Dima bf3 ending relationship

Battlefield 3: Andy McNab on how he brought realism to shooting games | Technology | The Guardian

Not to mention 2 out of 3 BF4 campaign endings contradict the existence of . I really feel that this is the problem with the game's campaign-multiplayer relation. .. Op. Metro is meant to take place after the mission with Dima. Battlefield 3 (also known as BF3) is the twelfth installment in the Battlefield Later, Blackburn arrives at the villa and finds Dima and an unconscious Kaffarov. . In addition, unlocks are more spread through the ranks, instead of ending after rank Classes in Battlefield 3 have been tweaked in relation to their roles from. He has also written a tie-in novel, Battlefield 3: The Russian, which explores the activities of special forces operator Dima, who appears as a they just want you to jump on at the end as a marketing tool, or do a bit of motion capture. scripts – and they had a sense of character, of emotion, of connection.

Knocked out and taken prisoner, Miller is promptly executed by Solomon and Al-Bashir, with the event being filmed and posted on the Internet. Realizing that he had been betrayed and used, Al-Bashir reveals some of Solomon's plan—to detonate the nukes in Paris and New York City—before succumbing to his wounds. However, they run into a Russian paratrooper battalion, also after Kaffarov, who engage them with airdropped BMP-2swith Sus providing close air support.

Kaffarov tries to bribe his way out, but Dima beats him up nonetheless. Dima reveals Solomon's plot to Blackburn, and requests his cooperation to prevent "a war between [their] nations".

Meanwhile, Misfit 1's commanding officer Cole arrives, and Blackburn is forced to shoot his superior before he can kill Dima. During Blackburn's captivity, Dima's Spetsnaz squad attempts to stop the attack in Paris.

However, Vladimir is impaled and dies, and the nuke explodes, killing 80, people. They instead believe that Russia is responsible for the attacks, and that Dima has tricked Blackburn. Evading police, Blackburn manages to break into a hijacked Long Island Rail Road commuter train, full of Solomon's men and explosive charges. He works his way to the front car, where he is ambushed by Solomon. When ambushed by Solomon, Blackburn gains the upper hand by obtaining and activating the detonator, causing the train to crash.

Blackburn pursues Solomon through the sewers and up to street level. Montes, having obtained a police car, picks up Blackburn and engages Solomon and the PLR in a brief vehicular chase, which ends with both cars crashing in Times Square. As a bewildered crowd watches on, Solomon shoots Montes, but Blackburn manages to kill Solomon by bludgeoning him to death with a brick in the ensuing brawl and recovers the nuclear bomb.

He writes about the efforts of both himself and Blackburn to stop Solomon's plan "to set fire to the world". As he finishes, he examines a pistol. A knock comes from his door, the screen cuts to black, and the last sound is that of the pistol being loaded as Dima presumably prepares to defend himself.


ANT technology is used in EA Sports games, such as FIFAbut for Battlefield 3 is adapted to create a more realistic soldier, with the ability to transition into cover and turn the head before the body, as well as "drag fallen comrades into safety and mount weapons on almost any part of the terrain". The complaint focuses on EA's communication of the change of plan, second proposal with early DLC that had already been announced. People have always been fascinated by war — games are just another medium for that.

There have been war films since the beginning of cinema — you could go along to the Saturday morning pictures and watch John Wayne kill Japanese soldiers in 10 minutes. It's all part of the same thing. And the big arguments about games inducing violence — they're a load of nonsense; violence has always been there.

And possibly, the reason the crime rate is declining in the US is that people are now staying in and exploring violence through games rather than going out and beating people up. It's the same with films and books. I've been blamed for a bank robbery in America somewhere; I've been blamed for a couple of murders. But look… take Chicago and Toronto: How can that be? Is it a cultural thing? Are the emotions that you experience in shooter anywhere near the emotions you genuinely face in real-life missions?

Are there any similarities at all? Once you're engaged with the character, you're part of it.

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You get fear, anxiety, you get the same rush of endorphins if you're successful; obviously it's all at different levels because it's just entertainment.

You don't get wet, cold and hungry! Also, some people have gamers down as solitary and geeky, but that's not the case. It's very social, you're in touch with 16 other gamers in Japan, the US, all over the world. And soldiers tend to be very good at shooters don't they? The military uses games to as a teaching tool; soldiers in training have always used games. Conflict is progressing, it's becoming more about stand-off attack — you don't want to face the enemy, because people get killed. So war is becoming much more technical and soldiers do play a lot of games.

Which are some of the key weapons in Battlefield, do you think? Which are the most authentic? The RPG works very well, certainly in the urban environments. We spent a lot of time working on that, getting it right, especially the signature left by the back blast.

Everyone always expects a big explosion from an RPG, but you don't get that — it's designed to penetrate armour. And with RPGs in shooting games you'll often get a guy who'll just stand right up and fire. Well, in real-life, sometimes you see them sometimes you don't; what you're looking for is the signature of the back blast, which is quite distinctive, it's a noisy signature.

That's in the game, and it should help players find where the fire is coming from. The M4 carbine is in a lot of games, but it works very well here. The animation in BF3 captures the way that soldiers manipulate these weapons, the different fixtures on the safety catch, whether it's on single shot or auto, all that sort of stuff. Even down to the moments where you have stoppage and you'll just tip the gun to see what's going on — if the working parts are back, you need a new magazine.

So you'll just tip and look. That's in the game animation. Geeky things like that.

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We spent a lot of time talking about the helicopter gunships, the 40mm cannons, the way that bullet casings come down like rain — that really does happen. So we played with that. Also, they asked me if the gunship would just stay still and hover over the battlefield.

I said of course it will; the crew are like, "We've got a big gun, we're heavily armoured, what are you going to do about it? It's about changing people's perceptions.

If you have a line of machine guns pointing one in one direction, you think they're going to stitch the wall in a nice line — it doesn't work that way.

When rounds fall, they fall in an oval shape, so instead of having the guns facing outwards, you have two slightly turned to each other — that way you have a bigger Beaten Zone. So often you'll get players asking, what's that machine gun doing up there? And actually, it's doing its job because you want the fire to be coming in from the flank, so the Beaten Zones cross.

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The Germans worked it out in the first world war. That's why we lost so many soldiers at battles like Passchendaele.

You've also talked a lot about ensuring a lived-in look for the vehicles, and about how tanks end up being heavily customised by their crews… Yeah, I mean, people live in them!

They customise them as much as possible. If they can get hold of a barbecue, they'll stick it on there. Some crews, certainly in Iraq, they were nicking air conditioning units and trying to rig them up in the tanks. They plug in their iPods. Even in mechanised battalions, in Warriors and all that, they'll get as much of their equipment as they can on the outside, to make sure they can make the inside more comfortable.

Everyone wants chargers for their phones in there! And there are mugs everywhere because they're continually getting brews on…. There's a lot of cynicism among the soldiers in Battlefield 3 — they're often very sceptical, even sarcastic, about their mission objectives. Yes, I think it's in every soldier's job description!

They've always got to moan, they've always got to be saying, 'what the fuck's he on about… oh well, we'll get on and do it'. It's not all, 'yeah, let's go! It's not like that, people aren't like that.


Everyone just takes the piss out of each other all the time. When they're not taking the piss is when you've got to worry. The multiplayer element of Battlefield 3 really highlights the importance of good communications between infantry and air force. There are occasions where infantry just talk directly to the pilots. There are voice procedures, but if you've got a guy on the ground screaming for support, the pilot can just say "Shut up, where are you, what can you see?