IGN: A lot of that info is reassuring for someone like me who was there for Battlefield 4 at launch. I do wonder if maybe you can get a bit more specific for those people who have seen Battlefield's history and have seen troubled launches here and there. What can you say to reassure console players, specifically, who are worried about jumping in day one?
Christian Buhl: I could say we've been thinking about console and the console experience from the start of Battlefield 6. It has been a top-of-the-line thing. We have to build this game as if it was made primarily for console players. Obviously, we're still also thinking about PC players, but in the past, frankly, Battlefield was built as a PC game and then ported to console, and it probably felt like that. That is not how this game was built. We built this from the beginning with the idea in mind that this is going to be on both console and PC. It has to feel and play like it is a console game that was built to be a console game.
Matthew Nickerson: We have a saying here in the office, in Ripple Effect when I joined the team, that I created, called 'Secretly Console First.’ It's a little moniker that kind of pokes fun. We don't want to, obviously, tear down or destroy any of the legacy that Battlefield has, which is, first, a PC game, but we really have to care about console at the end of the day. We've been putting in the reps, putting in the work, just like Christian said. Console has been at the forefront of Battlefield 6 development since day one, and really, we're honed and we are well-crafted in providing this product at the highest quality possible.
Christian Buhl: Actually, I think it was about two years ago, we checked to see how many people were playing with controllers on a daily basis for their play tests, and then we sent people controllers. We said, 'Here, use the controller.' We wanted people to use controllers as the default for their for their play tests. So, obviously, you might still be playing on PC, but you're playing with a controller. That was a big part of our play testing push, is to get people using controllers.