The Battlefield franchise has become one of the bigger franchises for Electronic Arts of late. Battlefield 2 is still something that gets fired up a few times a week. Electronic Arts released Battlefield 2:Modern Combat
last year and while it managed to replicate most of the Battlefield 2
game play that graphics didn't quite match up to it's PC
sibling. EA is about to fix that with the Xbox 360 version
of the game. We had the chance to talk to Dan Blackstone, the
senior producer of the game about the changes that have been made since
the Xbox and PS2 versions were released last year.
GamingNexus: Was the
360 version built from the ground up or was the engine ported from the Xbox
version? With the extra power available on the Xbox 360, what other
improvements were made to the game besides the obvious graphical improvement?
Dan Blackstone: There are a lot of things that we
streamlined, or improved, or rebuilt to make them even better. We don’t want to
mislead anyone about what the game is. For example, the single player missions
remain the same, but we re-wrote the AI for every mission, changed enemy spawn
points, and made other tweaks that may not be immediately apparent, but will
make the entire experience even better than it was. On the multiplayer side,
the Conquest mode remains the same, but we have the new downloadable content
that was released on Xbox Live included in the game. So this is basically the
best-looking, best playing, most complete version of Modern Combat.
GamingNexus: Did you
make any changes based on feedback from the Playstation 2 and Xbox
version? Where there any features you
wanted to add but where unable to?
GamingNexus: The Xbox
360 version looks to retain the same 24 players cap on multiplayer maps that the
PS2 and Xbox versions had. The PC version can handle upwards of 64 players per
map. Could you explain why the console
limit is so low compared to the PC version?
Is it a design issue or more of a hardware issue?
GamingNexus: Will you
have to start over if you have a character on the Xbox version or will there be
a way to import your profile from the Xbox version?
GamingNexus: Will you
be taking advantage of the live market place to offer more updates? Has there been any thought to releasing more
content post launch? Are there any plans
to release a demo on Xbox Live beforehand (especially given how successful the
demo for the Xbox version was)?
GamingNexus: What
kind of online ranking/clan support will the game have? What kind of game play statistics are you
going to be tracking?
Dan Blackstone: We’ll be tracking the same stats that we
did with the Xbox version, so you’ll have all of the same global rankings, clan
support, and community features. If you’ve ever been to our Community site for
Xbox, you know we go deeper than just about any other online console game out
there.
GamingNexus: Have you
tweaked any of the classes from the PS2/Xbox version? Were there any items that you had to change
to balance the game out?
Dan Blackstone: We did a little tweaking, but actually
not much was necessary. We’ve always prided ourselves on building an extremely
balanced game experience, which we think is a lot of the appeal of the
franchise. There were some things that got a nice overhaul, though, such as
smoke grenades. Now you can hide several players in the cloud and there is
absolutely no way the enemy can see what is going on.
* The product in this article was sent to us by the developer/company.
Hi, my name is Charles Husemann and I've been gaming for longer than I care to admit. For me it's always been about competing and a burning off stress. It started off simply enough with Choplifter and Lode Runner on the Apple //e, then it was the curse of Tank and Yars Revenge on the 2600. The addiction subsided somewhat until I went to college where dramatic decreases in my GPA could be traced to the release of X:Com and Doom. I was a Microsoft Xbox MVP from 2009 to 2014. I currently own stock in Microsoft, AMD, and nVidia.