“The Russians…they’re invading. Not here, they’re coming in through Alaska!” –General Braidwood
When it launched in March 2010, Battlefield: Bad Company 2 became DICE’s most acclaimed title, with critics praising the game for being a fantastic continuation of 2008’s Bad Company and improving on its predecessor in every way. In subsequent years, Battlefield fans had hoped for a sequel to Bad Company 2, in the form of Bad Company 3, and then-general manager of DICE, Karl-Magnus Troedsson, stated that Bad Company 3 was not in development because the studio hadn’t quite understood why Bad Company 2 was as successful as it was. This was ultimately unconvincing, as Bad Company 2‘s success boils down to one simple fact: both its single player campaign and multiplayer experiences were solid, essential parts of the experience that drew players in. The campaign was engaging because it offered a novel alternative to Call of Duty: Modern Warfare 2. Back then, modern military shooters possessed very grim and serious campaigns that accentuated how gritty and unglamourous warfare was, telling a dark tale of reluctant heroism before sending players into the high-paced sandbox of multiplayer. By bringing in a cast of colourful characters, Bad Company 2 stepped away from this. From the world-weary Redford, cautious Sweetwater and loud-mouthed demolitions expert Haggard, Bad Company 2 allowed the members of the 222nd Army Battalion’s B-Company squad to bounce off one another. During lulls in firefights, or while gamboling through South America, the members of B-Company crack bad jokes at one another and may wax philosophical. Even when under heavy fire, Haggard may make wisecracks about their situation. The levity amongst members of B-Company made difficult situations seem more manageable, and even when all hope seems lost, B-Company member Marlowe encourages Haggard and the others that they should keep on fighting, if only to save the Dallas Cowboys and their iconic cheerleaders, giving Haggard the motivation he needs to continue kicking ass. Coupled with the fact that Bad Company 2‘s campaign takes players to South America, a region of the world that games often ignore, Bad Company 2‘s single player campaign was remarkably entertaining and endlessly replayable. Bad Company 2 had ended with B-Company successfully destroying Aguire and his Scalar Weapon, but as it turns out, the Russians had allowed Aguire to carry out his plan as a distraction for their invasion of North America, coming in through Alaska.
The multiplayer in Bad Company 2 was an even greater hit than the campaign: with its emphasis on destruction and superb map design, players found an experience unlike any other period game. Players using buildings as cover and sniper nests needed to be cognisant of the fact that opponents could shell the buildings into the ground, and maps provided players plenty of options to move around, allowing them to play in the manner of their choosing. The progression system in Bad Company 2 is deep enough to encourage replay and earning unlocks, but at the same time, it’s not so complex that one is overwhelmed by the number of available options. The interplay between classes meant that players needed to rely on teammates to be successful, but at the same time, players who mastered the classes could adapt to fit any situation and perform for their team. On top of this, the Vietnam expansion provided all-new environments and guns for dedicated players to further their experience. The variety in gameplay, balance between scale and focus, and unpredictability of a sandbox environment meant no two games were alike; DICE would eventually push the envelope and build Battlefield titles around a 32-versus-32 experience, but Bad Company 2‘s 16-versus-16 players provided the “Only in Battlefield” moments without creating excessive chaos. Overall, Bad Company 2 became an integral part of the Battlefield franchise, and while Troedsson was probably speaking out of caution, the reality was that Bad Company 2‘s successes had come from providing players with a very tight, focused and purposeful game that was simultaneously challenging, rewarding and hilarious. A Bad Company 3 would have been successful if it was able to continue on in the footsteps of its predecessor, finding a way to continue incorporating large-scale destruction into things while offering the 64-player experience and deeper progression system that Battlefield 3 provided. In fact, one could say that, if Bad Company 3 simply consisted of Battlefield 3‘s multiplayer with a continuation to B-Company’s story, that game would’ve proven to be a smash hit.
Screenshots and Commentary

- Bad Company 2 was my first-ever Battlefield game: it was a rainy day in late August, and my best friend had invited me over to check the game out, along with the then-new web series, Marble Hornets. I found myself hooked on the gameplay, and three years later, after I built a new desktop, I finally had the computational horsepower to play the game for myself. I started shortly after my term finished, and through the month, I incrementally made my way through the game, enjoying the experience at 1080p for the first time (at my best friend’s place, I believe we were playing at 1280 and 1024, since he was running a CRT monitor). Bad Company 2 proved to be a remarkable experience, and no Battlefield campaign has since come close to being quite as engaging.

- I subsequently wrote about my experiences as I progressed through Bad Company 2 – these posts are written in an older style with the tone of a walkthrough, and for the first time, I wrote about a game on a level-by-level basis. This was made possible by the fact that at 1080p, I was able to showcase the visuals in a game at hitherto unprecedented detail, motivating me to write about games in depth and in the process, eventually led to my writing more extensively for this blog. At around this time of year a decade earlier, I would’ve reached the Sangre del Toro mission in Bad Company 2, and I recall this mission best as having played it after returning home from my first-ever Otafest.

- If memory serves, I decided to bite the bullet and finally attend the local anime convention, having sat out previous years on account of scheduling conflicts. It was on a cool, overcast morning that I set out, and shortly after arriving on campus grounds, I met up with a friend from the health sciences programme who was also attending. After browsing through the exhibitor hall and all of the vendors, we would catch our breath at a screening of Full Metal Alchemist before going for lunch. The afternoon was spent in an autograph session, and after one last sweep of the exhibitor hall, we parted ways. Along the way, we took in the sights and sounds of the anime convention and the cosplayers.

- My first convention experience was a bit of a mixed bag: while I wasn’t able to find any K-On! merchandise outside of Figmas (I’d been hoping to pick up a few keychains), and I later learnt that there’d been exclusive pins that I needed to trade for, attending my first convention also was great fun, allowing me to see cosplayers and their ingenuity, as well as take in the positive energy in an environment that celebrated a shared love for Japanese popular culture. Attending Otafest in 2013 also introduced me to the Red Wagon Diner food truck and their Montreal Smoked Meat Hash. In the end, I left my first attendance at Otafest generally satisfied, and mostly exhausted.

- Armed with this first experience, I was able to plan a bigger and better return a year later; with ten attendees in tow (myself included), my second Otafest experience saw our group visit the reservations-only maid café and sit through an autograph session with Yū Asakawa (Azumanga Daioh‘s Sakaki, Makoto Aoyama of Love Hina, and K-On!‘s Norimi Kawaguchi) and Brad Swaille (Gundam 00‘s Setsuna F. Seiei and Light Yagami of Death Note). Thanks to superior planning and exploration, I also was able to pick up an HGUC Full Armour Unicorn (Destory Mode). I left Otafest 2014 immensely satisfied, and in later years, as Otafest continued to grow, they eventually made the Telus Convention Centre as their new home.

- My time as an attendee of Otafest have been overwhelmingly positive, although at this point, I had also felt that I’d experienced everything the local convention had to offer. Generally speaking, the main draw of any anime convention is are the special guests, usually voice actors and actresses, although in some cases, staff from studios or larger companies like Sunrise and Kyoto Animation may also make an appearance, giving fans an unparalleled chance to learn ask questions about the industry. In the anime conventions of the late 2000s, this was a big deal, since bloggers like Dark Mirage could take insider information from these panels and share it on their blogs for internet credit.

- Besides industry guests, anime conventions also appeal to visitors because they may offer exclusive merchandise as a result of large companies being in attendance, and the largest anime conventions, like Anime Expo and Anime Asia Singapore, also would screen anime films in advance of their Japanese première (e.g. in 2016, Anime Expo pre-screened Your Name to attendees who were lucky to secure a ticket into the screening room). These bonuses are only available to the largest of conventions, which draw tens or even hundreds of thousands of visitors. Smaller conventions like Otafest have a correspondingly smaller operational budget and are unlikely to be able to bring in more notable special guests (Ayane Sakura, Ai Kayano and Nao Tōyama come to mind).

- In days past, the exhibitor hall and screening rooms were also a major draw at anime conventions, and even smaller conventions like Otafest could draw in viewers, since they were the only time of year where fans could purchase anime merchandise and check out the latest shows. Since the advent of ubiquitous broadband internet, however, these aspects of an anime convention have become less significant: it is possible for people to buy anime merchandise easily from places like Amazon.jp and CD Japan, and streaming services allow people to watch any show of a given season from the comfort of home, meaning that screening rooms, unless they show something that is not otherwise available (e.g. Your Name), are not as relevant as they once were.

- Similarly, the exhibitor hall can be a hit-or-miss depending on what one is looking for. Fans of more well-known series will have no trouble finding what they’re looking for, but folks who like more obscure works will be hard-pressed to find merchandise related to their favourite series. These factors, coupled with my own travels to Japan some years earlier, have diminished my interest in visiting anime conventions as an attendee: I’m no cosplayer, I don’t play the same games that most anime fans do and panels don’t offer me much in the way of learning about anime or Japan. However, as a non-profit event, Otafest donates their proceeds to a local charity, and this makes the local convention commendable.

- Because Otafest is a volunteer-run event, one that simultaneously celebrates a love for Japanese popular culture and gives back to the community, it is worthwhile to contribute and help out as a volunteer. This is why in more recent years, I’ve looked at being a volunteer, and while my first application was unsuccessful on account of my signing up a little too late, back in 2019, I was brought on to help out. Volunteering allowed me to experience Otafest from the other side of the fence: it was fantastic to help attendees having the best possible time while at the same time, exploring the convention freely (this is one of the perks about volunteering, and in fact, volunteers are encouraged to check things out when they’ve got a moment).

- This year, Otafest celebrates its twenty-fifth anniversary, and it is quite fitting that I will be returning to volunteering, precisely a decade after I first attended – in the past ten years, a great deal has happened, and the circle is now complete. The fact that the local convention has endured for a quarter of a century speaks to the commitment and dedication of those who run the show, and having volunteered previously, it’s easy to see why this convention has the same level of energy and excitement surrounding larger conventions while at the same time, possessing the intimacy and friendliness of a small convention. Locations and staff may have changed over the years, but the convention remains an iconic part of Calgary.

- Back in Bad Company 2, I’ve returned to the “Crack the Sky” mission, one of my favourite missions in the game for introducing the M95, a 50-calibre rifle with unparalleled damage. Although counted as being inferior to the Type 88 in the campaign, since both rifles are a one-hit kill, and the Type 88 is semi-automatic, the M95 is better suited for extreme long range combat, since its bullet drop is less pronounced than that of the Type 88. Over the past decade, I’ve beaten the game three times from the first mission; after my original play-through in 2013, I would move on to Battlefield 3 and newer iterations of Battlefield. However, in 2021, circumstances pushed me to upgrade my previous desktop to Windows 10 from Windows 8, and the process saw me lose all of my campaign progress in Bad Company 2.

- Since moving to my current desktop, I would lose all of my save data again – Bad Company 2 doesn’t have any cloud save capabilities, and so, if the game is ever uninstalled, all of the progression disappears with it. In 2021, while the global health crisis was still going on, I spent the May Long Weekend playing through Bad Company 2 again: I was able to blaze through the game on standard difficulty over the course of a few hours as a result of knowing where everything was. While Bad Company 2‘s mechanics are dated, the game still handles remarkably well.

- All of the screenshots in this post date back to January – I’d had my new desktop for a little more than nine months by then, but I hadn’t found the time to sit down and beat Bad Company 2 again, ahead of the ten year mark to when I’d first completed the game. Here, I operate an M1A2 Abrams Tank during a mission to reach a rural South American village and capture a person of interest, but Russian forces stand between B-Company and their target. Bad Company 2‘s story falls apart upon scrutiny (if Americans overtly authorised direct action against Russian forces, a war would certainly begin), but the game more than makes up for this through the characters.

- Later Battlefield games, while still being enjoyable experiences, lack the same tenour and spirit that Bad Company 2 possessed, and this is why to this day, Bad Company 2 is so beloved. As memory serves, after I completed the campaign, I occasionally dabbled in the multiplayer subsequently: unlike the campaign, the multiplayer offers more weapon and customisation options, as well as maps set in different parts of the world. What had made the multiplayer so iconic was the presence of unparalleled destruction; buildings could be destroyed in the campaign, and in fact, one of my most memorable moments when starting out was taking refuge in a building while trying to get away from enemy armour.

- The tank had done so much damage that the building collapsed, killing my character instantly. In the campaign, destruction was a gimmick, but in the multiplayer, it was a part of the strategy one could use to alter a map’s layout, forcing other players to adapt and giving one a brief advantage to press forward or retreat. While Bad Company 2 might’ve been a tough act to follow, I feel that if Bad Company 3 had released with improved visuals and mechanics from Frostbite 2, while at the same time, kept the destruction, it would’ve already been a home run. The campaign would, of course, deal with the Russian invasion, but even this could be tempered by Haggard and Sweetwater’s bickering, offering an alternate look at war in ways that more serious games, like Modern Warfare 2, do not.

- For the most part, modern military shooters have very linear campaigns, and Bad Company 2 was no different. However, for the ninth mission, Sangre del Toro, players are tasked with driving to three relay stations to help triangulate the location of a missing freighter, which is rumoured to contain a component vital to the Scalar Weapon’s operation. Players can visit the triangulation stations in any order, and the vast desert environment gives players a more sandbox-like environment. This is one of the most unique missions in any Battlefield campaign, and while Battlefield 3 and 4 did not offer similar missions, Battlefield 1 and V would incorporate such missions into their stories.

- Battlefield campaigns have been quite divisive, and most players hold the belief that DICE would’ve done better to skip over the implementation of a single-player campaign in favour of multiplayer, hoping that more effort directed towards the multiplayer would improve the quality of game mechanics, as well as the quantity of content. Battlefield 2042 shows that these sentiments may not necessarily hold true; the game’s launch was extremely rough even though the game did not feature a campaign, and the absence of a story diminished all of the fighting that players were participating in.

- With this being said, if the absence of a campaign is what led to a more extensive support for single-player modes in a multiplayer setting, it’s is a tradeoff I am willing to accept: Battlefield 2042‘s single-player mode allows one to play alone (or invite up to three friends) on a server where it’s just them, and AI bots. The absence of other players means, one can use the environment to practise flying or getting used to new weapons without disrupting their team, or being disrupted by aggressive enemies. In this way, when one feels reasonably confident about their loadout, they can step into PvP modes, ready to help their team out.

- This was a longstanding gripe I had about earlier Battlefield titles: the inability to practise flying without a half-dozen Javelins or Stinger missiles locking onto me meant I never did master the art of operating planes and helicopters, and there are some days where I wish to explore the maps and fire cool guns without other players around. Battlefield has a host of wonderful maps, and I do wish that older games would have featured the same single-player modes that Battlefield 2042 has, as this would’ve permitted exploration of these spaces in peace.

- The lighthouse here would form the basis for Valparaiso’s central landmark. Battlefield Portal brings back several maps from Bad Company 2, all remastered for the present, and this does allow players to revisit. If Battlefield Portal could get more maps and weapons, it would be one way of keeping the older titles alive after they’ve been sunsetted. While the technology’s improved, the nature of modern games makes their preservation significantly more difficult – older games mirror the times that resulted in their development and therefore provide insight into society and technology of that time, as well as offering inspiration for current and future titles.

- On the whole, improving technology has made it easier to preserve older games, and services like Steam, in offering older games, makes it possible for folks to share in older experiences. Looking back is an immensely valuable exercise, and playing older games offers inspiration as well as an opportunity for introspection. Here, I reach the container ship in the Atacama Desert. I’ve never understood how this phenomenon is possible – it makes sense for ships to be found in former lakebeds and the like, but this segment of desert in Sangre del Toro is hundreds of kilometers inland. When I reached this point back in 2013, I was at a loss for solutions, but the trick is to shoot the explosive barrels, which creates a blast that shifts the containers into a makeshift ramp.

- The last segments of Bad Company 2 become increasingly high-paced as the hunt for the Scalar Weapon becomes more desperate. The game returns B-company to the jungles of South America, and here, I recall memories of the last days of the August during my first year of summer research when, on a return trip to my best friend’s place, I was invited to play what he considered to be one of the more hectic missions in Bad Company 2. Admittedly, I do miss those times – we lived within walking distance of one another, and when my summer research had wrapped up, I had nothing but spare time on my hands. Going over to his place to play Bad Company 2 and watch Marble Hornets had been a fun way of spending the remaining days of the summer.

- By the time I reached my final undergraduate year, a chance Steam Sale allowed me to pick up Bad Company 2 for five dollars. Back then, however, my desktop would’ve just been able to handle the game – the Dell XPS 420 I had sported a Core 2 Quad Q6600, 3 GB of DDR2 RAM and an ATI HD 2600 XT. With that machine, I would’ve been able to run the game on minimum settings, but at the same time, I decided to hold back, knowing that playing Bad Company 2 would’ve distracted me from my thesis preparations. In the end, I ended up waiting until May, after I’d built a new desktop, to play Bad Company 2, and within moments of starting the game at 1080p, I knew my patience was well rewarded.

- According to the blog archives, I spaced out walkthroughs of the missions in Bad Company 2 throughout the summer of 2013 – my research project, a distributed biological visualisation system that ran different simulations on different computers and used network calls to send information between different systems, had progressed reasonably well that summer. While this work wouldn’t influence anything I would work on in graduate school, and it didn’t result in anything publishable, it did show that game engines could, theoretically, be used to construct highly detailed models of biological systems. There had been a certain melancholy about that project; the NSERC USRA did not have any attached conditions to it, and since I was now done my undergraduate program, there was no obligation to go back and do a poster presentation on it at the Faculty of Health Sciences, either.

- My supervisor believed in allowing students to explore the capabilities of technologies, even if they didn’t lead anywhere meaningful: in subsequent years, our lab acquired a HoloLens and Oculus Rift. My thesis project was ported into both in an experimental capacity, although neither became full-fledged enough to become publication worthy. In the end, my distributed modelling approach never quite reached maturity, and the idea was discarded entirely a little less than a year later – by April 2014, Unity had become free, and my supervisor was intrigued to know if it was capable enough to replace our in-house game engine. Within a week of learning Unity, I had put together a viable prototype of what would become the Giant Walkthrough Brain.

- Owing to the ease of things, my supervisor decided to sunset the in-house game engine I had worked with during the whole of my undergraduate degree, and with it, all of the work I did in the summer of 2013, along with the other graduate and undergraduate student’s previous projects, were shelved as the lab began exploring Unity (and later, Unreal Engine). Technologies constantly change, and as things improve, they also leave behind incompatibility: while it is important to maintain backwards compatibility, there are also times where it is no longer economical (or technically feasible) to do so. This is why, as saddening as it is to see Bad Company 2 sunsetted, I also see it from the other perspective – the game’s had a fantastic run and remained available to players for the past thirteen years.

- In a discussion with my best friend, he expressed confidence that some resourceful fans of Bad Company 2 will get their own servers up and running, allowing those with the game to continue playing it. As of April 28, however, Bad Company 2 was removed from digital storefronts like Steam and Origin, along with Battlefield 1943, and servers are scheduled to shut down fully in December. With this turn of events, I’m glad to have purchased the game when I did, but this also a sobering reminder that EA Games won’t always be around, and that generally speaking, support for always-online games can be arbitrarily dropped at any time, so one must consider their decision to purchase a game carefully.

- My style has been to pick games up years after their release, and so far, I’ve been quite lucky: The Division 2 and Ghost Recon: Wildlands‘ servers are still online, so I was able to finish them in whole and get my money’s worth from them. Generally speaking, I am satisfied if a game offers me a dollar per hour. That is to say, if I spent 10 dollars on a game and get 10 hours of enjoyment, that game has been a good use of money. According to my Steam account, I’ve spent about 60 hours in-game (presumably, 40 hours in the campaign and 20 in the multiplayer): since I bought the game for five dollars, this corresponds to about eight cents per hour.

- Here, I storm the Antonov AN-124 carrying the Scalar Weapon in Bad Company 2‘s final mission. With this, my reflection comes to a close: I remark that this reflection’s been a bit of a fun one, and with Otafest beginning tomorrow, I am looking forwards to both helping out as a volunteer, seeing if there’s anything in the exhibitor’s hall that catches my fancy (I am hoping to buy a Yuru Camp△ Nendoroid and pick up some Otafest 25 Anniversary swag, like pins) and meeting up with my best friend, who’s attending to get some pointers on Gunpla painting. Although I do not doubt it will be a fantastic day ahead tomorrow, it’s also going to be a long one, so it will be prudent for me to catch some rest ahead of things.
A few months earlier, EA had announced that they would be removing earlier Battlefield titles (Battlefield 1943, Bad Company and Bad Company 2) from their online storefronts on April 28, and by December 8, all online services for these games will be permanently shut down, rendering their multiplayer components unplayable. The sunsetting of these older Battlefield titles is a disappointment and serves as a warning to what can happen with always-online games: classic experiences may be shut down at any time, and this leaves players without a legitimate, safe means of playing their favourite games. This was always one of the hazards of online games, and while it is undoubtedly disappointing for many, especially in light of how modern games do not always offer consistent, tight experiences compared to their predecessors, there remains a glimmer of hope. Battlefield 2042 is the first Battlefield game to offer offline modes and the ability for players to customise their modes to a satisfactory extent. Through Battlefield Portal, one can create a private experience for themselves, allowing them to replicate classic experiences like 1000-ticket TDM on Noshahr Canals, or a custom rush match at Africa Harbour. Although Battlefield Portal‘s implementation is still dependent on DICE’s servers, the existence of these tools and the possibility for players to spin up their own servers creates the opportunity for games to have increased longevity. Call of Duty has, historically, been further ahead of Battlefield in this area, allowing players to create private offline matches against AI bots, and here, if DICE could implement a self-contained means for players to either play offline with AI bots or host their own serves, this would give their Battlefield titles increased value. For the present, I will be sad to see Bad Company 2 go: while I’ve not played on a server for almost a decade, I do vividly remember having fun with both the online matches I played on my then-new desktop, as well as going through the campaign at my best friend’s place on a rainy day prior to the start of my second year of university. There is a small consolation: Battlefield Portal does offer three classic Bad Company 2 maps, and despite the servers being offline, I still have access to Bad Company 2‘s excellent campaign, having bought the game on a sale a few weeks before my undergraduate defense exam.