Call of Duty®: Modern Warfare® 2 (2009)
Modern Warfare 3
EA boss John Riccitiello has directed a fresh barrage of taunts at Activision in the aftermath of the Battlefield 3 showing at E3, declaring the conference "the beginning of the war" between Modern Warfare 3 and Battlefield 3.

In reality, the war started months ago. Riccitiello and Kotick have been at each others' throats since late last year. The latest exchange was started by Bobby Kotick's comments on the Battlefield 3 E3 showing, which also sum up his feelings on the PC as a platform.

"Well so far I've only seen Battlefield 3 shown on a PC, so I haven't seen it on a console which is where the bulk of our business is," he says. "If it's just a PC title as it looks like today, that's a very small audience to participate."

"The product that we're about to release, Modern Warfare 3, is the result of an enormous amount of audience research," he added. "It is what our tens of million of players are saying they'd like to see in their next action experience, so we're very confident about its launch."



Riccitiello responded quickly. "The very fact that he's trying to cast doubt on our game is a perfect example of how we got his goat. In terms of where this goes, we think our PS3 game is better than their Xbox game and our PC game is better than their PC game.

"If that's all he's got to say, it's obviously going to evaporate as we launch all three. If you went to our press conference, you saw the PS3 footage and the Xbox footage. If Bobby thinks that is PC footage, he's in real trouble."

"We're going to have a clash of the titans this fall," he told Reuters.

A "senior informant" told CVG that Kotick tried to get into EA's booth to see Battlefield 3 at E3 last week, but was told a behind closed doors showing "would not be possible." Activision denied that Kotick's request, delivered by an assistant, was turned down, but CVG's informant remains "100 per cent adamant that he witnessed it."



DICE gameplay designer Gustav Halling explained on Twitter that " wasn't on our invited list so he have to stay in line as everyone else at E3 =) EA said No to Kotick."

"They think they can go in unannounced before the hundreds of people queuing? =) We have invited people only who can do that."

Battlefield 3 did its level best to try and win E3 with a spectacular eight minute in-game demo of a single player tank mission, a trailer showing the Operation Metro multiplayer map, and an impressive demo Frostbite 2 tech demo.

Meanwhile, Modern Warfare 3 was shown at the Microsoft press conference, and Game Trailers got their hands on thirteen minutes of in-game footage.

The war of words between Kotick and Riccitiello is set to continue throughout the summer. Battlefield 3 is out on October 25, Modern Warfare 3 is out on November 8.
Battlefield: Bad Company™ 2
Battlefield 3 - blue soldier
Blues News have spotted an interview with DICE's Patrick Soderlund in which the dev gives a rough estimate for the length of the Battlefield 3 single player campaign. Speaking to Grey Viper, Soderlund said "I don't have a number for you... yet, 'cause the game is not done yet, and I don't want to... To me the game can be anything from six, seven, eight, to ten hours, depending on what we net out once we're done.

"I think the most important thing for me is that the game delivers upon a consumer experience that we're happy with, and then, that will then... that's how we look at it, and that will tell how long the game is."

Of course, for many Battlefield fans, the meat of the game will be the multiplayer, which was shown for the first time at this year's E3. You can read Tim's hands-on impressions here, or watch the Operation Metro multiplayer trailer to get an idea of how that's shaping up. DICE also showed eight minutes of tank-based single player action at the EA conference.
Battlefield: Bad Company™ 2
Battlefield 3 - fully automatic
DICE revealed an October 25 release date for Battlefield 3 at the EA press conference. There will also be a cross-platform multiplayer open beta arriving in September as well. The E3 demo showed a single player level set entirely inside a tank. We saw the player engaging in long distance warfare with a squadron of enemy armour before calling in an air strike on an enemy base and rolling in to destroy the outpost.
Battlefield: Bad Company™ 2
Battlefield 3 - Gulf of Oman art
The Gulf of Oman and Sharqi Peninsula maps get the artistic treatment over on the Battlefield 3 blog. The pictures follow on from previous images of Wake Island and Back to Karkand. All four of these maps make up the Back to Karkand map pack, which is free with Battlefield 3 pre-orders and will be released as paid for DLC when Battlefield 3 comes out.
The Back to Karkand pack also adds a collection of Battlefield 2 weapons, remade to work in the Frostbite 2 engine. The lead designer on Back to Karkand also developed the excellent Vietnam expansion for Battlefield: Bad Company, which is good news for players who loved the original incarnations of Back to Karkand, The Gulf of Oman, Sharqi and Wake Island. You'll find the new artwork below. Click to see it full-size.



Mass Effect (2007)
Battlefield 3 thumbnail
Spike TV have detailed the games that will feature at the EA conference at this year's E3. VG247 scooped the details from a Spike press release, which promises an "explosive, never before seen demo of Battlefield 3" along with live demos of Mass Effect 3 and Fifa 12. The event will last an hour, and will also reveal more news on Star Wars: The Old Republic. We'll be there, too, covering every moment live, right here on PCGamer.com. Which of EA's games are you most excited about this year?
Battlefield: Bad Company™ 2
Battlefield 3 - Wake island landing strip
DICE have posted a gorgeous new piece of concept art on the Battlefield 3 Facebook page. It shows the moody re-imagining of the Wake Island air strip, one of the four maps included in the Back to Karkand map pack. Back to Karkand comes free with Battlefield 3 pre-orders, and will be available to buy as separate DLC on release. You'll find the artwork below, be sure to click on it to see it full size.

Battlefield: Bad Company™ 2
Battlefield 3 - strike at karkand art
DICE have released more information on the Battlefield 3 Back to Karkand map pack that will come with pre-orders of Battlefield 3, and be available as extra DLC at launch.

The lead designer of the Battlefield: Bad Company 2 Vietnam expansion is heading up development on the pack, which will include Battlefield 2 weapons and vehicles, and a selection of classic Battlefield maps, described as "four of the best Battlefield maps ever created by DICE." Read on for more details, some Strike at Karkand concept art and a fiery Battlefield 3 wallpaper pic.

Strike at Karkand, Wake Island, Gulf of Oman, and Sharqi Peninsula are the four maps included in Back to Karkand. All of the maps have been rebuilt from the ground up to work with the Frostbite 2 engine.

Lead designer on the map pack, Niklas Fegraeus, writes on the Battlefield blog how this will effect one of the pack's most famous maps, Strike at Karkand, saying "destruction is the biggest addition compared to the original map in Battlefield 2 back in 2005. I remember this particular building by the square in the original where players could defend very effectively. Now, with the destructive power of Frostbite 2, someone can just RPG that building and expose the defenders within.

"Back to Karkand will also include iconic Battlefield 2 weapons and vehicles to bring back to the base game, new unlocks and persistence, and more content that we will talk about later," he adds.

Back to Karkand comes free with pre-orders of Battlefield 3, available now on the Battlefield 3 site. Check out our most recent Battlefield 3 preview for more on the game, or have a watch of the 12 minutes of in-game footage DICE released a few weeks ago. Here's that shiny new concept art.







Battlefield: Bad Company™ 2 - Valve
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Battlefield: Bad Company™ 2
Battlefield 3 thumbnail
EA Games president Frank Gibeau laid down the gauntlet last night at an EA earnings call. Gibeau compared Battlefield 3 to Call of Duty, saying "We have the superior game engine, superior development studio and a flat out superior game." He went on to confirm that we'll be seeing much more Battlefield 3 at E3 this year.

Seeking Alpha reported the comments made at the event, in which Gibeau was extremely confident in Battlefield 3's potential. He says the sequel will "significantly gain share in the huge FPS category and to put the other team on defence".

"Pre-orders for Battlefield 3 are up more than 700 percent versus the same period before the launch of Battlefield: Bad Company 2," he added. "A lot of people are telling us they want to play this game on day one."

Judging from the recently released 12 minutes of in-game Battlefield 3 footage, Gibeau could be right. Having said that, we've yet to see anything Call of Duty: Modern Warfare 3, which is rumoured to be in development for release in November.

A recent slip from one of the game's voice actors suggested that we'll might be hearing the first news on the new Call of Duty game very soon. We'll bring you the first details as soon as they arrive.
Apr 19, 2011
Battlefield: Bad Company™ 2

There is no Battlefield canon. BF1942’s World War II doesn’t shape the sci-fi tundra battles of BF2142, and buying XP boosters as a cartoon Nazi has no bearing on Bad Company 2’s royal rumbles. The developers, DICE, go where they want, and after years of circle-strafing around the subject, it’s time for Battlefield 3.

My first glimpse of it at DICE’s Stockholm HQ is a bit of a shock: singleplayer, urban. DICE briefly mention that there will be multiplayer on the same scale as Battlefield 2, but retreat from any specific talk of it. For now they’re showing the strides they’ve made with their wonderful Frostbite engine – now up to v2.0 – and demoing the setting and the singleplayer.

You’ll play Sgt Black, part of a four-man squad in a city on the Iran/ Iraq border, patrolling the streets for insurgents. As if that locale wasn’t unstable enough, it’s also built on a faultline. And it’s a towering, glittering city, not the dusty, clichéd Middle East tips we’re used to seeing. Cast in highcontrast blueish light, it’s gorgeous.



Black’s squad winds through the city listening to Johnny Cash’s ‘God’s Gonna Cut You Down’, proving that DICE are effortlessly cool. They disembark from their APC, and are following orders and cutting through alleys when a tremor shakes dust loose from the surrounding buildings. Knowing DICE, and the destructive capabilities of the Frostbite engine, I start to wonder. Bad Company 2 introduced dynamic destruction to the PC: small squat buildings that could be blasted full of holes or crumble under tank blasts. Nothing bigger than a few stories. But this is an updated engine, tailor made. A destructible city? They couldn’t... Could they?

The tremor subsides and the patrol continues, through a building and out into a makeshift carpark, just a small square between more buildings.

Perfect ambush territory. From a balcony overlooking the square, an insurgent fires down at the squad, dropping one of the men instantly and forcing the others to take cover behind cars. The square is suddenly alive with gunfire. Before there’s time to take stock, a terrorist squeezes in between Sgt Black and his men, and the game drops to slow-mo for a second, before the terrorist is headshot. The downed teammate calls for help, and Black drags him out of the fight and into cover. Rescue injured squaddies, take them out of the fight, and they have time to recover.

In any other game it would be an effort to dig the terrorist on the balcony out, but Battlefield’s destructible scenery changes the way you think about cover. Concentrated fire on the concrete chips away a hole, exposing him. He flees. Destruction is a lot more subtle in Frostbite 2.0.

With the ambusher gone, it gives the squad more room to manoeuvre. Little ground-level battles weave in and out of the parked cars. When it’s over, Black’s squad pushes on.

It’s significant how DICE are handling the story bookending all this action. Battlefield 2 was the original over-the-top modern combat game. With the arrival of the Modern Warfare series, they could easily have re-engineered their game as a political blockbuster, but the story of Battlefield 3 goes in a different direction.

Karl-Magnus Troedsson, DICE’s general manager, explains. “I don’t think we have, like, some arty-farty agenda. I’m not saying that they have, don’t quote me on that! Sometimes I get the feeling that some developers make a game because they want to make a statement. It might be compared to writing a book, or writing an idea on a blog, or something like that. We make games because we love playing games. We still make Battlefield games because we still love to play our Battlefield games. It’s like cops and robbers, cowboys and indians, it’s like shooting around when you’re a neighbourhood kid and you were playing on the street.

“The setting we choose is more about how we can gain enough interest, and we know that a healthy level of controversy and realism always gets people’s attention, and that’s the kind of space we want to be in. Do we want to go over the top and raise people’s eyebrows and get people to ban the game and get attention? No, that’s not really what we do.”



The demo cuts to a rooftop a few minutes later. The squad are now under fire from a single sniper who, in a neat reversal of the previous action, is blasting away chunks of their own cover. One by one they crawl (you can go prone!) to the edge of the building, to a concrete lip that provides some shelter. Even so, it’s crumbling under the sniper’s attention: each huge, concussive bullet blast sends chunks of wall spilling over the rooftop. Black collects a rocket launcher, the team blindfires over the wall, and he pops up and launches. He’s not entirely accurate, but it doesn’t matter. The entire facade of the building the sniper was stationed in shivers, then falls off. Dust billows out from each storey, and the floors crumble, making the exposed inside of the building frown like big, sad face. Yeah, he’s dead.

Black barely needed to aim: as long as he hit the building that sniper was going to suffer, and I now know a lot more about the subtleties of scenery destruction in Frosbite 2.0: it works on a both a smaller scale than in Bad Company 2, and a larger. The building they just destroyed was much bigger than those of BC2, yet it didn’t collapse all the way. It was later confirmed to me that while you can do a lot of damage to the city structures, only prescribed ones will be able to fully collapse. The rest will just turn into swiss cheese, at least enabling new hollows of cover to be carved out of their husks.

It’s not all wanton destruction. The next section brings a surprising change of pace: Black is alone in a building, following a wire to a bomb. This disarming sequence is interrupted by an insurgent, and there’s a brutal quicktime event, left and right mouse buttons controlling his fisty pummelling. Ordinarily I would be wary of filler material like this, but it comes as a welcome respite from the firefights and carnage. It’s also amusing that in a game built for large-scale destruction, Black is actually stopping a bomb from going off.

The calm doesn’t last. Black runs out into a large battle on the city streets, abandoned cars and military vehicles providing cover. Rather than freeform, it feels tightly scripted: he moves through it to a bridge overlooking the road, firing down onto the rushing insurgents, thinning their assault. The ratatat of his rifle is drowned out by the whumph of the helicopter that backs him up. Even so, the insurgents rush under the bridge and over to the other side. Black retreats from the bridge to the street, to the abandoned military vehicle. Again, it feels more like a scripted event than an emergent battle, but it has a point. He’s holding off the insurgents, rattling off bullets as the support helicopter comes back for a second strafing run at the enemies.

Then a full-on earthquake hits.



It shows just what DICE are capable of with their engine. The ground rips and tips. Giant, ragged tears appear in the concrete. The buildings begin a slow, inexorable collapse. One takes out the helicopter, others fall into each other. In about five seconds, the whole city has changed: the ground is at odd angles, tilted underfoot. Buildings are lying on their sides, broken and ragged. I imagine scrambling through them, trying to escape insurgents while worrying about the inevitable aftershocks. The scale of the destruction is astonishing. Everything as far as the eye can see has shifted, the air is full of dust, the towering cityscape that impressed me at the start of the game just doesn’t exist anymore. This is why DICE have been building the Frosbite 2.0 engine.

So, yeah. They did.



This ends the demo. I start to wonder about using rubble as an offensive weapon in its own right. There’s technically nothing stopping DICE from allowing the player to shoot out a ledge or a hunk of concrete from above a dug-in enemy, but it’s not yet a feature. There’s a question of balance to consider, especially in multiplayer. They can do it easily enough, and the idea of winkling out a particularly well concealed enemy by blasting rubble from the wall above him feels like something that could make BF3’s single- and multiplayer a thing of beauty. But there’s a flipside. Injuring or killing someone by not aiming at them? There’s the vocal fanbase to consider, and ‘rubble is overpowered’ threads on forums.

It’s a quintessential Battlefield dilemma, according to Troedsson. “When we talk about it, we talk about it in pretty much the same way as we did with 1942. We have a core idea: the all-out war. It’s three-dimensional war, it’s vehicles versus infantry, different kinds of vehicles, land, air, sea, and there’s always this background idea of the rock, paper, scissors. There’s always something to counter the other thing that comes out. If you’re sitting in a jet fighter you can’t be almighty powerful and rain death on the people below. There should be something that can take you out.”

Which is something you can’t really do with rubble.

One refrain I hear from DICE again and again is that this is a sequel to Battlefield 2, and not an extension of Battlefield: Bad Company 2. They’re aware that they’ve taken a long time to return to their PC-specific blockbuster. But it’s been an interesting ride. Without the time they took to build up a fanbase on the console, Battlefield 3 would probably be a hell of a lot different.



Troedsson explains the detour they took after 2006’s Battlefield 2142: “We had one instalment of Battlefield out on Xbox, which was Battlefield 2: Modern Combat, in which we were very happy with the multiplayer, but very unhappy with the singleplayer. We felt that it was a lame addition to a game that did pretty well without it, but at the same time we felt ‘you know what, we can make this really right.’ We felt we needed to be successful on the next-gen consoles in order to be competitive, in order to maximise the interest in our franchises. In order to do that we decided to build a new engine.

“We started to build Frostbite 1. We put a lot of years into that engine, not something I would recommend doing again. It was a huge challenge for us, a challenge that proved to be so hard that trying to do PC at the same time would have been impossible. The engine guys couldn’t have put together the whole PC pipeline either. Maybe we could have thrown something together which would have been a 360 version running on PC, that’s not the way we do it. Then, when we moved over to Bad Company 2 that seemed like the natural next step, let’s make sure that we add PC in there as well. I know there are people in the PC community that say ‘oh Bad Company 2 is a sellout on PC, blah blah blah, it’s a port’. I don’t agree with them.”

There are reasons for those grumbles, though. Bad Company 2’s server browser came out completely broken, you can only buy a dedicated server and not host your own. PC gamers demand more from their games regarding connectivity and control. If DICE are honest about their intentions for this to be a direct sequel to Battlefield 2, they need to consider such things as mod tools and custom maps. We are a different platform from the closed ecosystems DICE have been tinkering on for the past few years.

Troedsson is at least considering the implications. “I should say that we haven’t decided on exactly how we’re going to do this. One thing you can take away is that we’re having a big discussion about it here at DICE. How are we going to handle mod tools in the future? How are we going to handle the fact that the PC community wants a standalone server they can run themselves? I’m not promising anything. We need to take care of our business, that’s what it comes down to in the end. What they can expect is that it’s going to be a huge leap forward from what we had, generally, PC gamewise from what we had in BC2.



“PC is the leading platform, conceptually, for this game, definitely. We are going to make this game on 360 and PlayStation 3 as well, we need to scale it down to those platforms. The PC players are going to love to hear that I’ve said that, but that is a fact. The hardware specs, on the console, are limited. At the same time, for each iteration on these console platforms we can utilise the power of them better and better, so what we do on the other platforms is going to be amazing, and look much better on the PC, too. There’s going to be unique features on the PC version of this game, some of which I think people are going to be very pleased about. I can’t reveal all of them here, but I can reveal that there will be a lot of extra love put into the PC version of this product.”

You’d better

This is only appropriate. I honestly couldn’t care what type of game ends up on the other platforms, or what concessions are made. If DICE are looking to make the best Battlefield game they can for the PC, then it needs to include the basics we’re used to.

And what of multiplayer? A few snippets of information were dropped during the day. The single- and multiplayer will have the same destructible environments. The PC will support 64-man multiplayer, and jets will return to strike fear into the hearts of everyone on the ground. DICE’s audio team have spent a lot of time recording super-loud planes so that people on the ground will know what direction these sky-beasts are coming from.

Troedsson confirmed there would be co-op as well, without dropping any details. DICE rarely disappoint when pitting gamer versus gamer, however. As Troedsson points out, they can’t help themselves: “It’s at the core of what we do, and the reason the company exists: people here play a lot of multiplayer games, and co-op games. People like to play together. People are sitting upstairs or here in the game room and they’re playing Left 4 Dead, people still play Counter- Strike, or they’re playing StarCraft. It’s about playing together a lot. It’s rooted in our DNA.”
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