"A New Contender Has Arrived."
Within the fiercely cutthroat realm of interactive entertainment, it's typical for fresh competitors to fade away as swiftly as they burst on to the scene.
But the latest Battlefield is aiming to shift that dynamic.
This is the latest entry in a long-running military shooter franchise commonly positioned as a grittier response to its main competitor.
The title has not quite succeeded to equal its most famous rival in terms of units sold or user base, but there are signs the latest version could reduce the distance.
A trial session giving gamers a chance to test the release in recent months achieved milestones, and the hype leading up to its release has been massive.
Yet the project is nonetheless a big venture for company Electronic Arts, which has according to sources allocated hundreds of millions of dollars making it.
Reporters have spoken to some of the creators to find out how they hope it will pay off.
A total of four teams are creating the game under the unified development banner.
Among them are veteran creator the original team, headquartered in Sweden, LA's Motive developers and Ripple Effect in the Great White North.
Another, Criterion, is based in the UK.
A key leader is the executive of the both EU-based teams, and explains to us that, in respect of what it's offering users, "the latest installment is arguably unmatched."
The game follows the back of the advanced the previous game, released four years ago to a poor response it found it hard to bounce back from.
"It's likely that we couldn't make and develop the latest entry absent the insights we gained in the last release," the manager shares with us.
A key those takeaways was to involve fans participating soon, and the developers started closed community testing sessions not long ago.
This "reaction was incredibly encouraging," states the manager.
Another missing component from the last game was a solo experience, which has been reintroduced in this version.
Criterion creative lead Fasahat "Fas" Salim is the individual tasked with "making sure those stages are as entertaining and engaging as can be for the gamers."
In spite of claims that the size of the title had put a strain on the various studios collaborating globally to build the project, he is upbeat about the process.
"Working with varied backgrounds, distinct heritages, it's a very engaging environment to be involved in daily," he explains.
"This whole strategy has been an innovation but additionally very exciting because we are working with people from internationally."
Concerning the expectation on the team, the director comments: "We experience stress but also it's thrilling.
"This is a major project. It's arguably the most significant that many of us have previously participated in."
That's definitely accurate of no less than one staff, VFX specialist Vlad Kokhan.
The 21-year-old creates the lighting elements that shape the mood, style, and focus of the story mode.
The artist finished an training period at the studio preceding getting a role with them, and currently works on a part-time basis while completing his digital arts studies at Bournemouth University.
The developer states he's a long-standing supporter of the franchise, and remembers experiencing the earlier title of the line at a friend's house when he was in his youth.
To be on it now, as his debut professional role, "seems unreal actual."
"It's truly amazing observing the marketing in many places," he says.
"Realizing that I have contributed my individual work into the game is truly dreamlike."
This title's release is expected to be a big event, with observers predicting it could distribute up to five million {copies|units|versions
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