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View Full Version : New Interview by AtomicGamer with Gordon Van Dyke


GamersCrib
05-08-2009, 10:35 PM
The folks over at AtomicGamer (http://www.atomicgamer.com/) posted up a new interview a few days ago with Battlefield 1943 Pacific Producer Gordon Van Dyke. Check it out:

It was recently announced that EA's and DICE's download-only FPS Battlefield 1943 will have 360 and PS3 owners marching back to the front line this June (PC players needn't lace their combat boots up until September) for a wallet-friendly fifteen dollars. With its WWII-based 24-player battles unfolding in just under two months, we thought it the perfect time to talk to the title's producer Gordon Van Dyke to find out if this latest entry, in a series that defined multiplayer combat for many a mouse-and-keyboard commando, was worth climbing out of our foxholes for.

AtomicGamer: For the new recruits out there, especially those being introduced to the Battlefield experience for the first time through their 360s and PS3s, can you tell us what 1943 is all about?

Gordon Van Dyke: At its core it's a Battlefield game, an accessible game that we're delivering in an arcade fashion. We wanted to emphasize the accessibility, so you'll access it through a download, jump in, and everything just comes to you... it quickly gets you in the action. They'll be a ranking system, awards, all the stuff you'd get with a Battlefield game, like you got in Bad Company and 2142, all delivered in an arcade fashion.

AG: Were there any specific complaints fans of 1942 voiced that you made a point to address in 1943?

GVD: Well, with this game we're not trying to make a true successor to 1942, so we wanted to leave that open. The main goal with 1943 was to make a Battlefield game that really highlighted the essence of Battlefield, which are these great Battlefield moments — these crazy scenarios you can create... the sheer volume of things that can happen and what you can do in the game: You can fly an airplane, you can parachute out of the airplane, you can shoot someone while you're parachuting. Or you can drive a tank, jump out right before someone destroys it, and go get the guy who destroyed it by hitting him over the head with a wrench. The amount of things you can do is endless.

AG: Many 1942 players would agree that the small arms combat — from aiming to the hit feedback — could use improvement. Does the new engine running 1943 allow for more visceral, solid feeling combat?

GVD: Yes, absolutely. That's always a focus regardless of whether or not we were using a new engine. Those are things you always try and improve on...they're so important to any FPS. You want consistency, you want things to behave the way the player intends for them to behave, so there's absolutely been improvements made in those areas. I know people are going to see those, and it will tangible.

You can read the rest of this interview by visiting here (http://www.atomicgamer.com/article.php?id=780).