE, but I still think it’s rewarding. I mean, I just came from a meeting where we discussed the future, and if we pull some of those things off, it’s going to be a pretty exciting future! I think the strength of Battlefield 3 is that when we needed to finish so much in the last year, we simply had to rely on having great people. Which we had, because people took the ball and ran with it. STEFAN: It definitely isn’t easier developing games today. But it is different, and you have to make earlier commitments that you stick by. Make a decision now, and after a month, there’s no turning back. You need to see it through. LARS: By contrast, I remember the Codename Eagle wall where you looked at what potentially could make it into the game. If you didn’t fancy what you saw on the list, you could just start working on something else, more or less. STEFAN: Yeah. “I’m going to make a motorcycle instead!†(laughs) http://blogscdn.battlefield.com/wp-content/uploads/2012/09/21v3.jpg MATS: And you had more of a personal connection to everyone on the team. You had probably had lunch or a beer with all of them since the team was so small by comparison. LARS: I thought about that earlier. I meet so many people in Free to play or the indie scene and other areas of game development. Sometimes we’re not held in the same regard as these because we’re a big company creating big games. You can see that with a few journalists as well, saying we’re not indie, ergo we’re not real artists. But with the experience we have today I think it would be way easier for us to make a small game with a small budget. Having a huge budget can actually sometimes be a heavy burden to bear, in my opinion. If we spend this much money, the game better be worth it, you know? I think some of us would be glad to lose that burden. At the same time, I just love what we do. Patrick Söderlund, co-founder of Refraction Games and Executive Vice President of the EA Games Label, enters. He asks what the occasion is, and our quartet answer they are celebrating having reached a mature age. Patrick laughs, agrees, and leaves for the office. MAGNUS: But that performance anxiety you mentioned, it has to be there. LARS: Yep. The day you don’t have that is probably the day you should quit. “The day you don’t feel performance anxietyis probably the day you should quit”- Lars Gustavsson MATS: I don’t know if it’s anxiety so much as the constant strive to outperform yourself. LARS: Yeah. I think it was during Battlefield 2 that Sean Decker [Executive Producer on Battlefield 2] coined the phrase that you’re no better than your next game. MAGNUS: You mean “latest gameâ€? LARS: No, your next one. Even if your last one was good, you will be judged in the future based on the NEXT game you ship. That feeling that you always need to do better. I remember when Tom Frisina was at our office at Maria Skolgata and delivered that speech: “Great job, guys. Now you just need to deliver something that is even better!†Then we entered a planning meeting for the future and we said we wanted to implement full destruction. We had promised it [internally, that is] in Battlefield 2 but it just turned out to be a couple of fences and a bridge. Now we wanted to take it all the way and we had given some thought to how we could destroy forests and cluster objects, but he didn’t buy into it. So we took our design papers and put them in the drawer for a rainy day. The topic changes to how Battlefield is different today. MATS: I think one big difference is that we now have Battlefield on all consoles. Sure, we had Modern Combat on console, but that was a separate game. Now it’s the SAME game. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/32v3.jpg MAGNUS: Rendering wise I think Frostbite ushered in Battlefield as a true multi format title. That’s where every modern Battlefield title comes from. Modern Combat was maybe our second or third try to take Battlefield to consoles. We had been struggling away at that in Gothenburg for quite a while, and I remember it as a pretty chaotic project. After multiplayer was done, we threw single player in there on a separate renderer on the same disc. So we really had two game engines. But yeah, I’d say that Battlefield 3 is the first time we have the true Battlefield experience across all formats. MATS: Also, single player has become important again. MAGNUS: There was NOTHING wrong with single player in 1942! LARS: You could even play the maps in succession, like a proper campaign! But on the topic of single player, of course we’re always striving to find more players. And there’s no doubt some players are hesitant to go online. Single player is for them, or almost like a preparation for multiplayer. I think we all felt that we stretched a bit thin on Battlefield 3 by also including co-op, but I think it turned out great. I remember this interview in Moscow when we launched Battlefield 3, and the journalist was a hardcore multiplayer only kind of guy. The entire interview was all about why we had included single player and co-op in Battlefield 3 instead of doing a multiplayer only title. I mean, the ENTIRE interview. He thought it would have made Battlefield 3 even better, but I don’t agree. I don’t think our team would have been as big if that had been the case. STEFAN: I do think single player is the big difference comparing Battlefield now and then. If you look only at multiplayer, the core values are still there. You can see it in the Only in Battlefield videos. Even if you haven’t played the games you can see that the old thrill of doing stunts in Battlefield 1942 is still in Battlefield 3 today. People keep doing stunts. How many games allow for that? LARS: The core really is intact. We also talk a lot about the “through the gun experienceâ€, to build from the crosshair and out. That is also almost one hundred percent intact. But we keep refining everything and adding new elements like vaulting and new game modes and persistence and the whole social layer of Battlelog. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/15v3.jpg MATS: And look at Battlefield 2, where we flirted with the Command & Conquer crowd by implementing Commander mode. I think we’ve kept that line of thought by expanding on squad order functionality and so on. LARS: Back then the game was pretty hardcore. I don’t know that it was exactly what we aimed for, but we delivered a game with just one game mode and no real single player except bot wars, and that still got us our highest rated game ever. So I believe there is some truth to the idea of a focused approach paying off. Looking at the game today, I do think a lot of things have improved. It’s more accessible in tempo and the overall quality is much higher. MATS: The user interface has evolved enormously from 1942 to now. We hated UI back then because it was a pain to work with (laugh). STEFAN: Yeah, no one wanted to take that on in Battlefield 1942. LARS: That’s the fascinating thing with Battlefield 3. I think we had more people on UI than the entire Battlefield 1942 team! MATS: Guaranteed. LARS: Battlefield 1942 wasn’t terribly good, quality-wise. It was ALMOST impossible to play 64 players when we launched, and a lot of bugs everywhere… The design doc we signed with EA actually said we would have 128 players. STEFAN: Someone edited that rather quickly, I think. LARS: Sometimes the whole thing just makes me laugh. Doing this is like living life in the fast lane. I get to experience so much. Review events aboard aircraft carriers and I don’t know what… MATS: The one on the USS Hornet? I wasn’t there, but can’t remember why. LARS: You were busy finishing up the game in the summer. We were there in mid-August before the game was done. On August 23rd you were still finalizing the code, but it was hands off for everyone else. So it was me, Magnus Walterstad, Mattias Hörnlund [Programmer], Tobias Karlsson [Programmer] and Oscar Carlén [Art and Special Effects]. And we met Jamil Dawsari [Assistant Producer at EAD] and Ken Balthaser [Producer at EAD] over there. The topic changes to the future of Battlefield. MATS: Personally, I have this fantasy about Battlefield having even larger environments where everything is seamless. STEFAN: That’s like ten years from now, maybe. LARS: One interesting thing is we’ve talked about player counts over the years. A lot of people still feel that 40 or so players is the optimal number where it plays the best. Sometimes 64 players doesn’t necessarily mean a better experience. On Operation Métro, for example, 64 players gets pretty hairy. MATS: Speaking of Battlefield Moments, I remember in Bad Company when we were shooting a video that Rolle was setting up. It was supposed to be a transport helicopter with someone on the minigun and someone with a grenade launcher on the ground looking up and shooting the helicopter. When we looked at the replay later we saw that the grenade had hit the guy INSIDE the helicopter! http://blogscdn.battlefield.com/wp-content/uploads/2012/09/29v3.jpg LARS: Oh, yeah! That was in Battlefield 2. We needed it for an EA event in England. We had played for quite a while but nothing exciting happened. It wasn’t an RPG though, it was Jamil Dawsari [Designer on Battlefield 2] who flew a Russian jet and fired a heat seeking missile at our tester Johan Östman [Lead tester on Battlefield 2]. I flew the helicopter and I thought the missile had missed us. Jamil thought it was a bug and entered it as such in his notes. Östman was the only one who saw what REALLY happened: The missile flew past him inside the helicopter cabin! It wasn’t until Rolle edited the video that he noticed it. Talk about a Battlefield Moment! MAGNUS: And in Battlefield Vietnam you could transport vehicles under the helicopters and use the pendulum effect to hoist tanks like this… across to the other side of the map. LARS: I think whatever we do, as long as we keep that Battlefield essence, we will survive anything. We have survived so much. And we have obvious proof that the game works on anything from PC to consoles, to an XBLA title [battlefield 1943] and Battlefield Heroes [The Facebook game] and Battlefield Play4Free. As long as we take care of that Battlefield essence, it’s only the business model and platforms that will vary. MAGNUS: I’d love to see a remake of the big and beautiful El Alamein map. MATS: Yeah, that was a real favorite of mine. STEFAN: It was so much fun just flying around on it, doing nothing. Just looking around at everything. LARS: M-hm. It would be great to return to the Second World War. There is so much left to do. MATS: Yeah. And we picked 1942 for a reason. EVERYTHING had cool design. MAGNUS: I’d like to give people back the possibility to modify Battlefield in the future. MATS: Yeah. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/BattlefieldFOP.jpgThe game that changed everything. MAGNUS: I remember this dude making the craziest mods for 1942. He remade a Tiger tank into a spider… LARS: …And put a tilt rotor on the B-17 bomber! MAGNUS: Awesome stuff! LARS: And I remember a Pirates versus zombies mod and a Formula 1 mod. LARS: Maybe Stefan knows, but if you do a mod tool nowadays I think it has to be pretty thorough since everything is so complex. You’d need to put a lot of work into those tools. MATS: Wait, wasn’t it MORE complex in Battlefield 1942? Those mod tools were pretty basic. LARS: Yeah, you pretty much had to reverse engineer the game! Could it be any more complex? MATS: But seriously, it would be cool to make it moddable again. It makes the game live longer, not just because of us. LARS: Yes. The game takes on a life of its own. The topic changes to what they are doing at DICE today. MAGNUS: Working on games at DICE with my friends, both old and new, is like a boy’s dream come true. And having seen the company grow from a small group renting a house in Växjö [A smallish town in the south of Sweden] to the amazing talent and facilities we have today is like a fairy tale. Nowadays, I’ve moved back to my hometown Sundsvall, trying to prioritize my family while working part-time as Audio Director on a secret project at DICE. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/18v3.jpg MATS: I’m on the Frostbite team now, but of course I’m still very interested in what’s going on with Battlefield. I often run downstairs to talk with the team and check out the latest progress. But right now I want a little time out from the Battlefield games themselves since I have worked on each and every one of them since the start. I think it’s very rewarding to do more overarching work that the other studios at the EA Games Label can benefit from as well [Dragon Age III, Command & Conquer, Army of Two, and Medal of Honor are some of the games currently in development using the Frostbite engine]. STEFAN: I feel pretty well rested. I’ve been on parental leave for almost a year [Come work in Sweden!], so it’s good to be back and at it again! It’s not exactly the same anymore. During Battlefield 1942 my title was Lead Artist, but in practicality that pretty much meant everything from Art Director, Content Director, Technical Art Director, Art Development Director, and Artist. With today’s massive projects you either need to specialize or take more of an overview role where you’re not as hands-on with the actual game itself. But I still enjoy my work immensely. LARS: That’s where I am now. The growth of DICE has really brought great people here. In some respects, it feels like I am sprinting along at the same pace now as I was doing back when we developed Battlefield 1942. I’m still sprinting, but making sure to find the right balance. I need to be able to give feedback on a low level while doing my job on a high level at the same time, and I still think it’s highly rewarding. And again: There are so many things we haven’t done yet! MATS: Like really great submarines! STEFAN: Exactly! They all nod approvingly and smile. They then get up and leave for the office, where they have a future to shape. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/CoverConcept1.jpgWhat the Battlefield 1942 cover could have looked like. Mockup created by DICE in early 2002. BATTLEFIELD 1942 CREDITS (DICE) Producer Lars Gustavsson Assistant Producer Niklas Persson Lead Design Romain de Waubert de Genlis Design Ola Holmdahl, Niklas Persson Level Design Johan Belking, Niclas Svensson Original Concept Johan Persson Lead Programming Johan Persson Programming Mats Dal, Christian Grass, Jonathan Gustavsson, Martin Hedlund, Mattias Hörnlund, Tobias Karlsson, Michel Schmidt, Thomas Sköldenborg, Torbjörn Söderman, Jonas Ã…berg Lead Art Stefan Vukanovic Art Oscar Carlén, Zoltán Feföldi, Lars Gustavsson, Tommy Hjalmarsson, Magnus Holmgren, Rikard Hultman, Riccard Linde, Alli Sadeghian Animation Zoltán Felföldi, Alli Sadeghian Special Effects Riccard Linde, Oscar Carlén Additional Programming MÃ¥ns Bernhardt, Johan Andersson, Peter Engström, Marco Hjerpe, Robert Gyorvari, Erik Pettersson, Camilla Drefvenborg, Daniel Strandgren, Torbjørn Lædre, Peter Österblom Additional Art Johan Belking, Carl Lundgren, Fredrick Ulfves, Marcus Fritze, Stefan Eriksson Interface Alli Sadeghian, Christian Grass Sound Magnus Walterstad Additional Sound Olof Gustafsson Music Joel Eriksson Intro Movie Vectorfilm Technical Director Mats Dal Special Thanks Our neglected girlfriends; Roland Smedberg for great teaser movies, Jocke Svärling, Invaluable EA Testers at DICE (Patrick O’Shaughnessey, Melissa Tague, Jacques Broquard, Robert Hamiter); The CE BF Community, Amir Haleem, Johan Flood, Digital Reality, Hungary; Yong-Bum Kim, David Yu, Erica Jernström, The Rallisport Team for support and additional testing, Ice Internet Café, Stockholm; if you’re not here we might have slipped… so thank you! Note: The original printed credits in the game manual had some typos. These have been corrected in the list above. Notable changes are Trobjørn->Torbjørn; Svedberg->Smedberg; and Pehrson->Persson. View the full article
-
Battlefield Blog: 10th Anniversary: Battlefield 2142 Retrospective
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png As our 10th anniversary celebrations continue, it’s time to take a closer look at the classic Battlefield 2142, including one of the most memorable trailers for it. “This video almost functionsas a tutorial for the game” DICE’s Senior Video Editor Roland Smedberg remembers the making of the trailer: “Like the launch trailer for Battlefield 2, this one was also used as the intro for the game. It also had the same type of opening sequence as Battlefield 2 with the sun and the moon, so there was a clear connection between the two. What I like the most about this trailer is the craftmanship that went into it: I like the angles, the camera movements — it just looks good. We deliberately showed as much of the setting as possible, and the video almost functions as a kind of tutorial for the game. This was also the title where we introduced in-game dog tags for the first time. You can see at the end of the trailer that we show a dog tag that says thanks to our beta testers, which I think was a neat touch. I remember this random YouTube comment where someone said that the trailer alone was worth the price of the game. ” Battlefield 2142 retrospective (originally published at www.dice.se) Now officially an Electronic Arts studio, it was time for DICE to explore new territory. Having placed their previous online shooters in WWI, WWII, the Vietnam War, and modern day settings, Battlefield 2142 took place in a future where a new Ice age has thrown the world into a panic. The soil not covered by ice can only feed a fraction of the Earth’s population, and players choose to fight for one of two military super powers in an epic battle for survival: The European Union or the newly formed Pan Asian Coalition. Introducing a futuristic art style, science fiction weaponry, and the asymmetric game mode Titan, Battlefield 2142 still has a hardcore following that doesn’t want to leave the future behind. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/2142-1-300x168.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/2142-2-300x168.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/2142-3-300x168.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/2142-4-300x168.jpg Follow us on the Battlefield Blog as we celebrate the 10th Anniversary of Battlefield with classic trailers, game retrospectives, classic concept art, and more. Every post celebrating the anniversary will be tagged “10th Anniversaryâ€. Also, make sure you pick up the celebratory Battlefield 1942 wallpapers and anniversary logo from our previous blog post. View the full article
-
Battlefield Blog: 10th Anniversary: Replay yesterday’s chat with Battlefield veteran Lars Gustavss
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Lars-21.jpgThanks to everyone for joining the live chat yesterday with DICE’s Lars Gustavsson. We had a great time. If you weren’t able to attend, here’s a full replay of the chat where Lars answers your questions on the past, present, and the future of Battlefield. Lars Gustavsson: Hello everybody out there! [Clapton07] Is there a Battlefield 2143 in the pipeline? Lars Gustavsson: No, it’s currently not but I would love to make it. [N3mesis] How did the Battlefield game idea get in your mind ? Lars Gustavsson: The first concept was actually created long before I joined Refraction Games as two students, Mats Dal and Johan Persson, were building a 3D engine as their exam job, and dreamt about this all-out war. Lars Gustavsson: It wasn’t until once we’ve shipped Codename Eagle that we were fully able to go all-in on our dream. [Kuziboone] What is your favorite Battlefield? Lars Gustavsson: Battlefield 1942 is the “first born” and will always be dear to me. So is Battlefield 2 since we refined so many ideas from BF1942. Still, I’m extremely proud of where we managed to take Battlefield 3 and love playing it, even one year post launch. [GiGaB4yt] What are you doing in your free time? If it’s not secret Lars Gustavsson: Free time? Lars Gustavsson: Lars Gustavsson: I mostly hang around with friends and family, playing games with my kids and build Lego. Also love to watch movies and play games. [D4rkranger] Is it possible to see another futuristic Battlefield in the future? Lars Gustavsson: Just as on the question about 2143, I would love to do it. When we announced in the studio that we were going to build Battlefield 2142, a lot of people ran over and wanted to apply for that team. Lars Gustavsson: I guess that the creative freedom that comes with a fictional world is something that’s tempting when you have made games around historical and contemporary settings for a longer time. [David] What’s your favorite non-Battlefield game ? Lars Gustavsson: Right now I spend all my “relax gaming time” in Forza 4 which I truly love. [Olle ] How did you get into the industry ? Lars Gustavsson: Had a “normal” job as accountant and then IT-manager for over ten years until I, during a road trip through the US, realized that you can make a living out of doing things that you love. Since I’ve always been drawing, I studied 3D art, and got a job at Refraction Games in Stockholm. Lars Gustavsson: Then I’ve gone from art to producer on 1942 and then down the design track. [Gen_Vila] With Battlefield’s debut and continuing success on PC, what are some of the challenges you’ve had bringing the series over to console. Both are technologically and demographically different, how do you please both? Lars Gustavsson: Initially it was quite a challenge to wrap our heads around how to approach the console consumers, which you probably could tell in Bad Company 1. We had a lot of wrong assumptions and it wasn’t until Bad Company 2 that we started to get a better understanding of how to build a game that’s tailored to work at its best on each platform. Lars Gustavsson: A lot of work has to go into everything from the menus, huds to input and controls. Lars Gustavsson: It’s great to see that now that Battlefield 3 is out, we have managed to give each platform the attention that it deserves, while the core Battlefield experience is unified across all of these. [KaRgA] Which titles do you think helped “remolding the FPS genre” in the past 10 years other than battlefield? Lars Gustavsson: I would say that Halo really brought the FPS-genre to the console generation (2001, I know but it was still a major shift). Call of Duty needs to be on the list as well as Half Life 2, since HL2 was really defining for the genre when it came out, and still is in many ways, when it comes to action and storytelling. [igor] How did you like your last year visit to Russia? Has Moscow inspired you in some way? Lars Gustavsson: It was my first time in Russia when I went to visit Igromir last year. It was a great time to finally get to meet the Russian audience who’s been with us for so many years. Even though the trip was short, it left me with a lot of good memories. [Peter] Do you feel like Battlefield 3 is complete? Lars Gustavsson: As I’ve been part of building Battlefield for over 13 years, there’s no end to what we can do so the question is whether it ever becomes complete. As soon as we release a product, we have a million new ideas for the future. When it comes to Battlefield 3, I’m extremely happy with the base product and now that we have just launched our 3rd expansion pack, it feels more diverse and a step closer to completion. [stRuPiE] What is your favorite Machinima? Lars Gustavsson: Historically I’m a big fan of Noken’s work (Mine, Mine) and I’m happy to see that he nowadays works here at DICE. The list is long of great work through the years but most recently I’m happy to see movies like irontjunfisk’s jet stunts since that’s always been a key part of Battlefield to me. Lars Gustavsson: While I was sitting late nights during the making of Battlefield 1942 and doing conference calls with EA, all of the participants in the meeting where chasing each other around an early version of Bocage… great times… love to fly. [1337EagleEye] Who was the 1st dev to be knifed in BF3? Lars Gustavsson: …he is not with us anymore… Lars Gustavsson: Lars Gustavsson: It’s amazing to see what the whole knifing phenomena has become within the community. It’s always interesting to hear the devs come into work in the morning to relay their experience the night before as they got hunted with knives around the maps… Lars Gustavsson: guess we need to practice more [FHLloydy] What was your Favorite map while playing Battlefield 1942? Lars Gustavsson: I would say Wake, El Alamein and Stalingrad [Jesse] What were/are your duties as Lead Multiplayer Designer on Battlefield 3? Lars Gustavsson: It changes as the project moves forward but since I had an extremely experienced group of developers, my job was very much to shape the vision together with them and then ensure that we stayed true to it. To clear obstacles ahead of the group as well as constantly validating the designs so that what we build gets tested and validated over and over again. It’s easy to get too close to the game and my job is to step back and look at the big picture. [Venzire] Will you be doing another Bad Company? Lars Gustavsson: Last we heard from the misfits in Bad Company was a postcard in June from Bahamas where Haggard and the group had opened up a beach bar…it’s really up to them…will keep you posted… [Perkeie] What do you think about the transition from big maps (1942,Bf2, 2142) to small maps (Bf3, Bc2)? Are you happy about it? Lars Gustavsson: I could agree that the maps in BC2 were smaller but BF3 really manages to deliver high quality combat on the smallest and most intense maps ever as well as the largest ones in Armored Kill. It’s a great testament to the diversity of Battlefield and that we really try to listen to all sides of our community. Lars Gustavsson: Just wanted to let you all know that Magnus Walterstad (sound designer on BF1942) just walked into the room and he wanted me to tell you all that he’s so grateful for all the support we’ve gotten through the years from you guys. And I can only agree. Without you, I would still be an accountant waiting for the clock to turn five… Lars Gustavsson: nothing bad about the accountant job but this is slightly better… [igor] In past 10 years games have made fantastic jump in all senses: graphics, sound, gameplay etc. Have you ever thought what Battlefield will be like in 10 years? What are your expectations? Lars Gustavsson: No one could have guessed what the last ten years have brought us and to look ahead for another ten years is hard…I do think and hope that the social aspect as well as the competitive nature of Battlefield is so strong that it can thrive no matter what the future holds Lars Gustavsson: As we embark on the journey towards the next ten year mark, for those who stay with us, my guess is that your opinions will be key to shape the future of Battlefield. In the end, we build it for you. [MrARCO] What do you think is the best aspect about the Battlefield games? Lars Gustavsson: For me the two things that comes to mind are the sandbox experience where we provide the tools and you use them to do your magic as well as the social layer in and around Battlefield with our great community. Lars Gustavsson: I cannot tell you how many mornings I’ve come into work for the past ten years to see comments on our internal games forum where devs comment on great movies created by the community or interesting threads that we all follow. Keep it up!! [JohnnyBNL] What was the most challenging Battlefield game to make? Lars Gustavsson: I would say Battlefield 1942 since we were young, inexperienced and extremely overambitious. Still, it wouldn’t have become what it became if we hadn’t had that mindset. Everything was (and still is) possible! Lars Gustavsson: Thank you all for joining in today and sorry for not being able to answer all of your questions. It’s been a pleasure to build games for you through the years and I hope that we sit here in ten years looking back at “the old days”. Need to run now since I need to go and design stuff… Stay in there and I hope to see you all on the Battlefield! View the full article
-
BF3 Blog (Unofficial): Battlefield turns 10 years old
This week, our beloved Battlefield franchise turns 10 years old. It all started in 2002 with Battlefield 1942, which set … Read on → http://feedads.g.doubleclick.net/~a/d8d7aNcgoaR9YMoLxm11MVeaUic/0/di http://feedads.g.doubleclick.net/~a/d8d7aNcgoaR9YMoLxm11MVeaUic/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/lKPXbgTbqsw View the full article
-
BF3 Blog (Unofficial): BattleField 3 Premium Available On PS3 For Free Due To A Glitch
It seems there’s a glitch in the PS3 Battlefield 3 plaform where gamers can get BF3 Premium for free. Sorry … Read on → http://feedads.g.doubleclick.net/~a/5v9yk5r12ftreNLHcVCMY0CayEU/0/di http://feedads.g.doubleclick.net/~a/5v9yk5r12ftreNLHcVCMY0CayEU/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/vDoToarfaLA View the full article
-
Battlefield Blog: 10th Anniversary: Battlefield 2 Retrospective
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png The 10th anniversary celebrations continue! We are showcasing classic trailers from the series, and now the turn has come to Battlefield 2 from 2005. Below is the launch trailer for Battlefield 2, created by DICE Senior Video Editor Roland Smedberg. “In this trailer we wanted to showa lot of ways to take out a base†Roland Smedberg remembers: “For the Battlefield 2 launch trailer, we really wanted to show a lot of ways you can take out a base in multiplayer. The trailer pretty much shows what could happen in a round of Conquest, and it was also used as the actual intro to the game. We wanted to get across that you had everything at your disposal from jets to helicopters and tanks and infantry. I think we still managed to get some humor in there with a few neat idle animations in the soldiers.” Battlefield 2 Retrospective (originally pulished at www.dice.se) One of the most loved games in the series, Battlefield 2 took what made the series great and made everything bigger, better, and deeper in a modern day era. Featuring three playable forces and more than 30 vehicles, players could engage in all-out vehicle warfare in some of the biggest 64-player matches ever to grace a PC. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/bf2-1-300x168.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/bf2-2-300x169.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/bf2-3-300x168.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/bf2-4-300x168.jpg Battlefield 2 featured immense environments from city streets to remote forests, and introduced maps that have acquired legendary status and are still played today, including Strike at Karkand. Battlefield 2 also introduced the concept of a deep persistence system where players unlock ranks and awards and gradually unlock weapons as they earn experience on the battlefield. This was also the game that took team play to a new level. Squads commanded by squad leaders were introduced, as well as a Commander on each team to guide their team to victory and support them with a multitude of intelligence and assets. An even heavier emphasis was placed on team play, as players now also received points for team actions like healing. The Academy of Interactive Arts & Sciences presented Battlefield 2 with three awards: PC Game of the Year, Outstanding Achievement: Online Game Play, and First-Person Action Game of the Year. Other prestigious awards for Battlefield 2 include Technical Excellence Award 2005 from Gamespy, Game of the Year 2005 from PC Gamer, Best Online/Multiplayer Game 2005 from 1up.com, and Editor’s Choice Best PC Game 2005 from Gamespot. Follow us on the Battlefield Blog as we celebrate the 10th Anniversary of Battlefield with classic trailers, game retrospectives, classic concept art, and more. Every post celebrating the anniversary will be tagged “10th Anniversaryâ€. Also, make sure you pick up the celebratory Battlefield 1942 wallpapers and anniversary logo from our previous blog post. View the full article
-
Battlefield Blog: 10th Anniversary: Battlefield Vietnam Restrospective
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png The 10th anniversary celebrations continue! We are showcasing classic trailers from the series, and now the turn has come to Battlefield Vietnam from 2004. Below is one of the great trailers for Battlefield Vietnam, created by DICE Senior Video Editor Roland Smedberg. “It was epic working with Vietnam era musicand we got the fun factor across as well†Roland Smedberg remembers: “It was epic working with true Vietnam era music. And even though we had an epic soundtrack with songs like Fortunate Sun, Surfin’ Bird and Ride of the Valkyries, we still managed to get the fun factor across as well. In this trailer at around 43 seconds, you can see a shot of a soldier running in a comical fashion. It was the perfect touch to the trailer, I think.†http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Vietnamplaque-300x300.jpgCreative Director Lars Gustavsson with the celebratory plaque for having sold 3 million units worth of Battlefield in March 2004 (Photo taken today). Battlefield Vietnam Retrospective (this piece originally produced for www.dice.se) Following up on the huge success with Battlefield 1942, DICE took their online first person shooter into the Vietnam War era. The strongly themed standalone title Battlefield Vietnam had an iconic soundtrack, increased firepower, modernized weaponry and vehicles, and a deep infantry experience from the jungles to the beaches of Vietnam. Players could go to war in new dramatic battle scenarios including leading a squadron of helicopters in an all-out attack on an enemy compound, executing an ambush of enemy soldiers from dense foliage, and captaining a patrol boat through a dangerous jungle river passage. The asymmetrical setup of the two teams mirrored the actual conflict and gave an interesting twist to the battles. Being one of the most loved scenarios among Battlefield players, DICE would later revisit the Vietnam War setting in 2010’s wildly popular Battlefield: Bad Company 2 Vietnam. Follow us on the Battlefield Blog as we celebrate the 10th Anniversary of Battlefield with classic trailers, game retrospectives, classic concept art, and more. Every post celebrating the anniversary will be tagged “10th Anniversaryâ€. Also, make sure you pick up the celebratory Battlefield 1942 wallpapers and anniversary logo from our previous blog post. View the full article
-
BF3 Blog (Unofficial): New Battlefield 3 updated tweaks the AC-130 gunship
Battlefield 3 Armored Kill DLC has been out for a while now (depending on your platform and status), and it … Read on → http://feedads.g.doubleclick.net/~a/c8VfgpDOqKx5a28WaGjDqq1VSzI/0/di http://feedads.g.doubleclick.net/~a/c8VfgpDOqKx5a28WaGjDqq1VSzI/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/M94XJ-oDssA View the full article
-
Battlefield Blog: 10th Anniversary: Battlefield 1942 Retrospective
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png The Battlefield series has turned 10 years! To celebrate, we are showcasing classic trailers from the series, kicking off with the game that started it all: Battlefield 1942 from 2002. Below is the first public trailer produced for Battlefield 1942, created by DICE Senior Video Editor Roland Smedberg. Roland remembers the making of this trailer: “This is the most classic of all Battlefield 1942 trailers. If I remember correctly, it was meant to promote the multiplayer demo that featured the now legendary Wake Island map. At this point in time in the gaming industry, 99 percent of developers used pre-rendered graphics only in their trailers. Since we were one of very few showing actual in-game footage, we made sure to make a point of that in the intro. I still remember the comments from viewers back then who couldn’t believe this was in-game.” “This is the most classicof all Battlefield 1942 trailers” Battlefield 1942 Retrospective (Text originally published at www.dice.se) Battlefield 1942 is the first game in the Battlefield series. Arguably one of the most pivotal multiplayer games, Battlefield 1942 was a defining moment for DICE. Armed with the knowledge and experience from the spiritual predecessor Codename Eagle, the studio set out to create the game of their dreams. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/BF1942-300x224.pngSometimes it feels like only yesterday. Building upon and vastly refining the ideas from Codename Eagle, Battlefield 1942 let players engage in infantry combat and get behind the wheel of a variety of vehicles from submarines to battleships and bombers. The game introduced the signature Battlefield rock-paper-scissors gameplay, as well as the exciting “Battlefield Moments†people refer to when talking about their unique and unscripted experiences within the multiplayer game. The game also introduced mainstay Battlefield concepts such as the tactical game mode Conquest and team play functionality. Actions like spotting enemies and repairing damaged vehicles are essential Battlefield elements that have been part of the series ever since. The fact that team play was highly rewarded was a break from current norms, and no doubt played a huge part in its success. Battlefield 1942 propelled DICE to global acclaim and gave them a multi-million fan base. The game sold over four million copies and has won a number of awards, including the Academy of Interactive Arts & Sciences’ Game of the Year, Most Innovative Game of the Year, and Online Gameplay of the Year. Most recently, it was dubbed “Game of the Decade†at the Swedish Video Game Awards in 2010. Perhaps more importantly, though, it is the game that started one of the world’s most loved and played gaming series. Follow us on the Battlefield Blog as we celebrate the 10th Anniversary of Battlefield with classic trailers, game retrospectives, classic concept art, and more. Every post celebrating the anniversary will be tagged “10th Anniversary”. If you played Battlefield 1942 back then, let us know what your favorite map was in the poll below! Also, make sure you pick up the celebratory Battlefield 1942 wallpapers and anniversary logo from our previous blog post. Note: There is a poll embedded within this post, please visit the site to participate in this post's poll. View the full article
-
Battlefield Blog: Celebrate The Battlefield 10th anniversary with us
http://blogscdn.battlefield.com/wp-content/uploads/2012/09/blogheader.png The legendary Battlefield 1942 launched one decade ago and changed everything. Join our week long celebration of the Battlefield series, full of retrospects, classic trailers, legendary concept art, and great price promotions. It’s going to be a great week for Battlefield fans in all of our channels. Later today, we will repost one of the classic trailers from Battlefield 1942 with comments by its original creator, DICE Senior Video Producer Roland Smedberg. Back in 2002, it was extremely unusual for game trailers to feature actual in-game footage the way we did. Each day until September 28 will feature something new from the rich history of the Battlefield series. If you’re an old time Battlefield veteran or a fan interested in gaming history, you don’t want to miss this. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/BF_1942_001.jpg Download remastered anniversary artwork To celebrate our 10th anniversary, we have custom created a few other pieces of artwork as well that we want to share with you. Feel free to download these to adorn your desktop or website. There’s the 10th anniversary logo plus four never before seen desktop wallpapers in full HD resolution. These were created here at DICE by upscaling select scenes from the classic Battlefield 1942 intro. Just click the thumbnails below to download the 1920×1080 versions. Enjoy! http://blogscdn.battlefield.com/wp-content/uploads/2012/09/desktop_01_small.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/desktop_03_small.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/desktop_04_small.jpg http://blogscdn.battlefield.com/wp-content/uploads/2012/09/desktop_02_small.jpg Announcing The Wake Island Dog Tag Challenge Help commemorate the launch of Battlefield 1942 by revisiting Wake Island (in Battlefield 3: Back to Karkand). Next week, we launch the Wake Island Dog Tag Challenge, where we task PC players to compete against Xbox 360 and PS3 players to reach a specific number of game rounds on this legendary map. Stay tuned for the full details on this challenge soon. http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Wake_Concept.png http://blogscdn.battlefield.com/wp-content/uploads/2012/09/Lars-2.jpgChat with Battlefield 1942 veteran Lars Gustavsson next Tuesday Few people at DICE know more about the Battlefield series than Lars Gustavsson. He has worked on almost every Battlefield title since the start, and Codename Eagle (the spiritual predecessor to Battlefield) before that. Come Tuesday, you will be able to chat with Lars Gustavsson on Origin.com and ask him anything about the history of Battlefield. We will get back to you soon with the exact timings for this rare opportunity. Week long celebration This is the first decade of Battlefield, and this is just the beginning of our celebrations. Stay tuned for more happenings on our Facebook channel, YouTube, and Instagram. Each day until September 28th will celebrate our proud Battlefield heritage. Battlefield has been truly life-changing for us at DICE, and we would like to take this opportunity to thank our fans from the bottom of our hearts. We couldn’t have done this without you. Today only: Battlefield Anniversary Sale To kick off the celebrations, Origin are discounting select PC Battlefield games currently on sale on Origin (regional differences will be present) to just $10 or equivalent in your territory. Head to Origin now to stock up on the Battlefield games missing in your collection, but make sure to do it today. The offer only lasts until midnight today on September 20th (incidentally the date when Battlefield 1942 originally launched in Europe). http://blogscdn.battlefield.com/wp-content/uploads/2012/09/BF10thAnny_468x60.jpg Note: There is a poll embedded within this post, please visit the site to participate in this post's poll. View the full article
-
Battlefield Blog: Only in Battlefield 3: Announcing our Top 10 pick of fan made videos
Our second Only in Battlefield 3 video challenge has been truly epic. We received over 1,200 videos from our community, displaying an amazing creativity and awe-inspiring Battlefield Moments. After careful deliberation, we are proud to present DICE’s Top 10 pick. We didn’t think it was possible, but this year, the quality of submissions to our video challenge surpassed our original contest. It’s been a brain-wracking exercise trying to pick a Top 10, but we did it. We wanted to take some time to celebrate last year’s winners and highlight their new submissions. Last year saw TonyTheTuba, the Deslauriers brothers, and Stungravy take the three wins. This year, they’re back with new awesome videos. Enjoy our Top 10 pick published on the competition page, then check out three special mentions below. We also wanted to say thank you to everyone who submitted. It’s been truly humbling watching your creations, and the least we could do was create a thank you list at the bottom of this post. Now, enjoy the videos and stay tuned for our final announcement of the three grand prize winners. How did last year’s winners do? Glad you asked! Check out Stungravy’s, Mathieu Deslauriers’ and TonyTheTuba’s entries below. Note: These are great videos but not part of our official Top 10. For our full Top 10 pick, head to the competition page. Stungravy: “Jet Swap” Incident DICE jury comment: Another “Did he really just do that?” moment from Mr. RendeZook. An amazing feat, beautifully captured. Mathieu Deslauriers: Teamplay DICE jury comment: Last year, the Deslauriers brothers snagged one of three wins by showing stunning teamplay in a jet each. This time around, they show even more ways to teamplay in Battlefield 3. Like always, we get a warm and fuzzy feeling when we see awesome teamplay like this in our game. Great job, guys! TonyTheTuba: The Battlefield Experience DICE jury comment: TonyTheTuba had an amazing edit last time around. It shows that he’s put even more work into this year’s video, featuring great cuts, transitions, and animations. Once again, he manages to release a video that stands out and is clearly distinguishable from all of the other videos we’ve received. Check out the Top 10 at the competition page TO THOSE WHO SUBMITTED~WE SALUTE YOU~ 08Tompan 100xkoko 101stRushDivision 176hamster 18pelino 1967Cohen 1976killy 19luka64 1WINDSHEAR 21cwA3ther 258amit 2cgamingvids 34Noext34 408Memories 45698ization 45698iztion 4lbert859j 4Shinka4 71BreaKs 7SenSiz 7xde 922rene AandB1013 AAplayer13GOA Aaron Moore abbazabba1977 Able3Gaming Abysmalnight AcidReniX1 Acniphyde ActiDICE AcuCamoo Adam Kowalski Adam Polk AdaMrA22 adamrozsi adax16 adder610 addictingvidz AftermathGamevideos Agloderan AidanPrestonTV AirsoftFreakDK AirTrackerGAMES Aitcho2142 alelkz16 AlexisBC12397 alexnabokov Alione92 Almond Fabros alwayslaughin1991 alwsmoke1 AmericanWarfare Ametysst AnarchylHDl Andre Melo Andreas Eriksson Andreas Slovakia Andreazor andrewlarking AndyCapets AngryTeenGamer anothersenselessnick Ant6511Channel AnthonyOBHD AntiquatedGamer AoDMADPenny ApudVictorum ArabGamingNetwork aRevLeon200115 Arraqnz art4611 arthur1halo asgk8 Ashton Peers asmmargod AteszmadmanHDCP Ath0r64 AtomicLemonz ATripleKill AtyliosBF3 Aurushi83 AwesomeFreakss Azadryal B4pt BADDiam BadLuckBen Badnewsasian BADpOOhUA Balisades BandOfScrubs barbaricmustard baron987654321 Bartek Bartek Bartek CieÅ›la BartonovskyPL BattleBC2 BattleEpisode Battlefilms3 Battlegameplay bchimself bekaysnom ben110011 berger21488 BF3Bordobereli309 BF3HeliWhores BF3Michael932 bf3moviemakers BF3RocksFortKnox BF3VideosPSN Bf3worldwide BFFigjam bfm66 BiBzonekkkk BiffenThoresen bigroot78 BisketTheAsian blackmesatech BlackThornTactics BLOCK1143 BloconeHD blood60ft6in BloodCrewHD BloodlessSalvation Bodchubbz bolabolabo bones495 BOOGYEYMAN2 Boomdiers bottz2 Bradley Quinn Branden Bravo BrasilXgamer breaumsidears Brekk1e brian fitzpatrick Broadsword1972 BrockvsTV bruce wayne BruTaKa0 brygadazuli BTGiMustafa bulletmunchr bunsennN BurningHawk32 burninrubber218 Burnout404 burre01 buzzikea byExilee byKorbi C4zz4m Ca ptainExtreme caf921 Caio Gusmao Callum van Heerden CaptMytre carl robinson Casper4ek cavemanb04 Cayinator CCorpQuantum cenestpas detesaffaires cha0sgod1 ChaBoyyHD ChanceBrahh ChanTheNoob cheesebobcheesenob CheliosDr ChileanYO cHIMEEERA Christian Rauchenwald ChristianNiegemann CityDesignDE clayman90 CodeCaster codemanjack14 CodOpsZombies ColdF4ce Coli98PL CommanderBetel Complete Statement ComradeSn1P3r Coolbd Verycool CoriolisEffec7 CQCBigBoss cqNB1119 Crackslet NL Craig Hoagland Crawlerz2468 creedou1 Crisxtream CruciatumVids crushedminiegg121 CryluxHDx csaszino1 CSiZiHUNGARY1 Cupidoka CVK1907 cybercena89 cypherdk85 Daeth111 DandATV Dane Plant Daniel Gioffre Daniel Middleton Danielos35 darkholegames darkveil David Grudzinski DAVID SFXBIGSHOT davidryan520 daz black DDayPlus3 DeadEnemyHD Deadslol deaktamas77 deathdude01 deathscythe2484 DeeDee8787 Defram81 demize404 Denic135 DenyingBow868 DerAlphaSkill Derek96003 DerpishGamer DerpShark Destructo131Gaming Diegones71 Diesel22671 DigiTrail Dinamix360 djBC10000 DJHunter00Gamer Don jesz Don Parsons donavatar31 donKaGuy1 dra00712 DrAbodovic DreolicGaming drewz860 DrPullasorsa DrSuperroger drunkpunk1138 ducQM dungwallace Dvalfy EaglemanF3OX EaglezEyez eclipsebmx ecrepticstudios EddieMedina1000 Eddy B Edgardo Aboytes edi77quest EduTheLan eFinTheSystem ElCasadeCaca elecobama ElekTr1C elias1901 Elijah6393 elitegamerbros EloTheCat elracletto Elwin Ijpelaar Eoinster Epostaychuk eral1ty Erralive EscapeArtist626 esiuniu Est0niaVisit Evaldas820 EvilViking13 EviscerateGamingClan EvoGxRaTeDx eyelessheX EzModeGamer Fabiano Martins fabinh03 Fábio F. O. FADEetc fadLoonger Falco13Z FDLcascais fear763 FeelAliveGaming Felipe Ferreira feoring Ferrarikillen FESP321 FfCHDTV FilmwerkeLK firemedictj FirstNoobShooter Firzen102 FissaTION FLAR Shigapov Flavio sousa flusapf Foo Zerox foxman691 FoxSniperlol FOXT12OT fpsKronov Fr0z3nD3v1L FreelancerYT Freestar1301 FrenchSwat FrikkeHU FRPMOTION FullTimeGameR furyharryb Futs69 FutureQualityMedia Fuurmeister FuzionlEdits FVGentertainment gabriel rostirolla gameitall GameplayerrPL GamersDiwan gamestool GamesWithWill GamesZonePolska GamingforePlay GamingWithDaspi GamingWithVariety GammelfleischLP Gary Jones Gattsu5 ggamdori Glosu2 goodbemax graczowiec grandmasterauto GreenZephos gregorz lenik grimclawsBB grimstad84 GRZECHUAdHd Guillermo Gámez MartÃnez gunnartech hadoukenzzz HalvWolv HangmanforHire HapticGamerHD HashPwns Hattiw4tti Havoc Revel actions HeavyTrololo hendrixexperiencedig HighXtreme HitMonkeyTV hj006 Hoglishva Houcster Huliuli25 Hurricane807 Hustlerduen Hyp3rs0nic HysteriaGamingHD IamAWalrus Ic3b3aSt iclicktokill IDAREYOUTOPRESSTHIS IdentDisc IGotMelee ik0nx83 IllGamebaklll IMICI inazumaninjutsu IndeedGaming InFamouSxEklipS InfinityCookies InflatedStyleBF3 iniduoHoudini injuryprone27 inthebackround InvictusGamin IReaXxFPS iRocks140 irontjunfisk itsbriankiddo iwwwwwwwwwwwwwww jackfrags JadedLeach JailBlows James McNamara JasonMann8 JayMeHD JazzManAPS JBBF3 Jcfullbox jCr4y jdwink18 jelem7 Jeneen Metalian jenNex2k5 JereflexRR jermujorma JesseCideways Jezmo97 JironBMohamad JJohn888 Jmonkey116 joaoichigo1 Joffrédo SIKORA Johan Obrink johnierohwedder jon din JonandRachelle jontyoldmanface jorgevelez666 Joschiking Josenhans94 Josh Hufford jrodkeller jsjlovian JuanEpsteinBF3 judini47 juliomc02 K134NUUPR1GHTN0W kaktysTV Kamil Szaukowski kapi101112 KapilaKTK KarlsMaster kartuz2525 kasza139 kayoss2862 keram78BF3 KillerEliteSquad killgiuz Killingdyl killzone459Fin kingibrahimps3 kirieelejson77 Klisza Paxi Kniferevive KoksRocks krayvis KsNoz kstanek32wppl KTut39 kukikarlolukaps3 KunGaming kurnylex kurvykyle69 kustopalo Kwinly412 L3XIS250 LagEndaryLetsPlays larryvbl LavilVile lBubbleTea Leary824 leeeeniiiie leet4589 leffeggg leovfx LeSansTalents LeSmashface LeZevo Liam McCarthy LiboLighter LinczusS LiquidSith lko czech lmS7evin logitech6911 Loke15 LolGarageTeam lolmand100 LordTom64 lOutProduction LowRezHD lSpiritusl Luiz Negrini LukeEVILED2K Lupey19 LupisLemur luremus70 lXertixl lXlsweat m3ssed2impr3ss M40A5FATAL MaCCeSWE maceron4444 mack8319 macmaky MaddoXzzz MakaronThe44 Maksim00711 Marc Schnell MarineMickk markel6969 markmapa Marlam95 Martin Pedersen martto14 Marynarzx MasterfulLiam masterjedir Matheus Escórcio Mathias J Mathieu Deslauriers maxpower28101994 MaxSF10 maxwell10206 McShakattackGames MeanPlay mediabott megacheesewaffle MEGAMRBATTLEFIELD MemekTV metcout mevaman MFGaming305 mgeezy89 mgrWax michael5327 Mikeburton061 mikestyke07 Mikkel Madsen misiekevil79 MisterKirby MLZGameplays mnkpls2 MobiusPhantom7 modepc ModernEditors moebotzz Monalisacry9 MongolFPS monstertueur mooncr Morganl32 Morgsauruss morgthXD MostAwesomeThing Mpleoni MR033yM Mr13421772 MrACESHOOTER11 MrAlemona MrAssault89 MrAwesome Tomahawk MrBaggwell MrBestScenes MrBigDealJr MrBiggieHardcore MrBoltan Mrbret144 MrCharlye25 MrCountj MrDarkSl MrEdxwx MrEirey MrGrimieReaper MrHenrysaurus MrJatobi MrKiwiKG MrLastirion MrLauritsabel MrLoopNaai MrMatijad MrOgogo100 MrPrZ3m0 MrPsychoticInsomniac MrRealspecialt MrRwlrwlrwlrwl MrSavaged4n mrshroompwr MrSirclint MrSodalake MrSteak MrUnK0 MrWarbird37 MrWeb06 MrWeedoz MrVideomaker93 MrWolfrang MrXxdarkgamerxx MSB4Revy mtcomptech Muffin King MultiBruce82 MultiMenotyou Mustapha Amine N1k37ick NDScorpion4D neecride Newelementgaming1 nfsugamer nhlkingen55 Niccc1991 Nichita1997 Nick Rinard nicoya0505 Nike_Tick nikop96 NinjasClips nisanzed Nitroo0x nksi106 nobodysacrifice Noize BombHD Notorious602 NOTZZZZZ nzm0n5t3r ObjectiveTeam ObliviousWorld Oennenzopp OfficialTKNChannel offutt oGResist ohrebirth OHSHITProductions omar crysis OmnipotentInternetz oMTu CHEEZY onakaru OnCatNip OneAndOnlyShak OpsHiMB Optictrain Organicdragon osamajavaid1 OTLoss outlaw2411 ownedpked OxChin p3bas Palloss798 PantherCaroso1243 parashuram c patrickhoebel Paul Müller Pedro CABRERA Pedro Fritsch pegaman peinehiko pendevil peti2341 PhAndreas PhazedGames PhazonSwimmy PheonixKBStudios pho3nix0709 PICK6TOUCHDOWN1) PieCrafter123 pielharry pikkipiru Battlefield PissPoorGamers PixelatedPie1 PixelHangover plblackpl Porturan pqpestamerda prangsab3ast PredatedVideos ProGamerHans PrometheusTurret PSNFetusPuncher purpleGatoradewins puttefnask PyRsHaL QualityMuffin quecreativegaming Quirino2k QuiveringT Radelly RAGEiBallYall RageRageGaming RainMotorsports rampage3654 RandomsGames Ranzratte1337 Raptornor rashke19 RayningHavoc rayzer97 RB6Frankoi rdkimhj Reaper Nl Rebel Leader redbull8211 reddrache27 RedLeaderGaming RedSkyPresents RedStrikeStudios ReggieUKPlay ReignOfRain89 relentlesskiller6 René Huwaë Reptol81 resdudeornardude ReshPL Revent21 RexRaptor0815 Rhin033 riennevaplus0 Rienspy riffusMAX1MUS RifourGaming riSing MrAzZaK Rivfader73 rmx95 RoamingEntertainment Róbert Fekete RobJackr rocklegende94 Roger Poney rogerandrocket Rolandlshaya Romania191 RongBip Ronnie V RoystonCave rudy76107 ruohonen9 RushTheCactus rwanou37 ryan dungey Ryan Gentleman ryhupro rp S1XON3N1N3RS s28400 SagnolTheGangster007 salah abdel qader Samer1HD Samsonsh Shpil Sandwurm75 SarethZhukov314 Sargant Hartman ScareCrowFR SchamhaarkopfBF schim1tz Scre4m1993 seamart54 seano1251 sellsan SenziGames Sephiroth6541 Serej19 Sergi Miralles Nogués SG3089 SgtChubb SgtPinoc sgtxRayy ShadowFury119 Shadowoftime1337 Shaduy Sharenselz Sharpless512 ShayAxelod22 shenzo952 ShirosHeroes Shmedems ShockFPS shosho10199 SickAvocado siedlikmasterek siemion303 silentscopeix SimpleJack1011 SimplyALCAPP SiriusSGA Sjoohnnie SkelezMineCraft skomram Skoomax Skyzerodream SlayedJPro sleepzou sltmfn SmashDde snipepro123 snipermakedonski SnoozerGuy snov1t SoAmediaGroup sobus2BF3 SOGDASHX73 SoggyFlapjackes soldierforeggs SolidMGO someaveragegaming SooWait Soryu Dragon SoSlowmsk spahirider15 spectre101 Spectre3995 Sporkfinger spunkygoochy squintl Stam553 stealthyairsoft996 Stephan Andersson StoneMountain64 stron Gerowo Stungravy Suapu Sufimancer sukotto420 SumoFungus SunnyNightKnight superbikerx SuperEaPlayer supermapuper SuperSmash1994 SuperspudsSupervids suprafull supremaVIDS SuxQuiDz Swalesify Sven Kesslau swissm4n SylvanHydra SzmerlokBolms TaintedCA taiyou1318 TakayukiAzuta talbotdreamOfficial tamariz666 TargaMike TarinMedia tavo Zelaya Tchaikovsky tchort82 tCoGamingPs3 tduwarlord1 Teade96 TeddyKayJeeBee Tedyhere TehFiishy tehgrimza TekoLoko01 TenenteBr tenjimaru ThaGarian TheAppletinee TheAthenaGaming TheAtomClan TheAttackMaster TheAustrianToast TheBackseatpilot TheBAMF222 TheCesarii TheCheeseBurgerz TheDeadlyGamin TheDerrwin THeDistrict69 theDOfreak1 theebadass68 TheEthnikman TheFrozenCell TheGameB0ys TheGamingLemon TheGOODKyle TheGrc2012 TheGrievon TheGunGods TheIllusion1010 TheIncredibleKeKc TheJRoberto1985 THELIFEISGOODGPM TheLilSkittle TheM0M0show TheMacPro5 TheManateeOne Themeistermichi TheMitchDoss TheMrOrel TheNaxHiri TheNikke91 TheOfficialHazrd ThePonik220 TheRealGamerARG TheRushingFox TheScauterRevange TheSovietRooster TheSwissAces TheTacTeamTTT TheUltimatePictures Thomas Schüssler thommeken92 Threatty Ti0up3005 TimeSweeperBlinx Tom Pick TonyTheYouTuba Toon Vansomspel topheroly ToxicalPictures trashheead trautman7 triagulot tricky1800 TruthfulTerran TSDlazynes TTGamingUK Tuanicle Tubady123 tubemakerX2 TunaTrunks TVJakub Ufuk Agca UNiKMeTaLLiX4985 unisus65 UnlimitedFPSgaming UploadedVideosHere USADreamProduction usermissing UZIboy420 w1nt0r WahYah101 Wallace McGregor wallwalk4life WantedPCGaming WARI0cKpt Waupee1 Waylusa WebSter23pol VegasVenomX velhg73 VeryMeanSid WeTookAlpha WhatIsUpGamers whatsup1396 wheatjerry WheezysGaming wheremyjaffa whisanders Whitehawkowns WhitePurpleDog WhoGamedYa whyholathar VidicaMX windstorminator Wintergore ViperSpec25 VirtuosityB WiruS Robson viselbang ViTTELHDx Vlaminations wooshbag92 WovnHD wretic91hilarious vrub82 WTCVAustralia VulcanHDGaming xbigwolfx XboxFlix xboxGl1tch3r Xenon267 xFoxRx xing0318 xlRzxMeRk xlVAN14x xMANx222 xMaster187x xPBTx xshin37x xSilverdoxxx xtali007 xTHExFARELLx xXabbealbinXx xxDeMoNiaKTAZxx Xxgamer1783xX XxOctaviXXSK8xx XxOldGamerxX xXRoboPimpXx Yawnasaurosrex YeshGaming yogotiss YOSHI1980425 YourTheManGuy YouthGamingProdigy Ytcocanito yungsoo YUUMA1224 Z4R394 ZachsWorldOfOnline zackvissari zangk2k ZawiasTV zDigitalAddictions ZeLzStorm zockerboy100 ZonGonZ1495 Zosko Zoz783 zsshooter zTVideos1 zudiCkas zwensson91  Zynxize Â Ð”ÐµÐ½Ð¸Ñ ÐлекÑандров  Ðаиль Бадиуллин Ðикита Манаков View the full article
-
BF3 Blog (Unofficial): Battlefield 3 Premium Edition announced
Almost a year after the release of Battlefield 3, EA has announced the first “re-release”, called Battlefield 3 Premium Edition. … Read on → http://feedads.g.doubleclick.net/~a/F53zrNRThcriOJpRAZTeOFdimFM/0/di http://feedads.g.doubleclick.net/~a/F53zrNRThcriOJpRAZTeOFdimFM/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/7e_nqkpNUe8 View the full article
-
BF3 Blog (Unofficial): New cheat reporting system added to Battlelog
Cheating is still a big problem in Battlefield 3. To make matters worse, the “Report” button on Battlelog has never … Read on → http://feedads.g.doubleclick.net/~a/Kbett8aKySmatvF4HbdY3CRbxOM/0/di http://feedads.g.doubleclick.net/~a/Kbett8aKySmatvF4HbdY3CRbxOM/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/rvxQlwfED_Y View the full article
-
Battlefield Blog (UK): Battlefield 3: New Traditional Map Rotations
We have heard your request for more traditional map rotation presets on console in Battlefield 3. View the full article
-
Battlefield Blog: New traditional map rotations live
http://static.cdn.ea.com/battlelog/prod/61d099d23fe104fe673091d470c96970/en_US/blog/en/files/2012/09/conquest_classics.png?v=1346858907.12 We have heard your request for more traditional map rotation presets on console. With the latest update, we have introduced five new map rotations that we think you’ll enjoy. Let us know in the comments below what you think. Conquest Classics Conquest only on a mix of base game and Back to Karkand maps Live now on PS3 and 360 Map rotation: Caspian Border Operation Firestorm Noshahr Canals Wake Island Gulf of Oman Strike at Karkand Sharqi Peninsula Kharg Island All-out Rush Rush only on a mix of base game and Back to Karkand maps Live now on PS3 and 360 Map rotation: Operation Métro Kharg Island Grand Bazaar Seine Crossing Damavand Peak Wake Island Gulf of Oman Strike at Karkand Sharqi Peninsula Armored Kill CQ Only Conquest only on Armored Kill maps Live now on PS3, will go live on 360 September 11 Armored Kill Rush Only Rush only on Armored Kill maps Live now on PS3, will go live on 360 September 11 Tanks are Superior Tank Superiority only on Armored Kill maps Live now on PS3, will go live on 360 September 11 View the full article
-
Battlefield Blog (UK): Watch The Battlefield 3: Armored Kill Launch Trailer
Prepare for all-out vehicle warfare as Armored Kill launches today for PS3 Premium members! View the full article
-
Battlefield Blog (UK): Battlefield 3: Presenting All Armored Kill Assignments, Achievements And Trop
Battlefield 3: Armored Kill is out soon. Take a few seconds to study the 10 Assignments below so you know what to expect once this all-out vehicle warfare expansion pack hits. View the full article
-
BF3 Blog (Unofficial): Battlefield 3 Armored Kill patch notes
With the release of Armored Kill, DICE will also be releasing a general Battlefield 3 patch. The patch will mostly … Read on → http://feedads.g.doubleclick.net/~a/rp12rwQTXRHoBZwB0yRc8yKOuwo/0/di http://feedads.g.doubleclick.net/~a/rp12rwQTXRHoBZwB0yRc8yKOuwo/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/qCwUqa73ILY View the full article
-
Battlefield Blog: Game patch goes live September 4
On September 4, the latest multiplayer update will go live with loads of balancing tweaks and fixes. The full change list, including instructions how to download the update, is availble in this Battlelog News post. View the full article
-
BF3 Blog (Unofficial): Armored Kill Alborz Mountains Flythrough
Battlefield 3 Armored Kill DLC is just around the corner, and DICE have released a quick flythrough video showcasing the … Read on → http://feedads.g.doubleclick.net/~a/03d-1h2KlGkGnTCoeaXNPuGVhKY/0/di http://feedads.g.doubleclick.net/~a/03d-1h2KlGkGnTCoeaXNPuGVhKY/1/di http://feeds.feedburner.com/~r/BF3Blog/~4/JxyRSKGLEN8 View the full article
-
Battlefield Blog (UK): Inside DICE: Creating The Beautiful Environments In Battlefield 3: Armored Ki
DICE Senior Environment Artist Andrew Hamilton runs us through the creative goals of creating the environments for Battlefield 3: Armored Kill. View the full article
-
Battlefield Blog (UK): DICE Announce New Video, Bonus Content And Exclusive Competition For Battlefi
We are happy to announce everything we have lined up for the remainder of August exclusively for our Battlefield 3: Premium members. View the full article
-
BF3 Blog (Unofficial): Battlefield 3 Armored Kill release date revealed
EA has revealed the release dates for Battlefield 3 Armored Kill, the third downloadable content pack for Battlefield 3. Since … Read on → Regular release date: September 25 on PC and Xbox 360 (non Premium) Regular release date for PS3: September 18 (non Premium) Premium subscribers on PS3: September 4 Premium subscribers on PC and Xbox 360: September 11