Wot I Think – Star Wars Battlefront 2 multiplayer


The Star Wars Battlefront 2 singleplayer campaign has already been judged , but here are my thoughts on the multiplayer front – loot crate warts and all.

I emerge from an underground tunnel on Hoth, and rather than running straight to the action on the front lines, I find myself stopping to absorb the scenery. The icy planet is bathed in an absurdly beautiful pink glow cast by the setting sun. An AT-AT towers above me, with a Star Destroyer hovering in the background. A player-controlled rebel bomber swoops by and unloads its payload onto the armoured walker, which stumbles a little but continues its march forward. I join it.

The greatest strength of Battlefront 2, at least for the first few hours, lies in providing variations on that moment. I’ve gasped at the thrashing sea and lashing rain on Kamino, and I’ve gawked at the verdant splendor of Kasyyyk’s mountains and beaches (did it always have that many ys?).

The spectacle is brought to life by a myriad of incidental details. There are spider-like drilling machines on Kamino that periodically launch themselves at buildings, only to be blown away and sent slithering back down into the ocean depths. On Tatooine and Naboo, citizens scream and run amok at the start of each battle, forming a tide that gets pushed away by the incoming waves of stormtroopers and rebel soldiers. On Jakku, I frequently get distracted by chasing tiny adorable ostrich creatures around the sands.

These are unprecedentedly captivating environments to fight across, and my first time playing each map can only be described using the superest of superlatives. They’re incredible.


Any yet for all their grandeur, it doesn’t take long before the maps become a gorgeous backdrop to a mediocre shooter which is hamstrung by a progression system that does so many things wrong that talking about it is going to take up a large part of this review.

So here’s the thing: while I really enjoyed the beta, I’ve since cooled on Battlefront 2 faster than a tauntaun corpse on a frozen Hothian night. You see, I played the beta immediately after spending an evening with Battlefront 1. The new game is a vast improvement over its predecessor, from the introduction of classes to a much more rewarding power-up system (more on that later). Most importantly, the shooting feels satisfying in way that it just didn’t before: I put a lot of that down to great reaction animations, with character models that go sprawling backwards as sparks shower off their armour.

Those are real improvements, and the spectacle is certainly present and correct. And yet, after a month of playing Destiny, Team Fortress 2 and even Call of Duty WW2, the Battlefront II’s flaws are far more apparent to me. The main mode, Galactic Assault, makes it all too easy to feel like a spectator. After spending a frustrating amount of time running to the frontlines, I become one gun among many that are all too often fighting over a cramped space that can’t support 40 players. Grenade spam clogs the narrow entrances to rooms that one team is trying to capture, creating a stalemate that usually gives the defending side an advantage.


When that happens, breaking the stalemate requires a hero unit. Those can be deployed by spending Battle Points that are earned inside each match by dealing damage and taking objectives. I’d typically earn enough to either spawn as a heavy hitter like Darth Maul or Han Solo once in a game, or have a few runs with a cheaper, special class. Every faction gets both a unique ‘Enforcer’ unit and a jetpack toting rocket trooper, with whom I had a lot of success flying behind people and raining down death from the skies.

You can also spend those points on vehicles, either land-based or flying. Ongoing aerial battles too often feel removed from what’s happening on the ground – apart from when an X-wing chassis occasionally comes crashing down into the middle of a fight.

For the most part, the Battle Point system works. It lends purpose to each life, with each kill building to something more than a higher place on the leaderboard. When I do decide to save up for a hero, I feel like I’ve earned my stretches as an overpowered – though still vulnerable monster that can mow down player after player. The cost of getting to play out those power fantasies is being repeatedly cut in half by a lightsabre when I’m a normal trooper, however.


Right now you might be thinking about the controversy surrounding how long it takes to unlock certain heroes – which I’ll circle back to in just a second. First I want to tell you about Star Cards, three of which make up your loadout for each character. They provide either passive effects like a shortening of your health regen speed, or a tool such as a thermal detonator that’s on a short cooldown. The Star Cards available to each class can define their role to an even greater extent than their weapon: the assault class can temporarily equip a shotgun that can one-shot opponents at close range, while the officer can throw down a turret to support his teammates.

You can craft any Star Card you want using Crafting Parts that you get out of the much-discussed loot boxes, which are bought using a currency that’s earned across different matches. At the time that I write this, those boxes can’t be bought using real money – though that’s a temporary measure brought in by EA after the bad press building up to launch. Is the game more fun for the current lack of microtransactions? Given how miserable the system is anyway, I’d argue that it’s hard to tell the difference.


For a start, having random chance dictate how quickly I can get the upgrades I want just doesn’t sit well with me. It’s exacerbated by the way each crate can contain between two and five items – opening a box to only find two cosmetic items that I’ll never use is beyond underwhelming. To unlock more than one Star Card slot, you have to spend your crafting parts on extra cards that you’ll probably never use. It’s odd and annoying, especially when I’d really like to be saving my crafting parts in order to upgrade the ones that I already have.

This is where things get really egregious. Every Star Card has four levels, with the highest tier offering far superior advantages. It’s the difference between Boba Fett firing a single extra rocket with one of his abilities, or an extra five. It’s the difference between a 30 second or a 16 second cool down for the specialist class’s trip mine. High level cards can randomly drop from loot crates, providing you with items that would otherwise take dozens of hours to unlock. You see, you can’t manually upgrade cards until your account has reached a certain level. EA introduced that limitation along with a statement about how it meant that the players with the best tools would be the ones that had committed the most time to the game, but I can’t see how that can be the case when I’ve gained level three cards from opening crates.

Not that the ones that I happened to find are actually any good. I kept finding cards that I had no use for, sometimes because I hadn’t yet bought the required hero character. You have to acquire heroes using the same currency as the one spent on loot crates, which presents an undesirable choice between buying stuff that might make you outright better, or instead varying up your hero roster. In Galactic Assault, you can at least access some heroes without having to pay for them. The restriction matters a lot in the heroes vs villains mode though, where you can get stuck as a character you don’t want to play.


I haven’t got to the worst part yet. After a while, I noticed that I was getting killed a lot by Reys who were running around with the same set of level four Star Cards. A quick google confirmed my suspicions: they’re ones that you get by buying the £69.99 deluxe edition of the game, which also provides the basic classes with level four cards. One of those is a thermal detonator with an expanded blast radius, which is especially frustrating as there’s no way to know how powerful the explosive being chucked at you is.

It makes the removal of paid-for loot crates seem rather insignificant – I’m still being killed by people who are using items that I don’t have access to. It is, in fact, even worse: buying the deluxe edition guarantees that you will get some useful max-level Star Cards. Whenever I get killed by a level four thermal detonator, I know my murderer has either gotten a lucky loot crate drop or has – as is more likely – paid for the privilege.

It’s a fundamentally bad progression system that places you at the mercy of random chance and people who’ve spent more money on the game than you. It’s removed any remaining desire I have to keep playing in the long term: now that I’ve seen each of the maps more than a couple of times each, I’m ready to move on.


With that said, there’s a large enough variety of maps and modes that it’s taken me a dozen or so hours to reach this point. The Starfighter Assault mode is essentially an entirely different game. It boasts space battles that are every bit as beautiful as their ground-based counterparts, though sadly I’m not sold on the actual game that takes place behind the fireworks. On attack, playing the objective entails making strafing run after strafing run until someone blows you up. On defence, you’re the one blowing up those attackers – which doesn’t hold much satisfaction when they’re distracted and every ship seems excessively vulnerable.

I did have some fun dodging attackers by weaving between radar dishes and antennas, but if I was hiding there that meant I wasn’t actually doing anything useful. There’s some skill to the fighting, but it’s mostly just a case of attacking someone from behind who can’t really do anything about it. It sucks even more when you’re the other side of that equation.

I got a lot more out of the 4v4 Heroes vs Villains mode, even if it is extremely silly. Every match opens with each team of four walking into shot, the characters then performing their own flourish as if they’ve been plucked from the roster of a fighting game. It’s the only mode that throws the characters from every era together: I’m still not quite over the weirdness of hearing a separatist droid lament the death of Kylo Ren. Despite its daftness, the mode is set up in a way that actually puts more of an emphasis on tactics than the others. A player on each team is randomly assigned as the other side’s target – killing them earns a point for your team and resets the targets. Pleasingly, the heroes with guns don’t feel underpowered – in fact, smart use of Boba Fett’s jetpack meant I could hover just out of the clutches of my lightsabre-wielding foes.


Finally, while the smaller scale might mean that it lacks the jaw dropping spectacle of Galactic or Starfighter Assault, Strike might actually be my favourite mode. It pits teams of eight against each other, disables all heroes and vehicles, and focuses the action around objectives that become much more manageable with the smaller player count. I prefer it to Blast mode, which is a straight up 10v10 team deathmatch for people that aren’t fussed about objective oriented play.

For those first few hours, Battlefront 2 struck me with gorgeous moment after gorgeous moment that’s made me reevaluate what’s possible with 2017’s technology. It’s a shame that the fighting frequently gets bogged down by chokepoints, and any long-term appeal is undermined by a progression system that can’t shake the pay to win shadow which continues to loom over the game.

Star Wars Battlefront 2 is out now. It runs on Windows and costs £55 via Origin.


  1. shaydeeadi says:

    Solid review, I give it 8/10. The game? It’s a shame that EA are treating Star Wars as a cash pinata and not an opportunity to make some great games.

    • Avioto says:


    • GrumpyCatFace says:

      This is my shocked face. :/

    • Det. Bullock says:

      And you know what’s worse?
      It’s Star Wars, it would make several tons of money without microtransactions and lootcrates easily but nooo, it’s not enough to be just greedy, they have top be mustache-twirling-villain greedy.
      And even not being integralist about microtransactions (admitting they be acceptable if they are just cosmetic): making them random is just scummy, if I want my black stormtrooper outfit I want to be able to go to the shop and buy it, not having to buy lootcrates until it pops out amid all the stuff I don’t care and this assuming it pops out at all before my cash runs out.
      Double scummy if it’s a limited edition something, , after all I did buy a black paintjob for my ship in Elite: Dangerous available for a limited time but at least I could go to the Frontier shop and drop my three Euros for it without having to buy multiple lootcrates just for one skin.

      • Moragami says:

        I couldn’t agree more. This would have definitely been a day-one purchase for me. EA has ruined the Battlefield franchise, the Battlefront franchise. When will this stupid DLC money-grab end?

  2. laiwm says:

    That second-to-last screenshot makes me pine for Jedi Knight 2. A Frostbite-powered remake would be lovely.

    • Premium User Badge

      distantlurker says:

      Throw in TIE Fighter 2 and I’ll sign up to your newsletter!

      • wombat191 says:

        Would you really trust EA with handling Tie fighter 2 at this point?

        • juan_h says:

          EA would never bother with Tie Fighter. Not enough people have joysticks these days.

          • Det. Bullock says:

            The guys of the X-wing Virtual Machine Project intend to adapt the control scheme of X-wing to a gamepad, at the moment there is only basic mapping support (they still need to implement some radial menus for everything to fit on a gamepad) but it can be done.

    • ludde says:

      Better yet, a new game made in similar style. Or KotOR.

      Basically anything singleplayer and quality.

  3. Pikarov says:

    Would someone be kind enough to give me one additional bit of information ?

    Is there a game mode like “Fighter Squadron” which was in the previous Battlefront: A mode for starfighters only and where most of the time there is not any objective to attack or defend and you just have to dogfight the other team ?

    • Lyrion says:

      No, it is just Starfighter assault where you are either the attackers or the defenders. Each with their own objective.

      • Pikarov says:

        Thanks, I agree with Matt that shooting starfighters doing strafing runs is not much of a fair fight but it is a good way to give all players opportunities to feel like an ace pilot.

        And upon reflexion that is perfectly in line with what I think this game aims to achieve: It is built like Disneyland, with stunning but not too challenging attractions for everybody, goodies store everywhere and expensive fast passes to get more fun.

        And honestly why not ? I am neither especially opposed to how Disneyland nor Battlefront II operate. It should just be clear what you get when you purchase your ticket.
        If I can venture some kind of further analogy: at this point comparing Battlefront2 and Counter Strike (or any other competitive and balanced FPS really) because they share technical similarities is an obsolete point of view. It is like comparing going to Disneyland and going to a handball training session: As leisure activities they only share the need of an outdoor facility to be performed.

  4. YogSo says:

    I’ve since cooled on Battlefront 2 faster than a tauntaun corpse on a frozen Hothian night

    I thought the point was that the tauntaun corpse would remain warm enough to tide you over until dawn, and in that case it’s not surprising that you’ve cooled on your own faster than it? /overthinking_puns

    • Premium User Badge

      Drib says:

      Well he did say it took over a dozen hours for him to get bored. How long are the nights on Hoth?

      • YogSo says:

        How long are the nights on Hoth?

        To the Wookieepedia!

        According to Galaxy Guide 3: The Empire Strikes Back (a 1989 supplement to the WEG Star Wars roleplaying game), Hoth has a rotation period of 23 hours. In that case, a night would last about eleven and a half hours?

        • Horg says:

          But then we have to factor in axial tilt and current season…..does anyone know if Hoth has daylight savings time?

          • YogSo says:

            I found no answers for that, but I have another decisive fact to add to this ever-important matter: the tauntaun corpse in question was presumably located somewhere within the temperate band that surrounds Hoth’s equator, since that’s the area in which Echo Base was established (according to The Illustrated Star Wars Universe, published in 1995).

          • Matt Cox says:

            I nearly took this out, but you guys have made me so glad I didn’t.

    • Arioch_RN says:

      I thought they only needed to keep you warm until your bezzie mate gets the shelter up while making inside/outside odour comparisons?

      • YogSo says:

        Indeed this is the correct answer! I can’t beliebe it took this long to point the flaw in my argument. :-D

        • YogSo says:

          (Another thing I can’t believe is that I didn’t see that typo until the edit timer was over… ^^U )

    • Ergates_Antius says:

      Q: What temperature is the inside of a tauntaun.

      A: Luke warm.

  5. khamul says:

    “I was getting killed a lot by Rey’s”

    Reys. Reys’. Rey’s. Reys’s.
    I don’t think there’s any way to write it which (A) makes sense and (B) isn’t utterly ugly. “Reys” is probably technically correct? (Help! Is there a pedant in the house?!), but still doesn’t actually work?

    Can we have a new language, please? I think this one is broken.

    • Tyrmot says:

      Pedant here. It’s just Reys – i.e. more than one Rey.

      • khamul says:

        “I was getting killed a lot by Reys” – still not right, is it? (Too close to being killed a lot by ‘rays’ is probably half the problem, as well as also probably being true).

        Are there any other examples of words ending ‘-ey’ that pluralise with an ‘s’? ‘Keys’ does: so why does the ‘R’ make it weird for me? Do we need a variant word form? “I was getting killed a lot by Rei”?

        -> I kind of know I’m putting too much thought into this, but what else is there to talk about? EA produces glossy but shallow game based on film license and then contaminates it with tacky money-grab! Not exactly new, is it? Maybe they’ve seen all the Kickstarters happening, and decided to replay their ‘best of the 80s’ moments too?

        • Mahaku says:

          Good thing she’s not a Reyes like the Thimbleweed Park agent!

    • jimmybones says:

      The cases where it’s appropriate to use “‘s” to pluralise a noun are few and far between: link to dailywritingtips.com

      In this instance, “Reys” is correct.

    • TXinTXe says:

      It’s reyes. Source: I’m spanish

      • Mahaku says:

        But in anglo-land Santa Claus is responsible for the gifts! :-D

  6. Premium User Badge

    Drib says:

    I do have to say that the game always looks absolutely spectacular in screenshots.

    It’s a pity about the bad launch and all that. I mean I get it, but wasn’t it a developer AMA that started this off? The devs didn’t make this decision, they just wanted to publish the game they’ve been working on for years, and have people have fun, right?

    But anyway. Pity it’s not great. Maybe Origin will have a big sale someday and I can get it on the cheap.

    • mcjamieuk says:

      Not quite – this reddit post asking what was up, and the response from EA’s community team , started this all off. That was followed up by a developer AMA which did nothing to cool things down.

    • Freud says:

      Evil publishers and good developers is a bit of a myth. Developers also have incentive to maximize revenue and might be as willing to milk the gamers as the publishers.

      • wackazoa says:

        My thinking as well. I get people hate EA. But the devs are the ones who have the ideas of how to accomplish EA’s wishes. As far as I know EA just wants the game to sell well with the bullet points (i.e. MTX, multiplayer, etc.) in them. Its the devs who decide how that will look.

  7. latedave says:

    Good review although I’d even go so far as to say you’re being a little kind. I’ve found the multiplayer design really poor, maps are very chokepointy, particularly on the single objective stages and as you rightly say, grenade spam is horrendous.

    I find it particularly galling they haven’t learned from BF4 and fixed spawning properly, there’s already a lot of Starfighter and spawn camping going on which really hurts the enjoyment. Most of all I think the progression system is a terrible move, even without loot crates.

    BF4 for instance did allow you to improve your weapons with unlocks but there were also penalties and compromises to be made. Vehicles are the worst offenders (and DICE didn’t seem to learn from BF4 in this regard, albeit it was never quite as bad), you can get an interceptor with (temporarily) 30% more firepower and far faster turning than the base model. There’s no skill, no trade offs, you’re just flying a better ship and the grind is so bad that anyone who didn’t pay to win will have to spend hours catching up continuously losing whilst they do so.

    The actual shooting and battle point system is definitely an improvement but the actual game is just not a lot of fun to play sadly. Even if they fixed the progression problems I still think the map and mission designs for starfighter mode and galactic assault need significantly more depth.

    • Baines says:

      In regards to spawn points, I’d guess that the devs involved don’t really understand why the spawning system is bad. What makes a spawn bad (or at least keeps a spawn from being good) isn’t just a single factor, it is a complex interaction of multiple variables.

      You’ve got the map design itself, which affects what spots can even be considered decent spawns. You’ve got any objectives, which can further adjust the value of any particular spawn. You’ve got the positions of all the players on the map, and you also have the offensive options of the opposing team to consider. You don’t want to spawn a player too far from the action, but you also don’t want to spawn him too close. You don’t want to spawn him where he died, or in enemy view, or in a spot that is about to explode, or on another player, or directly behind an enemy player, on a too predictable spot, or…. And through this all, we’ve seen games give players deadlier and deadlier abilities (weapons kill fast, killstreaks and their ilk became increasingly common, etc).

      You factor all that into a spawning system that was likely based on games made a decade or more ago, and aren’t up to the loads and conditions that are now relevant. Then you have maps designed by people who figure it will all be worked out in code, and who as likely as not are actually working towards design ideas that make spawning worse. The result is something that is pretty much doomed and possibly even unfixable.

  8. demicanadian says:

    Wait, another Star Wars article is accompanied by Space 1999 picture. What’s going on?

  9. Maxheadroom says:

    I remember a reading leaked memo between a developer and a project lead on Star Wars Episode 1: Pod Racer where the developer was expressing concerns over the quality and the impending launch date.

    I forget the exact wording of the reply he received from the project lead but it was to the effect of “Nah fuck it. It’s got Star Wars on the box so it’ll sell anyway”

    Been reminded of that memo several times over the last few weeks

    • davebo says:

      That’s surprising to hear considering how awesome a racing game Pod Racer was. That game on PC was probably the best thing about the Phantom Menace.

  10. johannsebastianbach says:

    So am I correct in summarizing your review as follows?:
    60 bucks buy you “a dozen or so hours” of modest fun on eye candy maps with poor gameplay and after that it’s just either grinding out this not-so-fun gameplay, losing against people who pay to win or “pay to get a change to win” yourself (even it’s not that much fun)?

    Sounds great!

    • Rindan says:

      If you like mediocre multiplayer, pay to win mechanics, and it warms your heart to see shitty corporations get their pay day, then I guess this is the game for you.

  11. Mezmorki says:

    EA has managed to (especially once they re-enable loot crates) create the absolute worst game model: expensive AAA upfront purchase price coupled with a shameless pay-to-win progression system. It’s like the worst of two evil empires colliding in one game. In free-to-play (and typical then pay-2-win) games at least you know what you’re in for and there is a low price to entry. Here, player’s are getting gouged on a both ends. It’s ridiculous. When does this end?

    • Splyce says:

      It doesn’t. At least, not until the cash stops flowing in on this, FIFA/Madden Ultimate team, etc. Hell, generally scrupulous friend of mine bought this game because, “who cares about the MTs, it looks sweet and is Star Wars” and that’ll make them a few hundred million dollars.

    • Baines says:

      Take-Two’s CEO addressed similar concerns over NBA2K18. NBA2K18 isn’t pay-to-win in the same sense that Battlefront 2 is, but it was heavily criticized by players (though so much by reviewers) for the extent of its focus on micro(arguably macro)transactions.

      His response was that they took consumer feedback seriously, but that was immediately followed by several sentences that showed he didn’t believe the content of the feedback was actually an issue, rather just the perception. He pointed out that (despite post-release complaints) the game received great reviews, sales were up 20% over the previous year, and playtime was up 30%. As he said, people voted with their money, and what they said was that they loved the game.

      Which is ultimately what it comes down to. Publishers aren’t going to be moved to change unless they visibly see microtransactions and loot boxes and pay-to-win costing them more than they’d otherwise make. And while people complain, people still buy these games (which is why “I’ll buy the game but won’t spend extra” doesn’t actually work as a vote against the continued encroachment) and still spend extra money as well. (And heck, we even have a vocal group that denounces the denouncing.) The big risk is really just being unlucky enough to trigger a PR firestorm.

      So EA may dial back for a bit with Battlefront 2, but EA is going to keep doing such stuff in future titles. Just as Ubisoft will keep doing what it did with Shadow of War, and will keep expanding its efforts. Just as Take-Two will continue to expand its own microtransaction efforts across the board. And just as other publishers will continue to drift in that direction. And in a few years, Battlefront 2 will be an industry standard, while publishers continue to pursue new levels that will make people look back at SWBF2 as “the good old days when things weren’t so bad”.

      • wackazoa says:

        “the good old days when things weren’t so bad”.

        Not mention that this type of thinking is what drives the negative reactions from consumers in the first place. Not just in games, in every bit of life. From the racists, to anti-(insert policy here), to just older people who don’t like the “changes”.

        The problem is that the “good ole days” don’t exist in real life. Our opinions on what we tolerate as good changes. We forget about the stuff that bothered us because the “new” offenses are deemed to be more egregious. It just change that is natural to ecosystem.

        The cost of games aren’t really going up per se, while the cost of development continues to rise, and in fact with Steam sales and the like I wonder if the cost of entry into a game hasn’t decreased for most. Developers and Publishers look to increase their revenue. (Im not saying this is good, just that it exists)

        I think we are looking at a natural progression, and as people try to fight back (for whatever the reasoning) we will have more of this type of controversy. Those that will drop off because of these new practices will be replaced by new people who might not have experience any other way.

        • ludde says:

          The excuse that development costs continue to grow completely neglects that so does the audience. Big hits today sell up to ten times as many copies than they did 20 years ago. The market’s a lot bigger.

          For example, Final Fantasy VII had a budget of $61 million (adjusted for inflation) and sold 10 million, Skyrim cost $85 million and sold 30 million copies.

          • Baines says:

            The excuse that development costs continue to grow neglects several details.

            The biggest is that it ignores that developers don’t actually have to spend anywhere near the amounts of money that they spend.

            Hellblade: Senua’s Sacrifice is a really good recent example. Ninja Theory gave the game a rational controlled budget, they were able to release the game at $30, still released a title that received critical acclaim, and have seen sales that are good enough to put the game on track to break even three months ahead of schedule. It is hardly a stretch to imagine what many big publishers would have done with the exact same title, adding in multiple DLCs, a season pass, and microtransactions; selling the game for $60; and ultimately claiming months after release that the game failed to meet sales expectations. (We even have a relatively recent real example of that latter behavior. We Happy Few was sold through Kickstarter as a $30 release. When Gearbox came on board as publisher, the price was raised to $60, a $20 season pass was announced, and a $150 “Collector’s Set” was announced.)

            But those extra revenue sources are so important for big publishers that EA publicly stated (admittedly to appease stockholders) that disabling real money purchases (admittedly only temporarily) in Star Wars Battlefront 2 “is not expected to have a material impact on EA’s fiscal year 2018 financial guidance.”

  12. infovore says:

    Strangely, it’s embedded in my memory from repeatedly entering the copy protection on the original X-Wing that yes, Kashyyyk has that many ys.

  13. aircool says:

    If they removed all the star card disparity bollocks along with the mini progression for each life (where everyone just plays for power ups and not the objectives), then the game would be great.

    I actually enjoyed the previous version, although it had about 12 months of tweaking behind it when I finally bought it and it didn’t feel like a massive setback when you were killed. The only thing that really annoyed me was when one team would have about four hero’s running around murdering everyone… it was so unbalanced and frustrating when that happened.

    I don’t know why they can’t just stick to selling cosmetic items, although EA aren’t the only guilty party with loot gambling.

  14. Premium User Badge

    Aerothorn says:

    ” It’s exacerbated by the way each crate can contain between two and five items – opening a box to only find two cosmetic items that I’ll never use is beyond underwhelming.”

    I’d argue this is slightly misleading, since only the daily crates have 2-3 items; every crate you ‘buy’ has 4-5, though this is no way undermines your larger points about how bananas the system is.

  15. Premium User Badge

    Aerothorn says:

    Also: It’s spelled Kashyyyk. I am genuinely very sorry for pointing this out.

    (If it makes you feel better, Wookiepedia assures that me that some canonical sources have called is Kashyk, so there is that)

  16. darthfergie says:

    Getting killed over and over again by preorder / deluxe bonuses sounds just like the last game. In Battlefront 1 everybody was running around with Han Solo’s blaster (a lvl 40 item) on day one. It was super fun and was the weapon of choice until they had to nerf it a couple months down the line.

  17. wackazoa says:

    I enjoyed the beta and the game looked very pretty. I actually would walk around the edges of the map shooting into random water puddles or building to see how detailed they got it. Reminds me of how I played LawBreakers during the free weekend, just looking at the world the developers made more so than playing the actual game.

    Being said, Im not a Star Wars person. The conversation about a tuantuan in the comments above went completely over my head. And so having no special pull I haven’t bought the game.(And I never preorder) It seems like a game I’ll buy in 2 or 3 years at cheap to play the campaign story, just mostly because the pictures and videos of it look gorgeous.

  18. Hunchback says:

    I rarely buy games, but i’ve decided to never again buy anything from EA games, no matter how great it MIGHT be.

    I hope enough people follow my example, so that EA could rethink their business plans… but i know this will never happen and they’ll keep swimming in money forever.

    Oh well.

    • Quite So says:

      I stopped buying EA and Ubi games several years back based on their policies of treating their paying customers like criminals. In that time their corporate behavior has gotten even worse, so my boycott has done nothing except spare me the direct experience of their abuse.

  19. TTex says:

    In a perfect world, EA’s license to do the Battlefront games would be revoked and it’d be given to someone who could do so much better.

  20. GemFire81 says:

    I feel like I’m taking crazy pills. Did nobody play the first Battlefront? Why would anyone buy this game! Seriously though, the first one was a disgusting pile of total crap. Battlefront 1 had ZERO depth, it was simply horrible on every front except visuals. It was completely obvious that EA did not give a crap about making a good game and that they are greedy as hell. Still people were excited about this game and thought it might be good? WTF? Seriously buying this game just feeds a giant monster. Starve the monster and it will die. That will never happen because people are so hungry for a good game these days that they will give some disgusting scam company like EA billions of dollars for complete garbage. The thing that really blows me away is that people think that this is a new game. This game is using the SAME modifyed engine that they took from the battlefield series. The just added new graphics and tweaked weapons and charged people insane money as if this is a whole new game LOL!!!!

    • Alberto says:

      You just described the whole star wars movies now.

      So, in a way, it’s just normal.

  21. Stiopa says:

    One way to reduce the trouble with random drops would be to reduce the amount of useless crap, and balance the rest to allow for different playstyles without actually overpowering any player.

    Not that EA will swing that way…

  22. thomas16632 says:

    “it doesn’t take long before the maps become a gorgeous backdrop to a mediocre shooter”
    no kidding ?
    i could have foretold so.
    anyway, would the core game be good, it will still be a no buy because lootbox.

    Death to lootbox system ! hail & kill

  23. LordMidas says:

    I’ll pick this up when its free in the EA Access Vault in about 5 months, on Xbox.
    I’m just there for the single player.
    One might guess something similar might happen in Origin (though unlikely).

    Oh, and this coveted amazing singleplayer Star Wars story was apparently in the works, but EA canned it and closed the studio. It seemed that they couldn’t find a way to monetise the singleplayer experience like they can with multiplayer. F**king w*nkers