
The boys are back in town…
X360 speaks to Battlefield: Bad Company 2’s producer Gordon Van Dyke to find out how it’s shaping up…
A lot of great multiplayer games have come out since the original Bad Company *Cough MW2 Cough*, what improvements have you made?
Weâre really focusing on trying to have a really strong multiplayer compared to what we had in Bad Company 1. So at release weâre going to have four game modes; Rush, Conquest, Squad Match whichâs is a working title but it makes sense and finally Squad Rush and a Hardcore option that can be applied to all the game modes.

Each squad is VS all the other squads and thereâs going to be a total of four in one game a total of 16 players, 4vs4vs4vs4. This is really intense and weâre kind of excited to see how people play out this game mode and I really think that the competitive players will really take to it. Itâll be really fun for four guys who are friends, itâs easy for them to jump in as a team and theyâll be pitted against 12 other guys. Itâs going to be the first squad that gets 50 kill ticketâs that wins the round. We wanted to have a center point, this is a Battlefield game so we throw in something to spice things up and itâs an IFV (an anti-infantry vehicle), itâs basically a light tank where a whole squad can fit in. Where going to put one of those on the map and everyone is going to have to fight over it to use it, because it could give you the strategic edge to win. But then you have one vehicle and 12 enemies⌠so itâs going to be quite a battle that takes place.
What about the maps, they’ve always been a lot more open than traditional FPS?
Weâre going to customise versions of existing maps to utilise a smaller space than the normal Rush or Conquest game modes. For example if thereâs a town section to a map, only that area will be accessible and thatâs where theyâre going to have the battle. Itâs going to be Ranked as well.

Then thereâs Squad Rush, which is four vs four, eight players total and thatâs set on a smaller Rush game mode. One crate per base and there will only be two bases that attackers need to take and the defenders obviously have to defend. This will be set on a custom version of the map to handle that and there are no vehicles, ever. This is that one map and game mode youâll be able to play with no vehicles in the way and we think this is the one the competitive crowd will really take to. Itâs going to be much easier for four people to team up and create their own mini-clan and this will also be Ranked. Iâm really eager to see how people respond to this. But Iâm wondering if we should allow Party mode to work, I donât want to see in Squad mode four teams working against the others. Only one team can win at the end.
What’s this Hardcore mode all about then?
For Hardcore mode, itâll apply to all four game modes, and itâll be no Kill-Cam, friendly fire is on so you can kill your own team mate accidentally or intentionally, much more realistic damage from weapons, basically everything will feel much more realistic and itâs focused on those intense moments, itâs going to be do or die and youâve really got to be on your toes. Thereâll also be a huge reduction in the HUD elements, so no cross-hair, so if you want to aim and hopefully youâre not screen dotting, itâll be really important to use the iron sights, guys arenât going to be shooting from the hip, you just canât in reality. Itâs to make it feel like a much more realistic version of Battlefield, we know thereâs a group out there, and they may not be biggest but there are guys who want to experience that type of gameplay, especially from a game like Battlefield where you can have vehicles. Of course when you do get in a vehicle all those cross hairs and visual data is built into the game and itâs modelled from reality, just like the guns so when you bring it up to your eye thatâs what you see, itâs the same in the vehicles. Weâre not going to take away things that would make sense in the real world, I guess would be the better way to describe it. Thereâs nothing that would break that immersion in reality, no enemy icons, no mini-map and this will also be a Ranked game mode.

How much has the Frostbite engine been improved?
2.0 is the name weâve given to the engine, people love numbers. I think, I would say weâre just scratching the surface of what weâre going to be able to do with the Frostbite engine and destruction and this is the second big title to come out on it. If people follow us closely we have a lot of our TNT guys and they go to a lot of developers conferences and they did a presentation about Frostbite 2.0, weâre really focused on the engine and making sure itâs a good as it can be. We want to make sure that our destruction never becomes something like a marketing feature, as apposed to a game feature and I think sometimes that can happen and we work really closely with our marketing team to let them know that elements of our game should always match gameplay experience.
Thatâs why you donât see everything destroyed or everything blowing up because that doesnât necessarily make it cool for the gameplay. So, the way weâve done it is so that when people think of Battlefield they think about the gameplay, the infantry, the vehicles, the destruction. Destruction should always be a part of the equation, not the end goal and thatâs what weâve really focused on. We could have made everything just blow up, but is that fun, does it make the gameplay experience better? Sometimes it does and sometimes it doesnât and thatâs why youâll see key things just not being destroyed but most of the time we hope you donât notice because weâve really tried to be smart with it. We want it to feel natural and intuitive that if I shoot something that it should blow up. But if you shoot something like a big piece of metal with a grenade launcher it typically wouldn’t be destroyed, like if you tried to blow up a big dumpster.

Weâve just tried to make it smart and not distract a persons focus and IÂ think thatâs the most important thing, even in games in general. When youâre making something people should always just progress and not notice things that are wrong. Even though sometimes weâre faking it and itâs a videogame, sometimes itâs hard to understand why things makes sense to the player, they just do.
Like in movies when you see lightening and thunder happens right after, but in reality it doesnât happen like that. Sometimes when your watching a movie your brain just doesnât register it, and itâs weird things like that and that same kind of technique is applicable in videogames. Itâs really about us as developers making sure we donât break the players experience and immersion. I think Naughty Dog with Uncharted 2 is a perfect example of this. I’d be playing and it would get to past midnight and Iâd think âMan, Iâve got to get to bedâ. But I didnât want to stop playing because they never tell you that you reach a check point, you donât know that youâve progressed, the cutscenes flow together and so you never feel like you want to stop and you just want to complete it like youâre watching a movie.

How will the destruction effect the environments?
The terrain will look different and you will see that a battle took place. Thatâs actually one of the more interesting things, when you go to a certain flag, especially on Conquest, youâll go there and youâll look at it and recognise that thereâs been a lot of fighting around it. Craters in the ground and it actually makes you more anxious when you try and take the position, but if you go to another and itâs clear, youâre like âPhew, nothing bad happened here, Iâm a little more safeâ. Even though that might not be true, itâs funny how the destruction makes an emotional impact on you, itâs really evident for me in Battlefield 1943, some of those flags can get obliterated and in the tropics thereâs tons of flimsy buildings, so it didnât make sense for us to not let you completely knock them down. Itâs really fun and it just keeps getting better and where weâve gone itâs only going to get better.
Maybe itâs about hardware or better optimisation weâre hopefully seeing much more dynamic physics and less baked stuff. But the baked stuff works, it doesnât hurt the experience but what it does do is free up a lot of memory for us to expand in other areas and make an even bigger experience. Having dynamic physics takes a lot of horsepower to run itâs always a trade off in game design and the tricky part and thatâs a lot to do with producers.
What about the competition from Modern Warfare 2?
If you play Modern Warfare 2, this is a very different experience. To say that you prefer this one or that as opinion is ok, but to say oneâs better than the other, I donât think itâs a fair judgement to make. Both games provide a completely different experience, MW2 is pure, intense infantry combat and they do it really, really well. Bad Company is about bigger warfare, itâs about huge environments and vehicles so your adversary isnât always a person, its maybe a person in a tank. Itâs almost makes it games within games as a lot of people are sometimes intimidated and itâs one of the reasons we spent so much time focusing on the controls for the vehicles. Some games only ever let you play in a vehicle, so youâre only in a car or youâre only in a jet. Whereas here, you can pilot a helicopter you a can be a gunner, a passenger and all these other vehicles⌠itâs games within games. Even the UAV adds a new experience, patrolling the area in a more vulnerable situation. Itâs reminiscent of the Commander mode was in Battlefield 2 but now itâs in a way that you have to be more careful, youâre exposed, you canât see whatâs happening around you. Itâs all about helping your squad and getting a birds eye view of whatâs going on as you can get really high.

I think this is actually our best flavoured Battlefield game, some of them were focused more heavily in one section. If you look at the history of Battlefield, 1942 was the first time that anyone implemented vehicles in that way. You had battleships, planes, jeeps and tanks, bombers. Weâve never reached that scale of vehicles again! But if you looked at all the maps, they were totally designed around the vehicles. In Battlefield 2 we kind of then focused much more on the infantry so we implemented the Commander mode and the squad mode and we highlighted a different area. Then 2142 mixed things up in a good way but people werenât as in to it. Then Bad Company 1, which is where we did everything in-house (I am only mentioning in-house Battlefieldâs) and we focused primarily on the single player experience and weâd never really done that before and that got us really excited. But now weâve kind of done everything and we know the right elements to mix and match, youâre going to see us going much further in future Battlefields.
What about the singleplayer?
For the single player I feel itâs more about refining and learning to tell the story better, for me itâs always about making you feel like youâre playing multiplayer in the sense that we have huge open maps. Our levels can be 8 kilometres large, so theyâre huge and itâs making you feel like youâre really in a squad so sometimes youâre not always the pilot but the gunner. But it makes sense because of the squad and this way weâre able to deliver the story in an intuitive way so that people feel like whatâs happening makes sense.
Weâve been adding a lot more animations and itâs actually the animations that sell the AI. The AI has always been really clever, you just never saw it and thatâs a key thing for games, itâs now much more about animation than graphics. The visuals were always so important but weâve reached this level where itâs huge already and a lot of games look good. Now itâs the games that are standing out that have a large amount of animations and the way the characters respond. Say if an enemy AI sees you, does he just stand there and shoot or does he run into cover. Does he take a position thatâs better suited to attack you so weâve done some work and refined that experience so the people youâre fighting feel more alive and much more like itâs a person.
Are you looking forward to seeing Bad Company 2? For the full feature get X360 issue 54, on sale now!








