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Battlefield playtest gameplay is leaking all over the internet, and fans seem cautiously but genuinely excited: 'Okay, we might be back'

Battlefield playtest gameplay is leaking all over the internet, and fans seem cautiously but genuinely excited: 'Okay, we might be back'

Yahoo10-03-2025

When you buy through links on our articles, Future and its syndication partners may earn a commission.
Early playtesting of the next Battlefield game is now underway—there hasn't been an official announcement to that effect as far as I know, but we can tell because gameplay footage is flooding the internet.
The testing is taking place under the auspices of Battlefield Labs, the initiative announced in February that aims to ensure future Battlefield releases go better than Battlefield 2042, the most recent addition to the series, which did not make an especially good impression among fans. The Battlefield Labs announcement video concluded with a 10-second clip of pre-alpha gameplay showcasing environmental destructibility, and that's central to quite a bit of the leaked gameplay footage as well.
Interestingly, Charlie Intel said on X that the playtest is under NDA and that leaked videos "are being taken down immediately by EA," but it's not clear whether that's actually the case. BobNetworkUK_, who posted a compilation of four clips totalling about eight minutes of gameplay, wrote that "it seems EA retracted the takedowns."
I don't know whether that's true, but there's no overlooking the fact that these videos are still out there, and not hidden in some secret, dark corner of the internet: Charlie Intel has than five million followers on X, so you can be quite sure EA knows it's sharing these videos.
If EA is letting it all slide, it means two things: One, that NDAs are meaningless when developers solicit testing from the general public; and two, that EA has enough confidence in where the next Battlefield game is currently at that it doesn't mind letting the world lay eyes on it.
That doesn't mean much at the pre-alpha stage of things, but on the whole I think it's more encouraging than a PR guy screaming "Don't look at it!" while desperately firing takedown orders like Animal Mother charging an enemy sniper.
To speculate further, if EA did decide to let the leaked gameplay stand, it may have been encouraged to do so by the reaction to it. There is understandable caution and obligatory negativity here and there, but the overall response to the early build's crumply destruction tech that, from a distance, looks on par with The Finals is very positive.
The audio in particular draws a lot of praise, but even though there are some glitches and oddities here and there, the whole thing looks pretty tight for a game that's supposedly still very early in development.
5 minutes gameplay, thoughts? from r/Battlefield
Another point of "more excitement than you might expect": The scoreboard is back.
First look at victory screen from r/Battlefield
(To be fair, Battlefield fans were really mad that EA dropped the traditional scoreboard from BF2042, to the point that they successfully bullied developers into putting it back in.)
Electronic Arts has a lot of ground to make up here. Battlefield has always played second fiddle to the Call of Duty series, and BF2042 was a pretty significant misstep in the eyes of many long-time fans of the series: EA put in a lot of effort into turning BF2042 around and largely pulled it off, but it needs the next game in the series to come out very strong if it wants Battlefield to be taken seriously as a modern military contender. These gameplay leaks are a long way from that, but they do at least look like a big step in the right direction.
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Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio
Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

Los Angeles Times

time14 hours ago

  • Los Angeles Times

Inside the ‘Dragon Age' debacle that gutted EA's BioWare Studio

In early November, on the eve of the holiday shopping season, staffers at the video game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, 'Dragon Age: The Veilguard,' and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in. But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video game publisher Electronic Arts had been under intense pressure. The studio's previous two games, 'Mass Effect: Andromeda' and 'Anthem,' had flopped, and there were rumors that if 'Dragon Age' underperformed, BioWare might become another of EA's many casualties. Not long after Christmas, the bad news surfaced. EA announced in January that the new 'Dragon Age' had reached only 1.5 million players, missing the company's expectations by 50%. The holiday performance of another recently released title, 'EA Sports FC 25,' was also subpar, compounding the problem. As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson said, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA's share price promptly plunged 18%. ''Dragon Age' had a high-quality launch and was well-reviewed by critics and those who played,' Wilson said on an earnings call. 'However, it did not resonate with a broad enough audience in this highly competitive market.' Days after the sales revision, EA laid off a chunk of BioWare's staff at the studio's headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio. According to interviews with nearly two dozen people who worked on 'Dragon Age: The Veilguard,' there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switch that muddled development and inflated the title's budget, they say, ultimately setting the stage for EA's potentially unrealistic sales expectations. A spokesperson for EA declined to comment. The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, such as 'Madden NFL,' and light in the kind of adventure and role-playing games that BioWare was known for. Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released 'Dragon Age: Inquisition,' the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title won the Game of the Year award and sold 12 million copies, according to its executive producer Mark Darrah — a major validation of EA's diversification strategy. Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next 'Dragon Age' installment, aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio's focus to more pressing titles coming down the pike. In 2017, BioWare released 'Mass Effect: Andromeda,' the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft's Casey Hudson, an alumnus of BioWare's early, formative years. Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as 'Destiny' and 'Overwatch,' in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into 'Anthem,' a live-service shooter game that checked all the right boxes. One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whiskey. The next 'Dragon Age' sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved. 'I wish that pivot had never occurred,' Darrah would later recount on YouTube. 'EA said, 'Make this a live service.' We said, 'We don't know how to do that. We should basically start the project over.'' Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of 'Dragon Age' while everyone else helped to finish 'Anthem,' which was struggling to coalesce. Goldman pushed for a 'pulpy,' more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series. In February 2019, BioWare released 'Anthem.' Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative. In the wake of BioWare's second consecutive flop, the multiplayer version of 'Dragon Age' continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would experience only once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn't die because they had to persist for multiple players across never-ending gameplay. As the game evolved over the next two years, the failure of 'Anthem' hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building ''Anthem' with dragons.' Throughout 2020, the pandemic disrupted the game's already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare's new studio head, revealed yet another shift in strategy. Moving forward, the next 'Dragon Age' would no longer be multiplayer. 'We were thinking, 'Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?'' McKay told Bloomberg News. 'No, we need to get back to what we're really great at.' In theory, the reversion back to the series' tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game's fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible. This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they'd be stuck with those old decisions with no chance to stop and reevaluate what was working. At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an 'alpha' build of 'Dragon Age' to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game's biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games. But the multiplayer roots of 'Dragon Age' limited such choices, according to people familiar with the development. BioWare delayed the game's release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream. In 2023, to help finish game, BioWare brought in a second, internal team, which was working on the next 'Mass Effect.' For decades there'd been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the 'Dragon Age' crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the 'Mass Effect' group was called the USS Enterprise, after the 'Star Trek' ship, because commands were issued straight from the top and executed zealously. As the 'Mass Effect' directors took control, they scoffed that the 'Dragon Age' squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the 'Mass Effect' team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating 'Dragon Age' leaders who had been told they didn't have the budget for such big, ambitious swings. 'It always seemed that, when the 'Mass Effect' team made its demands in meetings with EA regarding the resources it needed, it got its way,' said David Gaider, a former lead writer on the 'Dragon Age' franchise who left before development of the new game started. 'But 'Dragon Age' always had to fight against headwinds.' Early testers and 'Mass Effect' leads complained about the game's snarky tone — a style of video game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman's vision for the multiplayer game. Worried that 'Dragon Age' could face the same outcome as 'Forspoken' — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game's dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game's poor reception with fans.) A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors' strike limited the writers' ability to revise the dialogue and create new scenes. An initial trailer made the next 'Dragon Age' seem more like 'Fortnite' than a dark fantasy role-playing game, triggering concerns that EA didn't know how to market the game. When 'Dragon Age: The Veilguard' finally premiered on Halloween after many internal delays, some staff members thought there was a lot to like, including the game's new combat system. But players were less impressed, and sales sputtered. 'The reactions of the fan base are mixed, to put it gently,' said Caitie, a popular 'Dragon Age' YouTuber. 'Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.' Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is working on the next 'Mass Effect.' After three high-profile failures in a row, questions linger about EA's commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area. Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA's annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co. Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits such as 'Cyberpunk 2077,' 'Elden Ring' and 'Baldur's Gate 3.' In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new. 'That said, if they shuttered the doors tomorrow I wouldn't be totally surprised,' Creutz added. 'It has been over a decade since they produced a hit.' Schreier writes for Bloomberg.

Body Language Expert Says Prince William "Sad and Subdued," as Royal Aides Claim Kate Middleton Missing Royal Ascot Is "No Cause for Alarm"
Body Language Expert Says Prince William "Sad and Subdued," as Royal Aides Claim Kate Middleton Missing Royal Ascot Is "No Cause for Alarm"

Yahoo

timea day ago

  • Yahoo

Body Language Expert Says Prince William "Sad and Subdued," as Royal Aides Claim Kate Middleton Missing Royal Ascot Is "No Cause for Alarm"

When you buy through links on our articles, Future and its syndication partners may earn a commission. Royal fans were shocked when Kate Middleton canceled her appearance at Royal Ascot on June 18 at the very last minute. Former royal butler Grant Harrold suggested Prince William would "definitely feel the void" of Kate's absence, via Spin Genie. Now, palace insiders are setting the record straight about Princess Kate's decision to skip Royal Ascot, while a body language expert has weighed in on the Prince of Wales's solo appearance. At the time, royal sources said the Princess of Wales was extremely "disappointed" to miss the prestigious event, but she needed "to find the right balance as she continues her recovery from cancer and a phased return to full duties," via The Sunday Times's royal editor, Roya Nikkhah, on X. However, GB News has since reported that "palace insiders moved quickly to quell any speculation, insisting the situation stemmed from administrative confusion rather than health concerns." As reported by GB News, "Royal sources stressed there was 'no cause for alarm' and that Kate was adhering to the guidance previously given about finding the right equilibrium in her duties." As for how an alleged mistake about Princess Kate's attendance could have occurred, GB News stated, "The administrative mix-up unfolded when Ascot executives released the day's procession list at midday, listing both the Prince and Princess of Wales in the second carriage behind The King and Queen." It would seem that, according to palace insiders, the Princess of Wales had chosen to skip Royal Ascot long before the public became aware of her decision. Body language expert Judi James analyzed Prince William's appearance at Royal Ascot on June 18, telling the Express, "While his father, The King, chatted happily to their guest in the carriage, using some animated, good-humored body language displays, William seemed to sit back quietly with a slightly slumped posture, looking subdued and rather reflective without Kate at his side." James told the outlet that the Prince of Wales appeared to be "sad and subdued" at the regal event.

'Hacks' shocking season 4 finale has me convinced season 5 will be the show's best yet
'Hacks' shocking season 4 finale has me convinced season 5 will be the show's best yet

Yahoo

timea day ago

  • Yahoo

'Hacks' shocking season 4 finale has me convinced season 5 will be the show's best yet

When you buy through links on our articles, Future and its syndication partners may earn a commission. "Hacks" season 4 finale just wrapped up on Max, bringing to a close a chapter of the hit comedy drama that has, frankly, been treading water at times. Don't get me wrong, the show remains excellent. A relatively stale season of Hacks is still one of the funniest things on TV or the best streaming services. But now I'm more excited for the future of the show than ever, because the end of season 4 — including its shocking climax — has me hopeful that this show is ready, like its main character Deborah, to finally get back to its peak. Spoilers for "Hacks" beyond this point Let me reiterate: At no point has this show been bad. But the first two seasons of "Hacks" are some of the best from a comedy series ever. They were brilliant, fresh and constantly had you on alert for what was coming next. The past two seasons, though? Well, as Deborah made the transition from the queen of standup to the queen of late-night TV, the show entered a bit of a holding pattern. In retrospect, this holding pattern may have occurred because the show knew it didn't want Deborah's story to end there. But it still felt like the show's writers were finding excuses to keep the late-night show storyline going. That storyline ended with a bang in last week's penultimate season 4 episode, and now Deborah can't work at all, let alone on a late-night talk show. That penultimate episode marked the end of one era of "Hacks," and this season finale is all about transitioning to the next era of the show. We see Deborah and Ava leave Hollywood and Vegas behind to recreate their Vegas years in Singapore. We get the not-so-subtle metaphor of the Tropicana imploding while everyone watches. But with the episode about to end, Ava and Deborah seem ready to split again, continuing the push-pull, will-they-won't-they of their mother-daughter/mentor-mentee relationship that we've seen all season long. The cycle seemed set to repeat, with Ava headed back to Los Angeles with her tail between her legs and Deborah once again a "hack," but this time in Singapore instead of Vegas. However, "Hacks" chose that moment to remind us why this show is so good. Ava wakes up to Jimmy calling to say that TMZ is reporting that Deborah is dead. That's the kind of twist "Hacks" used to hit us with. I was immediately brought back to season 1, when Ava spends a whirlwind, possibly perspective-changing night with a guy in Vegas, only to find that he'd jumped to his death while she was getting coffee. Of course, Deborah isn't dead, something we knew given that the show was renewed for season 5. But she's is pissed about the TMZ obituary saying she killed late-night TV and then retired to Singapore, and she's ready to get back to the top of the comedy world — consequences be damned. That's a show I'm looking forward to watching, and it's why I can't wait for "Hacks" season 5. Stream "Hacks" now on Max 'Your Friends and Neighbors' season finale proves there are no consequences as long as you're rich and look like Jon Hamm 'The Last of Us' season 2 finale live — reactions, who survived, recap and more 'The Studio' season finale cements it as the best comedy of the year so far — and I can't wait for season 2

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