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Battlefield 3 Clubhouse

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i asked before but nobody answered. if i buy moh from steam now, will i qualify for the bf3 beta?
 

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I suspect MailMan is also a member of Combat Testing/Combat Studios.

Interesting, glad I asked. Never heard of this but makes sense such a thing exists.

And, Kashunator, surprised you haven't noticed I have been trying to get that question answered for weeks and weeks before I buy MOH and Steam support is still "investigating it for me". No one can tell me for sure as yet.
 

cadaveca

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Interesting, glad I asked. Never heard of this but makes sense such a thing exists.

CombatTesting provides server-load based tested as well as feedback to devs on bugs and such for many titles. Thier homepage is here(without being a member, it's all you'll see).:

https://www.combattesting.com/

We use a state of the art system that combines personal feedback, screenshots, videos (wherever possible) along with detailed bug reports for issues identified during testing which allows developers to examine each problem individually and by priority. We supplement this with a weekly report detailing the most problematic issues so that your whole team can examine the most important issues during each phase.
 

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CombatTesting provides server-load based tested as well as feedback to devs on bugs and such for many titles. Thier homepage is here(without being a member, it's all you'll see).:

https://www.combattesting.com/

First rule of combat testing. No one talks about combat testing :laugh:
 

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Benchmark Scores Benching is for bitches.

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i asked before but nobody answered. if i buy moh from steam now, will i qualify for the bf3 beta?

it has been answered, many times. this is ON the MEDAL OF HONOR STORE PAGE , on Steam

Owners of Medal of Honor will also receive an invitation to the beta for another highly-anticipated EA shooter, Battlefield 3™. Battlefield 3 is the latest entry in the award-winning shooter franchise from DICE in Stockholm, Sweden.
 

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Benchmark Scores Benching is for bitches.
LoL. So YOU think. :rolleyes: Not the first time you'd be wrong about me. :p


Don't you have someone else to troll?


And, yeah, guys, let's get that BF3 video unlocked!

I aint trollin! This is my thread! Anyway if you are staff now congrats!....if not FU!
 

cadaveca

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Now THAT's dedication..searching for an hour through nasty pics to find the right one...



:respect:

You best bring that same dedication to the BF3 battlefield, or that position might become all to familiar to ya!
 

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He didn't search, that is MailMan.

;)
 
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Now THAT's dedication..searching for an hour through nasty pics to find the right one...



:respect:

You best bring that same dedication to the BF3 battlefield, or that position might become all to familiar to ya!

Hey he probably has it saved on his hard drive :roll:
 

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Now THAT's dedication..searching for an hour through nasty pics to find the right one...



:respect:

You best bring that same dedication to the BF3 battlefield, or that position might become all to familiar to ya!

Well you said you loved me. I thought that Santa making love was the only way to express my feelings for you.
 

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it has been answered, many times. this is ON the MEDAL OF HONOR STORE PAGE , on Steam

You'd think it wouldn't take Steam support weeks to be able to tell me whether that's still valid or not. Whatever, I'm tired of talking about this too. Just going to buy it. I spend more on weed in 3 days anyway.
 
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YouTube - The Man Behind the DICE Trailers: An Interview with Chris Bennison

bit-tech.net - Battlefield 3 Gameplay Preview

Published on 12th April 2011 by Clive Webster
Battlefield 3 Preview
Platform: PC, Xbox 360, PS3
Publisher: Electronic Arts
Release date: Autumn 2011

Wow. Just wow.

This won’t go down as the best example of journalism in the world, but the ten minutes or so of gameplay that we were allowed to see was so amazing that we forgot to take any notes for about seven of those minutes. Hastily, we then scribbled ‘Wow – great lighting, shadows. Textures looks [sic] brilliant,’ followed by something unintelligible because we tried to write it while looking back at the screen. Short story: Battlefield 3 looks superb.

The basis for the eye-candy is the much-talked-about Frostbite 2 engine; an evolution of the excellent Frostbite graphic engine used in Bad Company 2. The easiest way to show how the five pillars of the Frostbite 2 engine combine is with a video – unfortunately it features some naughty language, so please turn your speakers down if you’re of a sensitive disposition.

Just like Crytek with Crysis 2, Dice has borrowed the ANT character animation technology from EA’s sports titles, and the result is eerily realistic. Soldiers move in a natural, human way when walking or shot by enemy fire – the unfortunate marine that got shot in the head while standing in the middle of the car park crumpled in a disturbingly natural way, we noticed.

We saw more of the above firefight in our watch-along preview, with the clarity of the grotty area proving particularly impressive. Oil stains on the battered concrete looked as grim as in real life, while the textures of the cars and buildings looked convincingly grimy. While we didn’t see any of the promised open areas that Battlefield 3 is set to deliver, the Tehran-like setting looked and felt authentic – the roadblock and the torn Tarmac, plus the smoke and sunlight effects, all enhanced the feeling of an urban warzone on the Iraq-Iran border.

The audio is also described as being a part of Frostbite 2, and Dice has paid attention to making the sounds distinct and recognisable. Sniper fire has a powerful punch to it, while the marines’ rifles have a different tone as bullets growl from the muzzle. It helped that Dice had set up a fierce speaker system for its demo, but with a bit of practice you’ll be able to tell what kind of firepower you’re up against just by listening as you cower behind a parapet or burned-out car. That knowledge can make all the difference in a game as tactically deep as Battlefield 3.

Not that you can hide behind cover for too long, however. As with Bad Company 2, the scenery is highly destructible – we saw sniper fire chipping away at a concrete wall as the squad crawled to a better vantage point, so hanging around isn’t an option. The level of damage dealt to scenery looked accurate too, as the sniper rounds took fist-sized chunks from the wall, while an RPG took out most of a tower block. Unfortunately, the pre-alpha build we were watching crashed before the finale of the Faultline level, where the entire city is wrecked in a massive earthquake.

Possibly the most impressive – or least believable, depending on your point of view – aspect of the demo we saw was Dice’s insistence that the level of graphical excellence we saw is what you’ll get on a PS3 or Xbox 360. ‘We’re aiming for a visual target that’s at what you just saw, or better. That’s part of the rendering system of Frostbite [2], that we can take these big, detailed assets, push them through a tight pipeline, bring them back up in full fidelity. We always have a bare minimum of a constant 30fps if not higher [for consoles, but] we’re not going to go 5fps just to show the best explosion ever.’

At the moment, Battlefield 3 is only running in DirectX 11, and Dice couldn't tell us whether a DX9 mode will be on offer.

From what we saw, Battlefield 3 seems to be very much in the same vein as Bad Company 2. As Dice puts it, ‘rather than having one-dimensional, always run-and-gun [gameplay where] you feel you’re always in warfare… it’s about having a great experience. Part of that for us is about having highs and lows.’ Just as Bad Company 2 tempered moments of tension with periods of fierce action and gentle relief, so will Battlefield 3.

Dice has adapted its technology around this philosophy too, making grand scales an important part of both the engine and the game design. It’s not only that the Frostbite 2 game engine can render everything from an insurgent’s basement to urban landscapes to open vistas; the actual gameplay scales with it. At one moment you might be in a basement, having a QTE punch-fest with a single IED maker; the next you and your squad are plunged into a battle with hundreds of people and vehicles on both sides.

‘That’s the difference,’ says Dice. ‘We have a lot of variety, and the style and tone is different [to other FPS games].’

That tone is clear to see. The emphasis is not on constant action, but rather on building tension before releasing it and rewarding you with time to reflect. After getting mauled in a car park by snipers and RPG launchers, we saw the squad pull back into a building and go to the roof to take on the sniper from a better vantage point.

For several minutes, all we saw was five guys slowly creep from one area of cover to the next, with sniper fire whizzing and cracking around them. They crawl to the lip of the roof, and prepare to lay down covering fire while the player picks up the RPG to blow off half the building. The sense of danger is palpable, and the relief and gratification of taking out the sniper is therefore all the sweeter.

However, if you don’t like your follow-the-leader games, Battlefield 3 looks like it may be a struggle. While it doesn’t look anything like as dumb as Medal of Honor, there was a lot of doing exactly what you were told, when you were told. It doesn’t even look as if you can order squadmates around, as in Mass Effect 2.

Dice was keen to point out that while the portion of the game we saw looked heavily scripted, the demo that we saw was intended to be a ‘slice of the style and tone of the game’ and that there would be plenty of open areas to roam in the full game . We’ve been promised theatres of war that are inspired by Paris and New York, as well as the Tehran-inspired demo we saw, although they may not be geographically accurate. However, Battlefield 3 will most likely be much like Bad Company 2 in level design – a decent amount of freedom, but not a completely open sandbox.

While we’ll need to at least wait until E3 to hear more about multiplayer in Battlefield 3, Dice did reveal some details. Multiplayer will be treated differently to the singleplayer campaigns, although the developer expects the visual quality to be the same in both modes. We’ve known for a while that the PC version of the game will be able to handle up to 64 players, but we've now learned that the console versions will be limited to 24 slots. Dice did disclose that jets are back, though, as is the ability to go prone. ‘A lot of the team on Battlefield 3 actually worked on Battlefield 2 as well, so there’s a lot of that [feeling of] finally getting to make the game they’ve always wanted to make.’

Battlefield 3 is being developed by Dice and will be published by Electronic Arts this autumn for PC, Xbox 360 and PS3.

GamePlanet - Battlefield 3 Preview

There's an intense rivalry going on between two titans of the gaming business. EA desperately wants to usurp Activision's throne as king of the shooter genre, and they're putting all their bets on Battlefield 3 to win it for them. We flew over to London last week to get a closer look.

Preview by James Cullinane (12/04/11)

It’s easy to become cynical when casting an eye over the increasingly bloated catalogue of first-person shooters foisted upon gamers every month. In 2011, even the announcement of a sequel in a major franchise is met more with a sense of inevitability than of excitement.

We don’t ask ourselves what the game is; we ask how it’s different from what we’re already playing – what we have been playing for many years – and more often than not, the answer is aesthetic and iterative.

For all its shortcomings, Homefront can at least be praised for daring to portray Americans doing something other than bringing a superior arsenal to bear on an oil-rich country.

On Thursday, publisher Electronic Arts held a showcase event in London, headlined by Battlefield 3.

There, I asked Patrick Bach, the executive producer of Battlefield 3 at DICE, if he thinks there’s such a thing as too many first-person shooters. “Yes and no,” was his measured response. “There’s always competition in a genre that is popular. All competition is good competition so there can never be too many. But then again, if you’re a consumer, it could be a case of ‘what should I focus on?’ People spend a lot of time playing these games, so if you invest in the wrong game, you might waste your time.”

• Read our full interview with Patrick Bach on Battlefield 3

With that in mind, our demo of Battlefield 3 hits the ground limping as four non-descript American soldiers trade military clichés in the back of an armoured personnel carrier.

The vehicle comes to a sudden halt and our heroes file out onto a dusty street in an Arabic city. As another soldier forces a civilian to his knees on the periphery, one member of our squad wonders aloud, “What are we doing here anyway?” Another quips, “Don’t ask me, I just work here.”

Down an alleyway we group up around a coffee-drinking, map-tapping officer who informs us that a patrol has gone missing in a hostile market district. Naturally, it’s time for us to unholster some shock and awe on the loyal patrons of Balaclavas, Bombs and Beyond.

It’s not much to invest in, and, like his digital soldier, Bach is reticent when asked why we’re here. All we know is that it’s the year 2014, the Americans are deployed on the Iranian-Iraqi border and an insurgency group known as the PLR is making things rather difficult.

It’s hardly surprising that Bach is unwilling to show his whole hand, of course. This industry has very few scruples when it comes to copying and repackaging successful titles, and there can be no doubt Battlefield is one of the most successful.

Instead, I ask the diplomatic Bach where other first-person shooters go wrong and how Battlefield 3 addresses these issues. “I wouldn’t say games go completely wrong,” he began, “but in general I think first-person shooters need to have a good first-person shooting experience!”

He added: “I think that’s where some games fail: they miss the opportunity to create a great shooting experience. It doesn’t matter if it has a great narrative or pretty graphics or great sound if it’s not fun to aim and shoot. That’s key.”

And he’s right. Even if there’s not enough exposition for us to get behind this ensemble of military husks just yet, it doesn’t mean there won’t be at release. More importantly, as we trot down the tall alley away from the officer and towards our objective, Battlefield 3 springs into life.

Without a doubt, Battlefield 3 is the most visually satisfying first-person shooter we’ve seen. We’re looking at the PC version – the lead development platform – and we’re taking a first look at Frostbite 2.0, DICE’s latest proprietary graphics engine.

Particles of dust hang in the air. Light refracts around the limbs and weapons of our squad-mates, the texture of clothing is fully rendered if you care to look close enough. The glass on our weapon’s sight, held at ease in front of our chest, reflects the city behind us. As we advance into a car park, a swaggering soldier turns to address us. The animation is so fluid as to be uncanny. He might as well be a friend I’m following to a bar on a Friday night. Then he’s lifted off his feet by the impact of incoming rounds.

Bullets crack, whistle, fizz and snap from all sides before thumping into mortar, shattering terracotta and chipping concrete. In full 5.1 surround sound, the aural experience is overwhelming. Small wonder DICE recently won a BAFTA for sound design. As we drag our comrade into an adjacent building the sound of the battle outside is dampened.

Once back outside, it’s our turn to get airborne when an RPG fired from a second story balcony twirls into the car we’re crouching behind. As we do so, our own feet appear before us – a subtle touch that adds great depth to the experience. Subtler still is the user interface. Already as minimalistic as possible, the user interface also shakes when the screen shakes, removing another barrier to greater immersion.

DICE is still at the pre-alpha stage of the development cycle, meaning that even in-house there isn’t a full game to be played. As a result, our demo skips forward to a rooftop scenario that ably demonstrates how destructibility is implemented in Battlefield 3.

A sniper has taken up residence in an adjacent hotel and has our squad pinned down. We crawl on our stomachs as large calibre rounds punch chunks out of the wall we’re sheltering behind and showers rubble on our heads.

An RPG is rolled towards us by another squad-mate before the rest of the team burst out from behind their defences and strafe the hotel with suppressing fire. Our RPG round slams into the hotel, its neon sign swings downward. When the dust clears, several storeys have been exposed.

Seeing Battlefield 3 in action does indeed make the Bad Company series look like a developmental playground, a place where DICE could experiment with new ideas, without jeopardising the reputation of the core series. Destructible environments are a perfect example. “A lot of the design choices we made for the Bad Company series we’re not doing now,” says Bach. “Also we learnt a lot from the Bad Company series, destructibility is something we had in Bad Company that we didn’t have in Battlefield 2 for instance, for many reasons!”

Our demo skips forward a final time to a claustrophobic sequence wherein we defuse an improvised explosive device in a laundromat. We crawl through an air duct as a minor foreshadowing tremor shakes the city. Once we’ve followed the cables to the basement, and as we pull the first wire, an insurgent lunges upon us from behind. What follows is a visceral quick-time brawling event requiring us to click the left and right mouse buttons when prompted. It’s perhaps a little disappointing to see quick-time events implemented here – this industry needs to find a better way to embed cinematic sequences into core gameplay. But however one feels about the system, it’s short, sharp and over in a hurry.

When asked to what extent the game is open or scripted, Bach replies, “Our goal is to create a dramatic and interesting narrative experience. Whether that’s done by open sandbox gameplay or super-scripted, hard-controlled set pieces, then – I think there are benefits in both, no right or wrong.”

We pull the second wire and head outside for a grand finale that brings these elements together and adeptly demonstrates DICE’s dualistic aspirations. On the highway we find our squad heavily engaged in a firefight with the PLR. We choose to take up a position on an overpass as a helicopter swoops in overhead in support, its mounted guns roaring into life and showering the ground around us with hot shells. But just as we’re gaining supremacy a mighty shock ripples though the city and the highway beneath us begins to roll. We’re thrown to the ground and look up to see a skyscraper lurching forward. As it topples sideways it collects the helicopter. We’re enveloped in a cloud of dust and returned to the title screen.

Taken as a whole, the demonstration has proven to be generous and unpredictable, both cinematic and interactive and even if it’s hard to comprehend how all the pieces will ultimately come together, at least the foundations have been laid for a game that could very well reinvigorate a corpulent, wheezing genre.

It’s good to taste those first drops of excitement once again.


Games Catalyst - Preview: Battlefield 3


by Mike on Apr 8, 2011 • 5:01 pm

For: PS3, Xbox 360, PC
Developer: DICE
Publisher: EA
When? Autumn 2011

What’s it all about? If you’re reading this then chances are you’ll have seen the series of Battlefield 3 ‘Faultline’ trailers thus far released to much hype on the information superhighway. At EA’s 2011 UK showcase, the assembled hacks got to watch those same sequences, the difference this time being the action was being driven live, by a very well-practiced EA type – so what’s the verdict?

Bear in mind that not only did EA use the most ninja quad core PC you’re ever going to meet, but also had the gameplay beamed on to a cinema screen, while beefy 5.1 surround sound shook the room – nevertheless, we have to say we were blown away by the visceralness of the spectacle on show.

Without a shadow of doubt Frostbite 2.0 – BF3’s visual engine – dwarfs anything else out there seen so far; that’s when maxed out of course and yes, we’ve yet to see the obviously in development but not yet announced Call of Duty: Modern Warfare 3. Rest assured though MW3 is going to have to be special to top this.

We might also point out that thus far there has been neither sight nor sound of BF3 as seen on either Xbox 360 or PS3. EA’s employee doing the driving did hint that console versions were close to the PC version – as he put it EA were happy with the console version’s “fidelity”, adding that Frostbite was capable of compressing visual and audio in such a way as compensate for the relative power differential between top-end PCs and current generation consoles.

We’ll save judgement for when we see it, fingers crossed on this fidelity promise though. As for the actual gameplay, the only word that really does what we saw justice is Intensity (note the capital ‘I’). As unsubtle as a sledgehammer, the explosions, reports, confusion and general mania of the short, sharp fire exchanges looks about as close to the real thing you can get without being shot.

‘The Red Wire’ mission for example sees the player following a wire to it’s source – you guess it, a bomb – whereupon the player is set upon by a hostile and engaged in QTE-style close-quarters fighting. Enemy contended with and bomb disarmed you’re off out into the war zone, seamlessly heading from enclosed, dark, building to open, bright street scene complete with helicopters, armoured cars and troops on both sides. That the engine doesn’t miss a beat in the transition is again remarkable.

What follows is a huge face off between elevated PLR forces (they’re the good guys) and hostile insurgents. Helicopters hammer down supporting fire, parked cars explode in a torrent of bullets and eventually the tide of the enemy is turned. Then the earthquake happens, levelling buildings and leaving the street cleaved in two – this isn’t called ‘Faultline’ for nothing after all.

Worth the wait? It’s looking like another winter to look forward to for fans of the FPS genre. While remaining largely turgid for the last couple of years BF3 looks like the next step. We hold some reservations of course, not least that the while the intense shooting is all well and good, it will be in the juggling of pace that the single-player campaign lives or dies. After all it can’t always be as full-on as in the section we’ve seen, or it’ll cause people to have palpitations. Multiplayer (64 players on PC, 24 on console) hasn’t been discussed yet either, though expect the usual mix of vehicles and soldiers, not to mention deformation of the field of battle (though that’s just a guess). As ever, more when we get another look.

Planet Battlefield - DICE Hiring 2nd Community Manager, Battlefield 3 MP Hints?

DICE Hiring 2nd Community Manager, Battlefield 3 MP Hints?
Tuesday, 12 April, 2011 at 17:49 PST | ^Scott^ | Print News

DICE is looking for a 2nd Battlefield Community Manager (with a 6 month contract). An interesting note listed under job responsibilities includes monitoring existing a new mods looking for ones to give ranked server support to. It also goes on to talk about map making competitions and Q&A for clans. Could this be a hint of what's to come in Battlefield 3 multiplayer? The multiplayer side of Battlefield 3 is expected to be show at E3 this year (June 7-9, 2011).

If you are looking for a job and think you could be a community mananger for DICE, then this might be the job for you. Remember DICE are in Stockholm, Sweden.

The Community Manager is responsible for planning and executing a strategy for day to day communications to the world wide Battlefield community.

Key responsibilities include:

* Disseminating updates through all available channels including forums, official EA territory community teams, fansites, websites and in-game, deciding appropriate channels and timing on a case-by-case basis
* Managing the relationship with and providing information and direction to EA territory community managers to ensure a unified flow of information to the community
* Community opinion and feedback gathering through forum monitoring, polls and so on
* Manage the whole community and its representatives through forums and other available tools
* Monitoring the community and providing input and recommendations to Marketing and Development on existing and new player offerings
* Planning and executing player programs including events and organized play in close cooperation with the marketing team and EA territory teams
* Communication with EA stakeholders about community features
* Updating the battlefield.com portal

Other responsibilities

* Monitor and communicate with existing mods / look for possible mods to give ranked server support etc
* Map making competitions
* Q&A for Clans / Mod-groups / media / PR
* Maintain community wish list documents for potential future title updates
* Manage communication and feedback process for public beta tests

DICE.se

GameSpot - Sound Byte: Meet the Audio Director of Battlefield 3

By: Sophia Tong, GameSpot - Posted on Apr 11, 2011

Like many editors in the office, I've spent a lot of late nights playing Battlefield: Bad Company 2, aborbed in the intense multiplayer action. Whether you're lacing helicopters with C4 and flying them into the enemy or taking down entire structures with a tank, there are so many ways to create gigantic explosions that leave your ears ringing (like when a smoke grenade somehow winds up at your feet.) Part of what makes the game so fun and immersive is not only the gameplay, environments, and weapons, but also the sounds that depicts the cacaphony of war around you.

Battlefield: Bad Company 2 won GameSpot's Best Sound Design award for 2010, and there's a good reason for it. From switching weapons to trudging along the harsh desert sands, every move you make on the battlefield is so clear that you truly feel like you're there. We had the opportunity to conduct an e-mail interview with audio director Stefan Strandberg who worked on Bad Company 2 and is currently in charge of the hotly anticipated Battlefield 3 to find out how he comes up with the perfect sounds.

GameSpot: Could you please introduce yourself and tell us a bit about what you do?

Stefan Strandberg: I've been working as one of the audio directors here at EA/DICE in Stockholm for eight years, and I'm trying to make our games sound as immersive as I possibly can, I guess. I'm a gamer like the rest of us, and as much as any other gamer, I want the audio to be everything that it can be.

GS: How did you start working in sound design?

SS: Like so many other sound designers, I'm a musician, although I don't make music for games, which is a common misconception. I actually started modding the sounds for the games I played myself because I could not stand to play them as they were. The quality and the style of sounds were in many of my favorite games [as] just sample CD library sounds, and I hated the fact that no love was spent there. So 10 years ago, that was basically what I was doing and I sold some sounds online as packages. And then, I got hired here at DICE for a racing game way back.

GS: What do you do as a sound designer?

SS: This title means different things in different companies, I would argue. But the basic concept of this labor is to create audio concepts and solutions for the title you are working on. It includes the craft of making noises, but that's only a small part of it if you work inside a studio that is making games. The list of tasks can be long, but it includes a wide variety of recording, editing, mixing, talking, getting the thing to work, banging your head against a wall, and not giving up.

GS: What are some of the craziest things you've had to do to get the sound that you want?

SS: Here at DICE, we take pride in recording a lot of things outdoors, and if we really want something--a specific sound--there is nothing that can stop us. This means that for a game like Battlefield, we have to put ourselves in situations that soldiers are put in but with some sort of recording device attached to us, just to see what it actually sounds like. That doesn't mean we will use it, but it gives us an idea of how it is. Sometimes we just need something really quick and we have no time to do a "proper" recording session. We just need it as soon as possible. So, one example would be when we ran around with weapon replicas in a public park to get snow footsteps and equipment sounds. Let me remind you that there are civilians in almost all parks in Stockholm. Not only does it look extremely silly when two guys [are] running in sync with a lot of recording equipment attached to them, but it would probably make me want to go call the police immediately and report two lunatics with weapons running around, crunching and proning in a park.

GS: What kind of research needs to be done before approaching a big project like Battlefield?

SS: I believe we, as in the sound team at DICE, are quite scientific in the initial stages of the production of a game. We listen and we analyze, and I have said this before, but I really believe in keeping identities from the real world. And we are very careful and aware when breaking those rules. The rules of real-world sounds. Especially in the case of a game that portrays something real. Real hardware, real worlds, real people. Personally, I like to exaggerate things, but it is not always needed since the real world provides so many layers of legibility and recognizable sounds. Once you start manipulating what we as humans know to be true in sounds, you cater to a second layer that only exists within your "made-up universe." And it is much trickier to stay true to that "new reality" once you've established it. We always try [to] create a consistent audio world when we go about making a Battlefield game.

GS: Battlefield: Bad Company 2 received GameSpot's Best Sound Design award of 2010. The sound design was exceptional and made the experience in Bad Company 2 unlike any other. What did you guys do to make this game stand out among so many other shooters out there?

SS: I want to reconnect to the previous statement about consistency. I think one of our key approaches was that we did not construct any sound without matching it to the rest of the sounds. Many people might think that we are trying to create the ultimate weapon sound in every single case, but it is the other way around. We create sounds that match the palette that we have decided upon. So it is not about creating an awesome gun sound; it's about creating a war. This might sound trivial, but it is still a key aspect of the whole sound experience.

GS: What do you have to do to get the right sound, from footsteps to weapon changes?

SS: Out the door. And then we get as intimate as we can with every single aspect of the experience rather than the recording. The recording is only one-third of the task. Or less actually. Getting the right source is key, but getting it to work in the game as we intended is a completely different thing. And then, getting it to sound convincing on a cheap TV and a home cinema system is another challenge. Getting the right sound is actually quite easy, but getting it to play back within the game as intended might throw everything with the recording that you thought were awesome overboard. Getting the right sound? Easy, if you know what you want. Getting it to work in the game? Hard. And that can send you back out the door again.

GS: Does the sound design team work closely with the music team?

SS: There is no music team. We hire external composers early on in the sketching phase to work with early art concepts and themes for the game. But as an audio director, I was working really close to the composers and joined the recording sessions in New York that we did for Battlefield: Bad Company 2. I had the opportunity to get really intimate with the stems and the inner parts of the recording, which helped me in getting it to work with the cutscenes and musical framing of the game later on. So yes, as sound designers, we are really attached to the music that goes into the game and how it is implemented and used is in our hands.

GS: What steps are you taking to make sure the sound is just as good, if not better in Battlefield 3?

SS: It blows my mind to look back at Battlefield: Bad Company 2, which still sounds amazing, and compare it to what Battlefield 3 sounds like. We have done incredible things with the new Frostbite 2 engine, and my fellow sound designer Bence Pajor has done so much polish and expanded on the previous designs of war that I lack words to describe the authenticity and detail that make up the sounds of Battlefield 3. You have got to hear it to believe it. It's real and it works.

GS: What kind of advice do you have for aspiring sound designers?

SS: I think I might have said this before in another interview, and these are my personal preferences when it comes to skill sets and what I value in a sound designer. First, imagination; without it, it's not going to work. Second, passion; without it, you don't want it that much. Third, analytical skills; without it, you don't know why.

GS: Thanks for your time!

GMR FM - An interview with Patrick Bach

"Our goal isn't to make a better game, we have that game. Our challenge is attracting new players" - An interview with Patrick Bach.

Author GMRFM Evan | Date Apr 11, 2011 at 12:25

The first thing that struck me about DICE executive producer Patrick Bach was just how confident and sure of himself he seemed. Sitting in the only chair in the interview room he delivered some of the most frank and direct answers I’d ever received from anyone in the games industry. This confidence is well earned considering that Bach sits at the helm of Battlefield 3, a game that has been hailed by some as “the saviour of the shooter”.

When asked about the fan expectation and demand that’s building around the game Bach is quick to say that “everyone has their own vision for Battlefield. We have to make something new without breaking the game but the biggest Battlefield fans already work at DICE”. A brave stance to take considering how close the series is to the notoriously protective and clannish PC gaming audience.

Bach addresses this as he has since the start by confirming that “the game was written for PC first and primarily”. This in itself presents its own set of challenges, as Bach says himself “console technology is five years old so you know what you can and can’t do”. Considering how impressive Battlefield 3 looks on the PC you have to imagine the emphasis in that sentence is on the word “can’t”.

While it is very obviously a graphical tour-de-force, the thing that really makes BF3 stand out is the implementation of the ANT animation system that has featured in the recent iterations of EA’s sports titles. Implementing the complex system on the virtual soccer pitch is one thing but according to Bach the system “just didn’t work at first on consoles, there was too much going on”.

This taught the team some lessons about the scalability that would need to be the core of the Frostbite 2 engine, not just in the downward direction necessary for consoles but also that it would look even better on high-end PC’s and not the “standard store bought machine” that Bach says the game is designed to run on.

He says that through developing for higher end PC’s the team was shocked to learn just what was capable on console hardware. Bach goes as far to say that DICE has managed “to push the envelope” of what was thought to be possible on consoles. This push to advance things on both the console and PC is something that Bach hits upon frequently.

It was at this point in the interview that Bach addressed the massive elephant in the room: if rumours are to be believed then the game will be releasing right inside of the Call of Duty November window. Even if this isn’t the case the games will be competitors in some sense of the word. Bach nips the question in the bud by telling me that “our goal isn’t to make a better game, we have that game. Our only challenge is attracting new players”.

Bold words but a cursory glance at review aggregator websites shows that Bach is right, at least from the standpoint of pure statistics. Battlefield Bad Company 2 was the highest rated shooter of last year, ahead of Call of Duty Black Ops. He says Battlefield 3 is about “doing everything we do but better” , that DICE wants to “push boundaries“, something they can’t do by looking to the past or the competition.

Wherever your loyalty lies between the two series I think even the most dyed in the wool CoD fiend would agree that the sound engineers at DICE have been doing an incredible job in their recent games. Regular readers of the site will know just how important good sound design is too me so I asked if we could expect high standards from BF3. Bach cuts off my ever so slightly fawning question by simply saying “I agree, we’re awesome at sound”.

DICE are fully aware of the value of a game that sounds convincing and that it can add to a game both “emotionally and tactically”. The new engine will place a heavier emphasis on the “spectrum” of sound, it’s direction and even making it reflect through the environment around you. This is something that could be particularly useful when coming up against jets, which are returning to the PC version of the game having been absent since Battlefield 2.

Jets became a notoriously contentious issue in that game with some players loving them and more still saying that they were hard to use due to their massive speed in comparison to the games maps. Bach is mindful of these complaints and says that jets present “a problem. Balancing speed and damage and levels of realism with what is fun. The focus is on fun”.

Though the single player component of the game is the only thing that Bach was talking about in any kind of detail he is always quick to say that it’s a huge focus of the game whether it’s the 24 player console version of the full 64 player experience that will be available to PC players. He also mentions that a co-op experience will also be available alongside the tightly scripted, narrative driven single player.

Naturally, Bach remained tight-lipped on the game’s release date but sometime a little bit later on in Winter sounds likely. The beginning of November is the odd’s on favourite after a number of leaks and rumours began circulating. Whenever we do get to play it, it will be interesting to see whether Bach’s confidence will be justified and if we finally see Battlefield rise to the top of the FPS world.
 
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I'm drooling from that audio interview. Mmmmmm.

Might be time to jump to Audiotechnicas w1000 line with a dedicated amp.
 
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Gamer.no - Realism for realism's sake is worthless

We interviewed chief producer for Battlefield 3
Tor Egil Andersen , 11 april 2011 19:16

LONDON (Gamer.no): sky-high expectations, demanding and impatient fans games journalists notwithstanding, the developers of Battlefield 3 does it all at their own pace. They are still holding their cards close to chest, but promises loose. The game will be released this fall, and lots of questions still unanswered.

We have so far looked at Battlefield 3 earlier, and this time we had an interview with an executive producer from the Swedish DICE, Patrick Bach, about the coming great shooter.

Story Driven Campaign

- What is new in Battlefield 3? How is the single-player campaign, for example?

- There is much we can not say yet whether the campaign. But I can tell. We're going to have a dramatic story that you play it through from beginning to end. We try to use the good tool we have for multiplayer, and create something good and varied for those who play alone, too, explained Patrick Bach.

- But the story will focus on people? You will not just be a nameless soldier who fights in a any group?

- Yes, you play more named roles, and everyone on your team have their own personalities. We tell the story as much through the people in it, as the events they attend, he added.

- Okay. Tell us about the new game engine to Battlefield 3 What is new and better in it?

- We came to the conclusion that we could not make the new game with the technology we already had. Battlefield 2's engine is getting pretty old, so we had to start all over again. We are constantly trying also to push the boundaries in game development, for what you can and should do.Frostbite 2-engine has several advantages. We can move large amounts of data much faster than before, and we can show more recent and more detailed graphics. We also have all new animations, characters who get to move much more naturally, "explained Bach.

- And how do the the concrete Game Mechanics?

– The new system for the destruction of our environment, is probably the most important of these. We are working to improve this all the time. With the destruction, we mean not only cool explosions, but the players can actually change the environment they find themselves in, "he replied.

- How to get tactical destruction that matter?

- Yes, but we do not look at the mechanics as a key element for the game, but instead as a cornerstone of communities. For us it's about physics. It's just something that should be in the game. If you see a brick wall to be shot by a rocket, so it should be a hole. It is intended to affect the surroundings as they should be fair and realistic, "said Patrick Bach.

Gameplay in focus

- Since you put so much emphasis on the realistic, it means the struggle between different types of vehicles and infantry will become more realistic, or is it still reigns as the entertainment factor?

- We produce primarily all the mechanics so they should make the game fun to play. But entertainment can also be based on realism. All we do on polishing the game is still to get the best possible balance. If our rock-scissors-paper-principle does not work, then the game does not have any purpose. Realism for realism's sake is worthless in a computer game, "he replied.

- Can you say a bit about the vision, idea and philosophy behind Battlefield 3?

- We are trying simply to make the best first person shooter on the market. And we think the Battlefield formula, where we use different vehicles and infantry, destruction, huge open landscapes and small, cramped urban environment is the best for this. We have created these games for quite a while now, so we have the experience needed to know just how to take the genre a huge step forward, "explained Bach.

- Then maybe we can talk about the most important part of the game. How will the new things you introduce multiplayer genre do better?

- If we look at the battlefield as a sport, like football, you have certain rules you must follow in the game. We want to develop the Battlefield sport and make it even better, but we do not want to remove Battlefield distinctive. Because then there would be a different game, "he said.

He continued:

- There are still lots of new things in Battlefield 3 Many things that people have longed for a long time, and several major elements. There are many new weapons and mechanics, but unfortunately I can not talk about them now.. I can tell that we're going to have fighters in the game. It will therefore be possible to have both planes, helicopters, tanks and infantry on the battlefield. How we get an important dynamic between all vehicles. Even if, for example, is a fighter, so one must be vulnerable to certain attacks.

- Can you tell anything about the new types of maps and whether, for example, new methods to win matches?

- It's still too early in development that I can say much about it. I can tell you that Battlefield 3 will be the largest maps we have ever made. On the PC version can be 64 to play simultaneously, and the console is the number 24. Battlefield 3 will also have a cooperative mode, but I can not say anything more about. The game does not come out until this fall, so there is much left for us to do. I can say that we are making the game for those who really love the first-person shooter, and that we try to do it with more depth and quality than ever before, "said Patrick Bach.

- How do you see all the expectations of the game, and you have taken much account of the views of all those who play the older games?

- We will always play a lot of feedback from our community, and we are pleased that so many are looking forward to Battlefield 3. Everyone has their own opinions about how the game should be, but we use ourselves as a template when we create it. We have been doing to make Battlefield games since 2002 now, or even slightly before that, and knows how the game will be good. Many people have completely different ways to play, so it is therefore up to us to balance these against each other, "he replied.

- So to find the exact right balance is the hardest thing for you right now?

- Yes, definitely. You see the same thing in competition as well. If the balance is not good, the game is not worth anything. Different styles of play must be played together, and one of them can not win all the time. There are so many gameplay elements we and others have wanted to see in Battlefield 3, but we can not have them if they destroy the rest of the game, "explained Bach.

- Finally, I wondered if you make the game first and foremost in terms of fans of the series, or you try to open it up more to new players?

- In the office, we look at ourselves as consumers. If there is anything in the game we do not like, so we remove it. We still use the player community and people around us to judge whether we are on the right path or not. But we also agree that the battlefield can be difficult for many people to put themselves into, so we try to lower the entrance threshold, but do it without having to be at the expense of depth, "he replied.

Read also: Sneak Peek at Battlefield 3

Battlefield 3 will go on sale in November. We did this interview in London. Travel and accommodation were paid by Electronic Arts.
 
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DRMB Ep. 14: Part 1 with DICE Community Manager Daniel "zh1nt0" Matros
DRMB Ep. 14: Part 2 with DICE Community Manager Daniel "zh1nt0" Matros

==================================================

Frostbite 2 designed with next consoles in mind

While skeptics have doubted DICE’s ability to deliver a Battlefield 3 experience on the Xbox 360 and PlayStation 3 that will be close to the PC version, the studio assures everyone that Battlefield 3 will push the current generation of consoles to the absolute limit.

DICE is confident that Battlefield 3 will be the best looking console game to arrive for the Xbox 360 and PlayStation 3 this year, according to executive producer Patrick Bach. DICE will prove this fact instead of just talking about it, according to Bach.

One advantage that the Frostbite 2 engine will have in the future is that the engine was designed with the future in mind from every design aspect. That means that graphics, physics, animation, and audio have all been created with the next generation of consoles in mind. It should be no problem to adapt the Frostbite 2 engine to these next platforms when they are finally released.

Still, the PC version will look the best if you have the hardware and graphics card to run it. Sources suggest that maybe only 5% to 7% of the PC players of Battlefield 3 will have the hardware capable of pushing the PC version to the max when Battlefield arrives this fall.
 
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I hope to have another 5850 in crossfire by then. My 6 core and duel 5850's better push this game dammit!


Edit: I want every member to start thanking Gully more. The guy is giving you a lot of reading and links and I see very few "thanks". Give it up people. Its free!
 

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I hope to have another 5850 in crossfire by then. My 6 core and duel 5850's better push this game dammit!


Edit: I want every member to start thanking Gully more. The guy is giving you a lot of reading and links and I see very few "thanks". Give it up people. Its free!

Change to intel and you wont have an issue LOL .............trollin style
 

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Change to intel and you wont have an issue LOL .............trollin style

(Thick Asian accent) Your Troll style is no match for my Raging Drunken Troll style. HmmmHmmHmmm FIGHT!

 

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Memory 8GB Samsung Green 1600
Video Card(s) 2 x GTX 670 4GB
Storage 2 x 120GB Samsung 830
Display(s) 27" QNIX
Case Enthoo Pro
Power Supply Seasonic Platinum 760
Mouse Steelseries Sensei
Keyboard Ducky Pro MX Black
Software Windows 8.1 x64
Kick ass.

That is all.
 
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