It stripped out a chunk of Battlefront’s staples-heroes, vehicles, large warzones-and slimmed down gameplay to a 6v6 CTF-style format. I wasn't sure I was going to like Strike mode. That entertainment value helped cut into the bland 'confident soldier' dialogue of the clone, First Order, and Resistance soldiers. The Separatist battle droids were adorable and brimmed with personality, yelping with childlike buffoonery (favorite line: “Goodbye, grenade!”) while cutting down clone troopers. It’s a fun spectacle for getting into the groove of a round, and DICE’s exquisite audio mixing is a great facilitator for establishing the grandiosity of it all. Frightened civilians and nobles bolted out of the way as droid and clone players alike fired streams of blaster bolts in a huge opening salvo. I loved how each Galactic Assault round started with both teams facing each other at either end of Theed’s central street. I get the aesthetic appeal of swirling clouds of leaves and fluttering flocks of startled birds, but most of those embellishments felt like I was being pitched into buying a license for the Frostbite engine instead of a natural complement to the scenery.Ĭritically, DICE has expanded on its talent for encouraging the excitement of plunging deep into an epic Star Wars battle. The city’s opulence and architectural quality is breathtaking-background touches like the immensity of the C-997 ships descending to the planet’s surface are great-but I didn’t much care for the density of particle effects constantly clogging my sightlines.
To that end, here’s what I liked and disliked from the beta, including a few lingering balance concerns that should hopefully be remedied by November. SWBF2 is obviously channeling the casual approachability of its predecessor, but I wouldn’t toss its experience alongside the perceptions of shallowness that plagued the first game through its lifespan. I think these changes will stand as some of the best improvements. The distinction between being outgunned by skill instead of losing by virtue of who was spotted first is more clearly established, helped in part by the differing health pools of each class and the rekindled importance of nailing headshots to burst down a target. Each gun type brings heft and different spread patterns, and I had far more opportunity to tighten my shots with steady bursts and target leading rather than weighing down left-click with an unmoving finger. It still lacks the characteristic nuance of DICE’s Battlefield series, but trading concentrated light with enemies isn’t the dull hipfire-fest from 2015’s Battlefront.
I particularly liked the added attention to accentuating the gunplay with some much-needed depth.