From HandWiki - Reading time: 9 min
| Battlefield Vietnam | |
|---|---|
| Developer(s) | Digital Illusions Canada |
| Publisher(s) | Electronic Arts[lower-alpha 1] |
| Designer(s) | Armando Marini |
| Artist(s) | Riccard Linde |
| Series | Battlefield |
| Platform(s) | Microsoft Windows |
| Release | Redux
|
| Genre(s) | First-person shooter |
| Mode(s) | Single-player, multiplayer |
Battlefield Vietnam is a 2004 first-person shooter video game developed by Digital Illusions Canada and published by Electronic Arts for Microsoft Windows.[2] It is the second installment of the Battlefield franchise, coming after Battlefield 1942. Battlefield Vietnam takes place during the Vietnam War and features a large variety of maps based on historical settings, such as the Ho Chi Minh Trail, Battle of Huế, Ia Drang Valley, Operation Flaming Dart, the Battle of Khe Sanh and Fall of Saigon. On 15 March 2005, EA re-released the game as Battlefield Vietnam: Redux, which includes new vehicles, maps and an EA-produced World War II mod, based on the previous installment Battlefield 1942.
In the game's playable maps, the player's primary objective is to occupy Control Points to enable allies and controllable vehicles to spawn. Battlefield Vietnam employs similar point-by-point objectives to its prequel, Battlefield 1942, as well as a form of asymmetrical warfare gameplay. The two teams, the U.S. and North Vietnam, are provided different equipment and vehicles. The U.S. relies on heavy vehicles, employing heavy tanks, helicopters, and bombers. The Vietnamese rely on infantry tactics, utilizing anti-tank weapons. The developers intended to reflect the actual conditions of war throughout the game. The game features a "Sipi Hole" as a mobile spawn point, which is representative of the vast tunnel networks utilized by Vietnam forces.[3] Similar to previous games in the Battlefield series, spawn tickets (reinforcements) play a vital role in defeating the opposing team.
Battlefield Vietnam features the United States with Marines, Army and the Navy; South Vietnam with Army of the Republic of Vietnam; and North Vietnam with People's Army of Vietnam and the Viet Cong.
Built on a modified version of the Battlefield 1942 engine, Battlefield Vietnam has new and improved features compared to its predecessor.[4] The game gives the player a variety of weapons based on the war and features various contemporary weapons and concepts, such as the AK47 assault rifle and punji stick traps. The game introduced several vehicle improvements over the prequel, such as air-lifting vehicles and working vehicle radios. The radios feature 1960s music and an option for the player to import their own audio files into a designated directory. Unlike the prequel, players are able to fire their weapons from vehicles when in the passenger seat of a vehicle. The game is the first in the Battlefield series to utilize a 3D map, allowing players to see icons that represent the position of control points or friendly units, giving the player increased situational awareness.
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In June 2004, Battlefield Vietnam received a "Gold" certification from the Verband der Unterhaltungssoftware Deutschland, indicating sales of at least 100,000 units across Germany , Switzerland and Austria.[19] Overall sales of Battlefield Vietnam reached 990,000 copies by that November, by which time the Battlefield series had sold 4.4 million copies.[20]
The game received "generally favorable reviews" according to the review aggregation website Metacritic.[5]
Battlefield Vietnam was a runner-up for Computer Games Magazine's list of the 10 best computer games of 2004. It won the magazine's special award for "Best Soundtrack".[21] It also won GameSpot's 2004 "Best Licensed Music" award.[22]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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