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Giant Bomb Review

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Star Wars: Battlefront II Review

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  • PS4

Electronic Arts makes missteps at every turn in this fundamentally flawed follow-up.

When Electronic Arts revived the Star Wars: Battlefront name two years ago, it laid the groundwork for what could have been a successful new take on the series. A new trilogy of films was about to hit theaters and enthusiasm for the brand was at its highest in recent memory. Battlefront’s revival delivered in terms of presentation and fleeting multiplayer fun, but the lack of a substantial progression system or single-player campaign limited the long-term value of the game.

Battlefront II had the potential to make good on its predecessor’s shortcomings. Early in its marketing cycle, EA trumpeted a single-player campaign as a core component of the sequel. If that delivered on the single-player front and progression was improved over the bare-bones star card system of the last game, there was little to keep Battlefront II from being a huge improvement over its predecessor.

It fails on both fronts.

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The sub-five hour story makes Call of Duty campaigns seem like nuanced, flexible affairs by comparison. What could have been an interesting, canonical take on the Empire’s activities between Return of the Jedi and The Force Awakens instead feels like a Disney World ride. You’re pointed in the right direction and shuttled along from shootout to shootout. If you feel like exploring your surroundings at all, you’re met with a “return to the mission” countdown the moment you step off the intended path.

When you’re not mindlessly firing at the enemy, the objectives are rote and uninspired. Defend this guy while he activates a terminal. Plant a bomb on this thing. Hey, here’s an on-rails vehicle section. It’s every boring objective you’ve ever played in a shooter campaign, but tossed into a blender with some shiny Star Wars stickers. It all looks great and controls fine, but that does little to remedy the extremely bland moment-to-moment action.

Iden's father Garrick is featured heavily in the story.
Iden's father Garrick is featured heavily in the story.

The campaign fails on the narrative front, as well. It introduces us to Iden Versio, a special forces soldier for the Galactic Empire and daughter of a stoic admiral. This being Star Wars, much of the threadbare story revolves around conflicts with her father and the general struggle of good versus evil. While the movies aren’t particularly subtle, everything in Battlefront II’s campaign is as obvious and hamfisted as possible. I won’t spoil explicit details, but major alignment changes happen in a jarring and sudden way that’s never really given enough thought or script time to feel like we should actually care about it.

Its campaign wants to create the illusion of depth. Iden can collect up to eight abilities and four passive boosts, but these are basic tweaks like changing grenade types or improving cooldown times. Certain terminals will allow you to see live security footage of guards, implying that the game has some kind of significant stealth element (it doesn’t). When difficulty spikes pop up, it’s not because the game throws well-crafted encounters at you. Rather, it just brute forces you with tons of enemies.

Iden's story takes a back seat at several points.
Iden's story takes a back seat at several points.

Iden’s lackluster story isn’t even her own. Despite being less than five hours long, four of the twelve missions are fan service sections that put you in control of series favorites like Luke Skywalker and Han Solo. These may have felt more welcome in a longer, more substantial campaign, but here they feel like cameos that overstay their welcome and distract from what little story there is with Iden.

One of my two hopes for this sequel was dashed by the weak campaign. As disappointing as it is, it’s nowhere near as disastrous and potentially irreparable as the changes EA has made to multiplayer. Instead of expanding upon and improving the weak progression options from the last game, Battlefront II’s star card system excises the joy out of multiplayer.

Star cards are inherently tied to in-game abilities and effectiveness. Passive boosts improve health recovery and reduce incoming damage. Ability cards can grant you improved turrets and shields, increased damage, and new weapons like grenade launchers and homing missiles. These cards are earned by opening loot crates. It takes a while to earn enough in-game currency to open one, and I consistently found myself disappointed by my rewards.

Don't get your hopes up.
Don't get your hopes up.

Crates can contain a variety of cards, and each one can apply to a class, a hero/villain character, or a vehicle. More often than not, they unlock insignificant rewards like emotes and victory poses. This feels alright in a game like Overwatch, as your in-game performance isn’t dictated in part by the contents of its loot crates. In Battlefront II, I’m much less excited to unlock a new victory pose for Yoda because that means I received that instead of something that will actually improve my performance.

I kept grinding away at multiplayer, hoping that I’d get cards for my favorite class, hero, or vehicle. After I played enough to buy a loot crate, I’d usually get a paltry amount of credits or an emote for a character or class I never played as. At no point did I feel like I was making any progress towards directly improving anything I use. I’d just grind and grind until I had enough to buy a loot box, then get disappointed by its contents and repeat the cycle again. It feels less like I’m improving my loadouts as I progress and more like I’m killing time between pulls of a bad slot machine that never really pays out.

There is one way to have at least some say in your loadouts, and that’s by crafting and upgrading specific cards that you want. However, this is accomplished by spending crafting materials that are earned through the same loot crate system as everything else. When all of your potential upgrades ultimately come at the whims of randomized loot crates, nothing that you’re doing in-game actually feels like it matters.

The crafting system doesn't fix anything.
The crafting system doesn't fix anything.

At the time of this writing, EA has already made multiple massive changes to how this ill-conceived progression system works. The publisher initially reduced the cost of unlockables by 75%, and eventually (and possibly temporarily) eliminated real money transactions altogether. Neither of these moves have rectified the situation. Battlefront II’s star card and loot box system is fundamentally terrible, and no tweaking to costs—either real money or in-game—can fix it.

It’s a shame, because the foundation of multiplayer isn’t bad. Its primary mode is Galactic Assault, a 40-player, multi-objective battle featuring both on-foot and in-vehicle action. You’ll start as the class of your choosing, and earn battle points by killing enemies and participating in the objectives (which are typically along the lines of “defend this position” or “attack this thing”). As you accumulate battle points, you can cash them in to spawn as various hero characters or vehicles. It’s all perfectly functional and enjoyable multiplayer fare. That said, much of its appeal comes from the fact that it all looks and sounds like Star Wars. Without the license and recognizable faces and places, there really isn’t anything especially innovative or unique in this mode.

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Starfighter Assault was my favorite mode. These 24-person space battles place you in the cockpit of various rebel and imperial vehicles and task you with taking out enemies while working towards a larger objective (usually “take down/protect this large spacecraft”). It’s not particularly deep, but dogfighting through asteroid fields and taking apart Star Destroyers bit by bit offered a kind of popcorn fun that temporarily made me forget about the shattered skeleton of Battlefront II’s multiplayer progression.

I’d have fun during these matches, at least until the very end. That’s when the game would spit me back out to the menu, trickle a few credits into my inventory, and I’d remember how little my performance actually matters in the grand scheme of things. Flying around and shooting TIE fighters out of the sky is all well and good, but the thrills don’t last long without some kind of hook or sense of reward to keep you coming back.

It's been 15 years, and Yoda still looks stupid with a lightsaber.
It's been 15 years, and Yoda still looks stupid with a lightsaber.

This feeling held true with Heroes vs. Villains, a returning mode that can occasionally be fun despite its shallowness. Being able to regularly play as Kylo Ren or Emperor Palpatine is cool, but your efforts will likely reward you with a class emote or two-percent damage increase for your X-Wing or something equally inapplicable to the characters you actually used.

In terms of features, Battlefront II checks most of the boxes you’d want in a big shooter like this. It has a campaign, an assortment of multiplayer modes, a progression system, and basic offline scenarios that you can play solo or with a friend. Once you dive deeper, you realize that it doesn’t matter that these features are all present. Its campaign is as forgettable and formulaic as any shooter campaign in recent years. Its multiplayer modes can occasionally be fun in a vacuum, but any long-term enjoyment is crippled by the star card system.

On paper, this should have been a safe bet for both Electronic Arts and Star Wars fans. EA was bound to sell plenty of copies based purely off of the popularity of the license, and they should have been able to satisfy fans by adding the elements that the last Battlefront lacked. While they did add those elements, the additions were either severely underwhelming or fundamentally broken. The end result feels like a game that was created in a boardroom, its DNA formed by focus testing and market research. Time will tell what EA does in an attempt to remedy its grave errors with Battlefront II, but the game as it stands today is little more than a disappointing mess. Its technical prowess, beloved characters, and shiny spacecraft serve as little more than a distracting facade that covers an embarrassing attempt at a marquee Star Wars game.

185 Comments

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yagami

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Edited By yagami

Yeah. Pretty much nailed it. I feel bad for DICE and the other devs though.

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LinkXLinkOTP

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colorful slot machine

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musubi

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I've got a good 20 hours or more in so far and I'm readily enjoying it. Not sure I agree with much in this review. I enjoyed the campaign and am looking forward to the final chapter of it releasing in December.

I think just about everything from the first game has been improved on most accounts.

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jambowned

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@demoskinos: Do you have to pay for the SP ending, or is it free DLC?

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MeierTheRed

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Thats one accurate review Dan.

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mintyice

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Solh0und

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I'm definitely still planning to wait for it to be like $30 before I give it a actual shot.

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j_spiess

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Nice review Dan! I cancelled my preorder when the news cycle picked up last week and went with Mario and Assassin's Creed Origins instead. Both have been great!

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skinnyluigi

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i think its 5/5 goty. i just cant find jar jar binks, that would make it 6/5

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doncabesa

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Campaign was good not great, multiplayer is fantastic. To each their own, I'd play this over Zelda or mario, but those series have never done anything for me.

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guip1408

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Edited By guip1408

I can't believe EA makes it possible to ruin Star Wars!!!!!

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deactivated-61665c8292280

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I CLAPPED WHEN I SAW DARTH VAAAAADERRRRR

@mintyice said:
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gerrid

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brutal

"an embarrassing attempt"

"a disappointing mess"

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musubi

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@jambowned: All DLC for the game going forward other than I think some eventual cosmetic options is free if you own the game. So no Season Passes or anything like that. Everyone gets all the maps and heroes along with the final chapter of the story for free.

Which is I feel like the flip side to the MTX talk that nobody is acknowledging. It might need overhauled and redesigned but without the MTX currency and loot box system suddenly either we get no post-game support with new content or the player base is fractured as they released paid DLC's like last time.

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fullthrottle49

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GRIMREEFZ

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I'm excited to play this!

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conmulligan

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What a mess.

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Goboard

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@jambowned: The switch to the loot box system was done so they can provide all post-release content for free. I've seen this question asked more than a dozen times now since last week and it speaks volumes to how ineffective EA's messaging has been surrounding the game. This same discussion lead to the talk about the increase in budgets and a large part of that being the marketing cost. Seems like that marketing spend isn't doing much for them in an important point about why the game is the way it is.

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Revendawn

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It's such a shame.

I actually got a bit more out of the campaign because I read the book (I know) and was a tad more invested in the characters going in, but none of that changes any of the points Dan makes here.

The other side to the multiplayer is that EA claims the cards have a "minimal" impact on gameplay, but that only really leaves two outcomes.
1. You assume that's true and the system loses ALL value and impact
2. You try to believe it until you get dropped by an enemy w/ damage enhance cards and are now 100% convinced otherwise.

It all leads to just feeling bad. There is a lot of good in this game, it's just pieces of a really bad overall package.

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Acornactivist

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I really enjoyed the campaign (though i do understand why you would feel completely lost if you were coming into it without any other canon knowledge), and I'm enjoying the multiplayer quite a bit. The progression system has some real issues, but i've never felt underpowered or locked out fo being competitive.

Different strokes, I guess. I think the negativity over the loot system in has really colored opinions on the game overall. That's EA's fault, so it's on them, but i Do hope people give this game a chance.

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EDfromRED

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Aside from the fun and frantic Space Battle mode, the first Battlefront is vastly superior. The multiplayer conquest levels in Battlefront 1 are bigger and more densely layered with the small touches that bring them to life. The weapons in Battlefront 1 seem more powerful and the selection of weapons is vast compared to the pittance on offer in the sequel. The new Battlefront seems to want to restrict choice and variety, it frankly seems like a lazy and greedy mess. I can see myself putting more hours in Battlefront 1 rather than enduring this clumsy effort.

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BattleMcStruggle

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The most important point Dan makes here is that they could exclude microtransactions forever, it wouldn't change a thing for the multiplayer not being fun. This is because the progression-system makes you feel like your hours spent are worthless. A really bad system is way, waaaay worse than none. I would've bought it immediately after my EA Access thing finished if i didn't feel like i wasted a lot of time after every. single. match. This is because they don't even hide the fact that this system was made to make you feel like crap if you don't pay extra. The system is flawed in a fundamental way. Nothing can change that except a complete overhaul.

I hope they can turn it around because the core-game can be a lot of fun. But right now it just feels like being shat on after every round.

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ragnar_mike

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Edited By ragnar_mike

This is such a bummer. I held off on Battlefront 1 since it was sparse and I didn't have a ton of time for gaming when it released. BF2 looks like they added more, but in all the wrong places. I feel bad for all the folks working hard on this. They will probably figure things out in a month, but much like Andromeda, that's gonna be way too late for any attention to remain. And if they try and shoehorn micro transactions back in...man, this could crash hard. I just wanted Battlefield 2142 with Star Wars trappings. Was that so hard?!? Oh well, maybe when its 30 bucks if they haven't put the pay to win stuff back in by then/haven't fixed any of this.

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two_socks

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"Popcorn fun" is a suck ass phrase. Thanks for the review Dan!

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frytup

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I didn't hate the campaign nearly as much as Dan, but it was definitely rushed. If you want to do a decent job at taking a character from hard-core Empire special forces soldier to Rebel turncoat, you can't do it in five hours with a bunch of game play in between. Especially if you give whole chapters to iconic Star Wars characters.

Still, it's worth a rental just for the pretty pictures and pew pew pew.

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ripelivejam

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owch

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AndyRazzer

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i mean i dont think Dan even knew that you can upgrade and choose your cards with the crafting points therefore being able to spec your fave character as you want them pretty easily or that the starcards dont make bad players better and certainly dont hold back good players. You need to play alot to get the high level stuff because you need to level up to use them so only people putting in the time have 4 star cards except some pre order stuff which honestly is for bad characters that you wont use anyway. The original implementation was poor but that was pre release and as of this review is not relevant. I honestly think this shows poor understanding of the game on Dans part. Less reddit more research.

XOXO Gossip girl

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ripelivejam

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@guip1408: Episode 7 already did that. HI-YO!!!!!!!!

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musubi

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@revendawn: I do think skill still vastly out trumps any skill card setup in this game although I don't think that means the system inherently loses value. The cards give advantages but it takes a skilled player to be able to know how to best implement and use those. Situational setups with cards can matter.

Take for example the specialist. In some maps its good to take their binoculars as it is a useful tool in some of the wide open areas like say the initial starting point of Hoth to mark people. Yet if the action moves inside the actual base changing the binoculars to their trip mine is a much more useful tool once inside with narrow corridors and doorways ripe to be booby-trapped with enemy combatants rushing in. The cards can just simply be used to complement play-styles of the individuals as well.

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jambowned

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@jambowned: All DLC for the game going forward other than I think some eventual cosmetic options is free if you own the game. So no Season Passes or anything like that. Everyone gets all the maps and heroes along with the final chapter of the story for free.

Which is I feel like the flip side to the MTX talk that nobody is acknowledging. It might need overhauled and redesigned but without the MTX currency and loot box system suddenly either we get no post-game support with new content or the player base is fractured as they released paid DLC's like last time.

@goboard said:

@jambowned: The switch to the loot box system was done so they can provide all post-release content for free. I've seen this question asked more than a dozen times now since last week and it speaks volumes to how ineffective EA's messaging has been surrounding the game. This same discussion lead to the talk about the increase in budgets and a large part of that being the marketing cost. Seems like that marketing spend isn't doing much for them in an important point about why the game is the way it is.

Good to hear that it's free. I haven't played any Battlefield or Battlefront games for a few years now.

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seantacular218

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Totally looking forward to see if this game qualifies alongside Mass Effect Andromeda for "Hottest Mess."

I fear that EA's love of money is a root of all kinds of evil. What frustrates me the most is I really, truly want a good new Star Wars game, but now I am forced to wait until by some miracle a more capable publisher and team has the couth to make one.

I will say that many of my friends DID buy this game at launch. They seem to be thoroughly enjoying it. And while I am glad they are happy, I think it's more due to confirmation bias and nostalgia, the later of which is what makes this such a bummer for me!

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AuthenticM

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Holy shit at that last line. Dan went for the jugular!

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KentPaul

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I think the Bad Company template might have fit the IP a little more smoothly; both in terms of the Campaign, with more likable characters, less stakes, and a greater emphasis on exploring and demolishing the planets the fans want to visit, and the rock/paper/scissors Multiplayer with more distinct classes and progressive unlocks.

And it didn't have lootboxes in it - except the ones with the objective indicator on them that you had to blow up, sort of poetic thinking about it now.

Good review Dan

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deathfromace

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@andyrazzer: he mentions it. None of that make the system better and is still a system ripped from f2p / grinding games.

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AndyRazzer

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@seantacular218: You say your friends only enjoy it because of confirmation bias while not buying or playing it for the same reason, these people are your friends chances are if they like it you will too. Choosing not to play and enjoy something for what ever the reason might be and instead opting to not enjoy it because of stuff you've read is surely worse no?

P.s the game is fun

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AndyRazzer

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@deathfromace: he mentions but honestly from listening to the podcast he in no way understands it and thats an important distinction

PEACE

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musubi

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@seantacular218: People enjoy different things. The fact that they might be big Star Wars nuts and are getting some level of enjoyment out of this shouldn't make you feel "sad" you should be happy they are enjoying it.

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bigwinnerx

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What a shitshow.

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deathfromace

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Edited By deathfromace

@andyrazzer: when was the podcast recorded and when did this come out?

Peace?

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Bezerker85

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Seems like a fitting time for this image.

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bill_mcneal

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@frytup: I haven't played it yet, but didn't mind anything getting spoiled so I listened when they talked about it on the Bombcast. I'm really bummed that they decided to do this. I really wish there was a game where there weren't any "alignment changes". That's one thing that drew my attention to the game when it was first announced.

"You play as a hardcore spec-ops elite Imperial operative and just saw your shit get fucked up by a bunch of terrorists".

No, I haven't read the book or played the game so I can't comment on the why's or how's. And maybe it was a directive from the Big D. Regardless, it's still disappointing.

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Wagrid

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Edited By Wagrid

Totally looking forward to see if this game qualifies alongside Mass Effect Andromeda for "Hottest Mess."

Why choose when they could give this, the most prestigious award, to EA in general?

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baka_shinji17

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Darth Dan strikes again.

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Goboard

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@andyrazzer: Dan talked about the use of crafting gear for specific star cards and the level requirements in the Quicklook. Also everything you said suggests that the progression system provides no tangible benefit to the player furthering the argument that it makes the playing of the game a worse experience by obscuring what the impact any of the unlocks have in a match. Couple that with the idea that allowing people to pay to unlock star cards faster as a means to give them an option to reduce the time need to play isn't true if someone still needs to play enough to reach a certain level to gain the use of higher tier unlocks. I may find Dan to have some pretty bad takes on games, but he's demonstrated time and time again that he is very good at remembering, understanding and internalizing the systems within them when he talks about games he's played.

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HulkSmash

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I read this whole thing in Dan's Exquisite Corp mission briefing voice. Awesome.

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seantacular218

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@andyrazzer: You certainly bring up a fair point and I will concede that me not purchasing the game prevents me from having a personal opinion on it as they do. Thanks from bringing that up, as "confirmation bias" sounds unfair to them and was probably not the right way to express what I meant.

I am glad that my friends are enjoying the game, but for how long that is remains to be seen. Ultimately I chose to vote with my dollar and felt that EA's design choices are trying to steer the future of Star Wars games in a direction that I can't support. I did talk to my friends about this before the game was released. Their responses were (paraphrasing) "I like Star Wars, a new Star Wars game is cool to me. Oh, I heard EA took back all that stuff about micro transactions or something anyways. Who cares?"

But you are right. In the end, to each his own.

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seantacular218

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Edited By seantacular218

@demoskinos: Sorry if I misspoke. I'm glad they enjoy the game. What matters to me is EA giving audiences less but expecting more from them. I worry that the problems that persist in the economy and direction of BF2 are taking the Star Wars franchise, and gaming in general, in a bad direction. I don't want my friends to somehow get taken advantage of. So hopefully if BF2 really is a negative experience overall then the market will reflect that and we will see better games down the road.

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bigdirtyphil

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For all that's wrong with the game, it's still the best multiplayer experience I've had all year.

This just makes it all the more painful thinking of how unbelievably good it could have been with a bit more competence from EA.

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AndyRazzer

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@seantacular218: I respect it man to each his own indeed and good to have your own moral compass.

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guip1408

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