How much inspiration are you taking from Battlefield Vietnam in terms of the game design for the expansion? A lot of the elements that gamers loved in the original Vietnam game are implemented here as well. For example, you can listen to (and blow up) propaganda speakers, and you can enjoy ‘60s music on the radio in your vehicles – the latter being one of the features that really brings a unique feeling to this expansion. Are there things you wanted to achieve with the original Vietnam game that you couldn’t do due to technical limitations that you can do now? Well, a lot has happened in the Battlefield franchise since 2004, both gameplay wise and technically speaking. From a purely technical standpoint, our upgraded Frostbite engine handles destruction on a whole new level compared to the engine we used for Battlefield 1942. So simply taking our latest engine back to Vietnam automatically means we get closer to our vision of all-out warfare. Will we see a lot of the same unique weapons and environmental hazards return from BF: Vietnam, like the bouncing Betties and the punji stick booby traps? No. Actually, looking at the telemetry for Bad Company 2 across the different formats, we can see that we have achieved an extremely well-balanced game. This is something we take pride in and want to maintain, so while introducing booby traps might sound like a good idea, we would much rather focus on keeping our finely tuned game balance. These are all brand new maps
 
How are you changing your approach to map design for this expansion pack? Will these maps be more wide open or are they going to be more streamlined like they were in Bad Company 2? I wouldn't say we are changing our design sensibilities for Battlefield: Bad Company 2 Vietnam. We are designing the maps to offer a great sense of variation, from the tight and up close to the more wide open spaces with plenty of vehicles. Much like the difference between, say, White Pass and Atacama Desert in the base game.