![]() In this case, quantity is a quality in itself." He pauses. "Our vegetation destruction might not be as advanced as some of the other competitors might do it," he admits, "but on the other hand we can have 10,000 trees in the level, which we did in Bad Company 1. Battlefield series executive producer Karl-Magnus Troedsson makes a slightly different point with help from an unlikely source. That's fighting talk if you ask me, but then again, Volition wasn't exactly bashful when it said it was "ahead of everybody by five to ten years in terms of destruction". To go beyond that would almost be irresponsible then it's a tech demo, and it will come at the price of something else." If we manage to reach that threshold, then it's definitely good enough. " to the point where you don't really question it when you play - that's the key thing. "It is really worth having the perfect destruction model, if it means that we can have fewer vehicles and players, we can't replicate it over network, and so on?" The goal is to achieve the perception of destruction, rather than the reality of it, and Gustavsson's happy with that. ![]() "I think we've found a really good level," he says. Why not?ĭICE creative director Lars Gustavsson says it's because the team has sacrificed advanced destruction in favour of other things. It's not as emergent as Red Faction claims it's going to be. ![]() But you can't, for instance, ram a few RPGs into one of the walls so that the masonry tumbles onto the tank, just to see if it works. It looks great, leaving nothing behind (the main criticism of Bad Company's tech was that you couldn't knock everything to the ground), and DICE's Frostbite engine handles it comfortably on the 360 devkit. Incoming jets immediately take it out and flatten a pair of two-storey buildings adjacent to it, which fall down behind a convenient veil of flying debris and smoke. It goes further than the first game's technology, allowing you to flatten whole buildings, but it rather pales next to the insane calculations going on in Guerrilla, where legend has it that designers had to be given structural training because their unrealistic buildings kept falling down under the weight of real physics.įor example, I'm watching producer Patrick Bach play through a seemingly complete single-player mission in Bad Company 2 when he's given a laser designator and instructed to paint a meddlesome tank for air support. After watching and reading about Volition's Red Faction: Guerrilla earlier this month, you could be forgiven for turning your nose up at Battlefield: Bad Company 2's "Destruction 2.0". ![]()
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