Battlefield Hardline interview: jets are out, increased player speed is in

Battlefield Hardline

BFHL Screens Desert Hotwire

Battlefield 4's disastrous launch invited early skepticism, but Battlefield Hardline seems to be coming along since we last saw it, bringing with it a much more frenetic pace than the series is used to. With the imminent launch of a beta in the lead up to Hardline's March release, I sat down with Senior Producer Scott Probst and Senior Multiplayer Designer Evan Champlin to talk how Visceral has transferred Battlefield's established military setting into a cops-vs-robbers environment.

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What’s the thinking behind having a beta so close to launch?

Scott Probst: There’s a few different thoughts behind it. From an engineering perspective, making sure everything is functional and that the whole backend works on all the different platforms is one, and making sure people are able to get into the game and that it’s a stable and fun experience.

From a design perspective a lot of it is about validating the design that the guys have gone and built, and making sure that the game modes, the player progression, the weapons and the gadgets are a fun and balanced experience. Then I also think it’s about looking at the data that comes out of the beta and seeing whether there are any last minute tweaks we can make based on the experiences people are having, like if someone finds a weapon that’s OP, or if there’s some player progression adjustment we want to make. [We want to] take all that into account and fold it into the game before it releases.

In the event that you do notice a fatal flaw during the beta, what happens then? Will the game be delayed?

Scott Probst: I don’t think there’s a world that exists where the game gets delayed. I also hope that we don’t find anything that’s fatal like that. In the event that we do, I think that we’ll find time to address whatever we do find. So if there’s anything that comes up that’s like “oh, that’s not good” we’ll find a way to fix it.

Both your publisher and Visceral have learnt from Battlefield 4’s dilemmas, but do you think it’s even possible to release a bulletproof software product in 2015?

Scott Probst: I think it’s a big challenge. I don’t think I’d call anything bulletproof, because there are always exploits and things that can be found and ways things can be broken. I think the important part of it is to be aware that everything isn’t bulletproof. By acknowledging that we can pay attention to the issues that are being found and go after them, as well as interact with the people who are experiencing them so we can listen and understand their problems, and ultimately fix them.

If we were to say “this thing is bulletproof, it’s ready to go,” that’s the wrong approach to take. At the end of the day there’s going to be millions of people playing the game and I’m sure people will find things that we haven’t found yet. The important part is that we’re going to be paying attention, and we want to speak to each and every one of those people in order to solve it.

BFHL Screens Bank Heist

I had the opportunity to play the single-player component a few months ago. Has the hard-boiled, black humour approach influenced the multiplayer? I ask because Hotwire is amazing fun but it’s nonsense, isn’t it? There's no justification for it in the fiction.

Scott Probst: [laughs] I think when it comes to multiplayer the focus is absolutely on fun. The handcuffs come off a bit in relation to the story because multiplayer is more about getting into the action and having a good time. With that said, I think the people who have written the game and paid attention to the dialogue have actually done an excellent job in multiplayer, bringing some of those elements across. You’ll hear cool voice over and snappy dialogue between characters. It feels like it’s cops and criminals banter. So I think that stuff does come across, and the more you play it the more it comes out, it’s just not as scripted and heavy-handed.

Will there be fighter jets and water vehicles in the multiplayer?

Evan Champlin: We do have some water vehicles in there. We have a couple of speed boats and gun boats. There are a couple of other water vehicles like air boats too. As far as jets and stuff goes, no. We felt that was a little too far from the fantasy. Over the course of development we played with a lot: we’d push the meter in both directions to hone what Battlefield Hardline was, to make sure we were bringing in the Battlefield experience but also changing enough to make Hardline unique. So it was just a little too far.

Scott Probst: One of the interesting points is that we actually had jets at one point, and we put it in front of the Game Changers [Visceral’s internal playtesters comprising veteran Battlefield players, YouTubers etc.], and everyone was like “that’s not really your thing”. In the package we were putting together with Hardline they said they really shouldn’t be in there. It was kinda split: some people wanted them and others didn’t, but in the end we did what was right by the players because they said it didn’t fit. They said that if we were to take them out it’d be better. So we removed them and they were right.

Shaun Prescott
Australian Editor

Shaun Prescott is the Australian editor of PC Gamer. With over ten years experience covering the games industry, his work has appeared on GamesRadar+, TechRadar, The Guardian, PLAY Magazine, the Sydney Morning Herald, and more. Specific interests include indie games, obscure Metroidvanias, speedrunning, experimental games and FPSs. He thinks Lulu by Metallica and Lou Reed is an all-time classic that will receive its due critical reappraisal one day.