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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. Battlefrontā€™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 predecessorā€™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.

No Caption Provided

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 Empireā€™s activities between Return of the Jedi and The Force Awakens instead feels like a Disney World ride. Youā€™re pointed in the right direction and shuttled along from shootout to shootout. If you feel like exploring your surroundings at all, youā€™re met with a ā€œreturn to the missionā€ countdown the moment you step off the intended path.

When youā€™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, hereā€™s an on-rails vehicle section. Itā€™s every boring objective youā€™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 arenā€™t particularly subtle, everything in Battlefront IIā€™s campaign is as obvious and hamfisted as possible. I wonā€™t spoil explicit details, but major alignment changes happen in a jarring and sudden way thatā€™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 doesnā€™t). When difficulty spikes pop up, itā€™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.

Idenā€™s lackluster story isnā€™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, itā€™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 IIā€™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 isnā€™t dictated in part by the contents of its loot crates. In Battlefront II, Iā€™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 Iā€™d get cards for my favorite class, hero, or vehicle. After I played enough to buy a loot crate, Iā€™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. Iā€™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 Iā€™m improving my loadouts as I progress and more like Iā€™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 thatā€™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 youā€™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 IIā€™s star card and loot box system is fundamentally terrible, and no tweaking to costsā€”either real money or in-gameā€”can fix it.

Itā€™s a shame, because the foundation of multiplayer isnā€™t bad. Its primary mode is Galactic Assault, a 40-player, multi-objective battle featuring both on-foot and in-vehicle action. Youā€™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 ā€œdefend this positionā€ or ā€œattack this thingā€). As you accumulate battle points, you can cash them in to spawn as various hero characters or vehicles. Itā€™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 isnā€™t anything especially innovative or unique in this mode.

No Caption Provided

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 ā€œtake down/protect this large spacecraftā€). Itā€™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 IIā€™s multiplayer progression.

Iā€™d have fun during these matches, at least until the very end. Thatā€™s when the game would spit me back out to the menu, trickle a few credits into my inventory, and Iā€™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 donā€™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 youā€™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 doesnā€™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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Goboard

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@xbob42: Yup, they managed to really screw this thing up.

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Jerbear

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Edited By Jerbear

In the "crafting doesn't fix anything" caption, Dan is sitting on 285 Crafting Parts and most of the cards for Heavy are locked. With just the Parts he has, he can unlock 7 of the cards that he has locked on the screen.

Vinny seemed to flirt with the idea in both the Quicklook and on the Beastcast, but Dan doesn't seem to realize that the progression happens through the Crafting Parts, which are guaranteed drops from each Lootbox (he implies they are random drops in the review; only the amount dropped is random, but it's always enough to unlock a tier-1 card). Getting drops through the random boxes are bonuses, and buying Hero boxes that are half the price of Trooper boxes but still give the same number of Crafting Parts is a much quicker way to level a character.

Your overall player rank serves as a cap on how high of a card you can craft, which tells the player that they are meant to be unlocking different cards instead of just trying to jump one to rank 4 right away (and makes the whole "player who just bought lots of boxes and has rank 4 cards" thing impossible early on since you need quite a bit of playtime to hit the rank to craft rank 4 cards anyway).

The game has plenty of flaws, it's just upsetting to see Dan complain about not seeing progression happen when he's just refusing to hit the "unlock" button on the new skills. It's almost like complaining about a lack of progression in Call of Duty while simply not equipping new guns or skills. There's a big "here's how Starcards" work video on the front page of the games main menu, too!

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Jerbear

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@goboard: I'm pretty sure the Beascast was recorded before the Quicklook, and in that Vinny is the one who essentially says "wait, can't you use guaranteed drop resources to unlock cards you want?" and Dan says something to the effect of "sure, but it sucks" with no real explanation. In the Quicklook, he has more than enough Crafting Parts to unlock multiple cards but has simply chosen not to. It's weird to say there's little progression when you have tons of unspent progression resources, right? He repeats multiple times that he opens up Trooper crates in hopes of a desired card, but is choosing not to just buy the card with Crafting Parts which he has in abundance.

Honestly, I don't get it. I'd love to see a similar "little progression" criticism made by someone who also acknowledges how the Crafting system works, and how you get at least enough parts to buy one card of your choice per lootbox.

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Goboard

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@jerbear: It may be an instance of analysis paralysis. Dan brings up in his review that every time he opened a loot box he hoped for the card he wanted, possibly so he could spend the larger amount of crafting parts he had saved up to get that card to a higher tier and make it useful as opposed to unlocking a lot of cards that are tier one but he doesn't feel provide any tangible or observable gameplay benefit. Dan also brings up his view that higher tier star cards have an impact on play by the number of people he saw who had them when they killed him. This might further his impression that he needs to have those asap requiring him to save up crafting materials for that instead of unlocking every card. Part of this is speculation on my part as to his motivation for stockpiling that many crafting materials.

I've watched a few videos, including the Gamespot stream, where they opened $100 worth of crates and the range of crafting materials earned was 30-60 with the most common amounts being 30 & 45. Dan hasn't stated it, but the amount of crafting materials he has stockpiled might be the total he's been able to accumulate during the entire time he played prior to the review and quicklook. If that's the case then analysis paralysis and fear of wasting resources is a fairly reasonable outcome.

Progression doesn't have to be about unlocking everything, it is also unlocking and upgrading what you think will help you. This leads into what I brought up to another user in these comments about the system involved making it hard to know what is beneficial to the player in the immediate or the long term. The sheer number of things to unlock for each character and class, even if we just look at star cards and weapons, can easily make deciding on an effective path an unclear series of decisions thus leading to analysis paralysis. It's a common outcome for games that have slow paced unlock systems and a vast volume of unlocks. Any mistake leads to feeling like you wasted a lot of time. This is only really alleviated if playing the game is enjoyable, which for Dan doesn't seem to be the case.

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Jerbear

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Edited By Jerbear

@goboard: Firstly, the Rank 4 cards he saw were the Preorder bonuses. Since Preordering also gave Early Access, every player he encountered between Monday and Thursday while he was reviewing the game had access to the same cards (except for himself since he most likely had a review copy which allowed him into the Early Access). This means every player who killed him without a Rank 4 card had decided to use a different, lower ranked card instead, which is a testament to how... underwhelming many of the cards, especially the preorder bonus ones, can be.

Many of the Rank 3 cards, including the only ones I personally have, are gained from completing challenges (getting kills with grenades, getting assists with flashbangs, etc).

Unlocking Starcards is vastly more important than upgrading them. For example, of the 9 Ability cards for the Heavy class, the upgrades on 6 simply reduce the cooldown timer by up to 7 seconds, going from a Rank 1 to a Rank 4 card, the upgrades on 2 increase grenade blast radius (with rank 1 card being "5" and a rank 4 card being "6"), and one increases Combat Shield health from 200 at rank 1 to 300 at rank 4. Most players will probably skew towards using their 3 slots for Ability cards, but especially because the Boost cards are pretty uninspiring (recovering a small amount of health for a melee kill, "explosion damage protection" ranging from 15% at Rank 1 to 25% at Rank 2, etc). Also, my average of 50 parts per box came from a Reddit post where someone made a spreadsheet after watching multiple $100 lootbox openings on Youtube.

As is mentioned in the Starcard tutorial in game, Starcard level is capped by your player rank, and at the time of the review Dan hadn't ranked up enough to craft rank 3 cards anyway, so getting his choice of cards to rank 2 shouldn't have been an issue.

Perhaps it is analysis paralysis as you say, but the buy-in cost for base cards is so low and most are so lackluster (I've never seen a player with most of the Boost cards, for example) that it doesn't feel as if that's the case. Now, if Dan had claimed that he was unhappy with the effect of many cards, that would be one thing and feels like a valid complaint. But he's pretty clear that his unhappiness comes from not getting cards he wants, and continually comes back to how the progression system hampers his overall enjoyment of the game, so it really just feels like Dan complaining about a system that he didn't take the time to understand. Of course, I don't necessarily blame him for this as a lot of the negative reaction to the system began before the game even launched, and the tidal wave just never seemed to subside.

As for your final point, I feel like it goes largely against what the Star Card system actually is. I've played pretty casually for the past week (about an hour or so night after work, and a few hours over the weekend) and have unlocked at least Tier 1 for every desired Ability card, and frequently find myself switching during a map, equipping the portable shield in a phase that involves pushing on an enemy and switching to a turret on a defensive section. I've leveled some cards up to tier 2 or 3, but the effect doesn't feel noticeable at all, to the point where I have about 200 crafting parts that are unused since I just really don't see a benefit for leveling up the skills I want.

So again, Dan seems to say that he does enjoy the gameplay. Multiple times in the Quicklook and on the Beastcast, he talks about how much fun he's having only to be dragged down by the progression. If he was upset about the relative lack of weapons (4 total for each class with a choice of 2 out of 3 attachments) or the inferiority of Boost cards compared to ability cards, or the overall lackluster effect of upgrading them, I'd be right there with him. But since the complaint centers on not being able to unlock the abilities in the first place, I'm unconvinced that the issue can be chalked on to him feeling paralyzed by all of the choices he has, since it's contrary to everything he says, and am left feeling he simply allowed the general feeling online among people who haven't played the game to skew his opinion.

As a final note, unless I missed it, shouldn't the promise of the future DLC being free for all players matter for something? Vinny does bring it up as a positive during the Beastcast, but it does feel like a significant boon that Dan avoids. Of course time will tell as to how impactful it is, but the Starcard tutorial seems to indicate that new abilities and boosts will be introduced overtime, for free.

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jedikv

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@jerbear said:

@goboard:

.......

As a final note, unless I missed it, shouldn't the promise of the future DLC being free for all players matter for something? Vinny does bring it up as a positive during the Beastcast, but it does feel like a significant boon that Dan avoids. Of course time will tell as to how impactful it is, but the Starcard tutorial seems to indicate that new abilities and boosts will be introduced overtime, for free.

Other games have done the same thing - but without having stat-altering gear behind rng/grind/paywalls that impact balance and reduce the skill gap. See Titanfall 2

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deerokus

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@xbob42: I'd far far rather buy dlc than be exploited by a system like this game uses. Paid DLC isn't an inherently bad thing.

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LonelySpacePanda

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Weird to see the outrage over this game since I checked-out when I saw they still haven't added spawn location or made it feel more like Battlefield. Even if it didn't have this progression crap, it just doesn't look fun. All the footage I see are these chokepoints packed with players spamming nades. That looks very frustrating. I love Battlefield games because I am surrounded by choice. A big part of that is spawning at a different location and lone-wolfing it. I don't see what's gained by removing that aspect of these games. I guess it potentially makes it more marketable to the casual gaming audience of Star Wars fans but I think they'd buy anyway.

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Goboard

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@jerbear:That you, as someone who has played the game, can say that many of the cards are underwhelming, uninspiring and that even the ones you use aren't worth investing in is a tacit endorsement of how worthless the density and scale of the progression in the game. If this is truly the case then there is no need for many of the star cards to serve as junk in a loot table for a random drop instead of the more apparently valuable crafting materials and occasional unlock via challenges.

The randomness of loot boxes and their centrality towards acquiring crafting materials at all, even at an average of 50 per box, suggests that the better choice on the part of the developers for the progression system is to award crafting parts at the end of a match as well, remove the seemingly useless cards and drop the upgrade system/card level if it provides no meaningful and apparent benefit. Doing this would allow the player further choice in how they spend the main currency, whether for loot boxes or characters, and allows them the choice of engaging with the randomness and all that it entails.

Even if Dan doesn't understand how to increase his card level, he does know that he can unlock other cards with crafting material and still doesn't find that investment at the moment to be worthwhile. If he has to open loot boxes anyways just to get more crafting material then he might as well keep saving them to the point that he gives up on the loot boxes supplying what he wants. At that point he'd very likely have a high enough card level and then be able to make a few upgrades with his accumulated crafting material. If Dan does understand how his card level is increased, as I believe he does, he just doesn't find investing his accumulated crafting material in cards he wont use to matter at that moment even if he increases his card level in the process. Until he has enough cards and crafting material to upgrade the cards he uses he might as well hold off on spending any crafting material.

However, as you've said, if it's better to spend the crafting material to unlock tier 1 cards instead of relying on the loot boxes to drop them then that further obviates their necessity within the progression system. Supply the crafting material as an end of match reward, remove the tiered upgrades and card level. It removes the negative feeling from bad drops from the loot box and means that a player doesn't feel the need to horde their crafting material. They will spend what they get from playing until they no longer have anything that they want to buy at which point the currency loses meaning altogether. At which point if the act of playing the game isn't sufficiently enjoyable you stop playing. That last sentence is the most important part, if Dan had found the act of playing the game to be sufficiently enjoyable before engaging with the progression system as is his opinion of it wouldn't as negative as it's role wouldn't be necessary to his enjoyment.

Dan's closing paragraph reads as someone who may have had a few good moments online, he points out the space battles as the most enjoyable part earlier on in the review, but that no amount of love for the license overcomes how little he wanted to continue playing it if it meant enduring the loot boxes and progression. Had the game not included the progression system in the way it exists or only made the changes I've mentioned I doubt that Dan's feelings on the game would have changed much. No amount of free DLC paid for by cash bought loot boxes would have changed anything at that point. Games like Overwatch have managed to succeed (although I personally dislike that it's through random chance as opposed to a direct purchase) in doing this, it all comes down to how you design the game.

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Undeadpool

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Edited By Undeadpool

Always nice to see Writer Dan alongside Voiced Dan. The former being the consummate professional while the latter makes his co-workers play Mario Sunshine.

@mintyice said:
No Caption Provided

THEY BROKE NEW GROOOOOOOOUND!

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Sordel

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Reading this review and having seen numerous discussions on YouTube of how bad this game is, the next question that attention has to be turned to is how Metacritic only has two negative critics' reviews for this game. That's just over 2%. Why has almost other outlet given EA the benefit of every available doubt, and what does that tell us about the state of media right now?

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StableBox

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Look on the bright side. Compared to The Phantom Menace it has a better story and is less disappointing.

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spctre

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Good on you for not withholding a review score, Dan. This 2* review is sorely needed in terms of buying advice.

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Nethlem

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Edited By Nethlem

This reads like Battlefront1, from 2015, but with the worst parts (progression and customization) made even worse, didn't even think that'd be possible!

I'm still salty over buying that first game, didn't even play 10 hours of that, probably one of the worst gaming missbuys I've had in recent years.

I am curious how many people will really boycott companies that deal it loot boxes. I mean sure you won't be able to buy any games from activision, ubisoft, square, capcom, EA etc... etc.. But the principles right? The progression in this game wasn't well thought out, but a lot of folks all over the internet are making a big production of climbing up their crosses without the balls to nail themselves to them.

Nah, instead they prefer to nail others to imaginary crosses while acting all smug and "above it" like it happened with Shadow of War.
I think it's far more useful to judge and act on this stuff on an individual per game basis, instead of making it some kind of "principle" thing where people already freak out over the mere existence of mtx/loot boxes in a game because we are already long past the point where that was a practical/viable approach.

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MacEG

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Edited By MacEG

This review was more fun than 80% of the matches I've been in so far.

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DoctorSmirnoff

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Edited By DoctorSmirnoff

"...fan service sections that put you in control of series favorites like Luke Skywalker and Han Solo."

... and Basil Oregano, played by Jimmy Smits!!

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ripelivejam

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@undeadpool: Pretty sure Jeremiah was the ghost writer for this one.

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BoltVanderhuge

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I think it's a fun game, but I've been ignoring progression systems since they started. Run in, shoot mans, maybe you live, maybe you die, most of the time it's down to player error and not equipment. This idea that you "put in your time" grinding away without any real skill component to unlock things is bullshit even without real-money transactions and RNG boxes.

I actually find Destiny even more toxic in that regard to the point that I stopped playing it, because that game forces me to engage with their dumb loot system to grind out meaningless levels against the most repetitive content I've ever seen just to be able to access the content.

That said, all games need to pull their heads out of their asses and stop trying to get people to buy power level increases for money. I've dumped hundreds of dollars into cosmetics in Overwatch, there's no reason that other games can't follow their model and get both cash from whales and the good will of the community.

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Evilbill

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The lootbox thing has been talked to death I know, and I am sure my input is just adding on to the pile here, but the game's fundemental flaw is that EA was certain they could flip the current model of "season pass" to "lootbox only" and enjoy the benefits without the backlash. Think about it for a second. Let's say the game released without any of the massive changes they made. If that happened this had to be EA's logic:
"If we give players the upfront choice of buying a season pass for DLC many of them will forego the purchase just to play the vanilla game. However, if we make DLC 'free' but tie lootboxes, which players can buy with real money, to progression then more players will spend beyond the $60 base cost."

With that in mind it explains both why progression is broken and also why the rewards from the crates are so paltry. It also explains why the campaign is so short (why put time into the campaign since the end goal is selling lootboxes so you can...release the END OF THE CAMPAIGN???) It makes no sense other than as a way to rip additional money out of players pockets.

Dan has absolutely nailed it that the game was designed in a boardroom by executives that could give a darn about gaming itself. It was a money making scheme by EA that was exposed because it was so poorly hidden, especially given the fact that EA caved immediately when they got pressure.

The concern for us as gamers now should be that governments around the world are starting to look into loot box systems in games for what they are...gambling. EA may have initiated a sequence of events that leads directly to government oversight of games in certain countries. That is going to have a massive chilling effect on game development if it comes to pass.

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Xeirus

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Edited By Xeirus

@nethlem said:

This reads like Battlefront1, from 2015, but with the worst parts (progression and customization) made even worse, didn't even think that'd be possible!

I'm still salty over buying that first game, didn't even play 10 hours of that, probably one of the worst gaming missbuys I've had in recent years.

Man, this is exactly my reaction/feeling. I felt absolutely fucking ripped off buying that first game.

I don't know that I've ever felt so blatantly fleeced in my life.

I rarely buy games day 1, because they all go on sale like 2 weeks later. But the insane visuals just suckered me in when I played the demo.

I swore I wouldn't buy the next one, no matter what they said, and I stuck to my guns.

I felt the same about Destiny 1. I got that game for free and just couldn't believe people paid $60 for that. Same reason I didn't touch Destiny 2.

All this does it drive me further and further away from day 1 gaming purchases and it makes me sad.

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elko84

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I liked it.

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vitz3

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Best review. Thanks Dan.

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Undeadpool

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Edited By Undeadpool

@undeadpool: Pretty sure Jeremiah was the ghost writer for this one.

He IS an adult man with a lot of responsibilities.

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@ripelivejam said:

@undeadpool: Pretty sure Jeremiah was the ghost writer for this one.

He IS an adult man with a lot of responsibilities.

He's got money -- a salary, a wife!

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InfidelCastro

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naunga

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I'll give this review props for not being like every other review out there and leading with "ZOMG! EA IS TEH EVAL DEVIL BECAUSE MICROTRANSACTIONS! NO MOAR GAMES FROM EA EVAH!"

I don't expect much from the campaigns in shooters. More important than telling a story to me is that it teach me the mechanics of the game. It was really light on that, so I found myself trying to figure out how to do basic stuff like crouch in the multiplayer.

I agree with stuff about the progression and the Star Cards system, but the actual gameplay is fun in my opinion, and I've noticed that the biggest metric that improves my game is time spent playing. Especially the dogfighting.

The biggest bummer for me is that most people are show hung up on the Star Card system, that they aren't going to play (or play for long), which means the multiplayer will get less and less populated just like The Division.

Is this EA's fault or is it the fault of amateur game "journalists" who focused solely on the microtransactions angle rather than answering the question that -- at least for me -- determines if I buy a game or not, which is, "is this game fun to play?"

This is why I appreciate Giant Bomb reviews so much, because they focus on the fun, and not the "politics" of the game. Keep up the great work.

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Hector

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Beat the campaign and played a few hours of multiplayer. I am so happy I rented this game Maybe in the future we will get a real Star Wars game.

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darkjester74

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Yeah Ill do what I usually do with these games and wait til it drops below $20.

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UberJO0

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onkel

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AlexFurry

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Pretty good review, the game improved but there is the shadow of the bad decitions taken at release, could had been good, they donĀ“t even give the dlc maps of the previous game in here, those maps are no longer populated in the previous game.