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take the care to make sure that you can hear the

bolt carrier group (BCG) sliding back and forth in

a noisy fashion in the right weapons, if you know

what to listen for. When I sit in an audio review

and listen to the sounds as they describe the

work involved, I’m always in awe at how much

thought and detail is put into it.

I should mention that Frostbite is an amazing

tool – it really unlocks the power of the artists

and designers, allowing us to quickly prototype

and iterate on a wide range of things – it’s

especially powerful for weapons, with a hundred

values per gun that can change the feeling and

experience in-game.

How do you capture the sound of an

RPG? Is this something you borrow from

accumulated audio from other Battlefield

titles?

As you can imagine, it is tricky to capture

the sound of an RPG. We didn’t capture

a new sound for this game, but rather are

using one captured for

Medal of Honor

with some new tweaks to it, to make it

sound great for our game.

W

ill all the same weapons be available in

b

oth single and multiplayer?

Yep! There might be some different

mechanics in where you find them available

for use, though, and of course AI are rarely

a

s creative in their strategies as players are.

I

have several favourites – because of the

weapon differentiation, it’s not “one size fits

all”, and if you take the wrong gear into the

fight, let’s just say you’re putting yourself at

a disadvantage. Luckily, in

Hardline

we have

multiple Loadout slots on the customise screen

so that you can create several presets to save

your favourite configurations.

When playing the game, do you have a

favourite weapon, or weapon combo you like

to use?

Personally, I sometimes go for style in

addition to substance – I like to roll the AKM

bare-bones as my catch-all, with the wooden

foregrip and ironsights only, because I think it

looks badass (and I can go 5:1 with it). If I’m in

a close-quarters situation, I love to use the FMG

with a red dot and silencer – it’s a terror and

looks wicked. If I’m out in the open, I prefer a

DMR like the Saiga to pop shots off at distant

targets, maybe with a compensator to manage

the recoil. Finally, for a variety of settings like a

solid battle rifle like the HK51

to handle enemies at

different ranges

– I flick between

semi-auto and

fully automatic to

help manage the

recoil of this beast,

but always try to roll the

stubby grip on it.

23

GAMES

FEATURE

over the place. It also allows us to give each

weapon a specific character, as the other

weapons in that class do things like change

their effective damage per second (DPS),

their engagement range, or other attributes.

The most important step is probably

iteration, however. We play these over and

over and over, and constantly tweak them

based on player feedback until they both feel

right and we see the right data reflected in

the collected metrics.

We’ve made a couple of changes from

BF4. We’ve modified the recoil on the weapons,

making them more skill-based, but at the same

time making it easier to understand the effects

of your shots. We’ve made your selections

of weapon attachments more crucial than

ever, with more differentiation between the

attachments. We’ve increased the power of

submachine guns as a category, truly making

them a viable close quarters option. And there

are a few more changes hidden in there, as well,

but you’ll have to find those for yourself.

Do you recruit weapons experts to brief

the team on the functionality and abilities/

restrictions/limitations of each weapon?

Absolutely. There are a few of us on the team

with extensive experience and training. Luckily,

this kind of expertise is acquired in addition to

our other skill sets, so it’s not required to have a

full-time expert available for consultation.

Throughout the course of our careers, we

have consulted many firearms experts – the

guys who actually know and use these things –

and have a fairly encyclopedic knowledge from

a practical perspective. One of our designers is

even a certified armourer.

Do any of the devs undergo weapons

training to familiarise themselves with how

guns react when fired?

Not specifically for this project, but yes,

in general it’s a requirement for designers to

understand how weapons work, feel, and are

handled – Battlefield is known for its authenticity,

and we have to uphold that tradition. Not only

that, but our job as designers is to bring you

experience you might not otherwise be able to

have, and recreating all of the details as perfectly

as we can greatly helps immersion.

We've had a taste of the weapon audio at

E3 last year and with the recent beta, and it

was certainly impressive. What is involved

in creating the audio for the game? Are

the weapon sounds simply accessed via a

sample bank?

There’s a lot involved in recording weapons.

From capturing the sounds of live fire in all

modes – single, burst, automatic – to the

impacts and ricochets, and all of the sounds

of the action (reloading, bolt carrier group

movement, and so on), suppressors, etc, there’s

a ton of recording that has to be done. Our audio

engineers then take all of the pieces and make

sure they sound great in game – gunshots don’t

transfer directly or easily to game space. They

In general it's a

requirement for

designers to understand

how weapons work,

feel and handle

Battlefield Hardline is out March 20