A fun campaign, over-complicated progression, and a strange multiplayer flagship.
Star Wars Battlefront 2 is a strange multiplayer game. In its flagship Galactic Assault mode, 20 malefactors fight with 20 defenders in the bitar versions of the Star Wars battles. Endor, Jakku, Kashyyyk, all the hits. As in the Battlefield series, players can appear on powerful land and air vehicles, but also as Yoda, if they earn enough points as the main soldier. Or Kilo Ren. Or Wookiees, flamingos, combat droid, rocket jumper. And instead of grabbing the bases scattered over a wide landscape, we set out to run to each other through the streets and corridors, challenging the points with grenade spam and swords with the installation and special abilities that range from deployed turrets to shields and buffs. Imagine a match with 40 Overwatch players, where each person is different from the other, and some of them always use their ultimatums.
The cards usually start out a bit large, and then they roll the players to smaller goals. In the beginning, I like to swim down the back to the snipe (I know, I'm that guy), since it allows me to focus on accuracy, not on tandem rockets and heavy blasters and air bombardments. In close circle, I, as awkwardly, run, like a missile or a missile droid, both of which can be raised vertically with little control. This is a one-button shoot that gives me time to reset, relief from chaos.
So far, it rarely happens that I earn enough points for the hero hero to appear - I usually spend it too early, not to be patient, but I finished one of the matches as Ray, clearing the room of the droids, straightening the light sword attacks and jumping around. It's fun to be so cruelly depressed in a multiplayer game. It's not so fun to be at the receiving end of a deadly wand.
Right now, I'm not sure if I want to recommend chaos. Mishmash of soldier abilities, AT-ST and Y-wings and Khan Solo is stupid and impressive, but more serious than it seems. There's no place to play. For example, 40 players playing on the opposite sides of the throne room on Theed create a mess of bodies to carefully move around, peer into your head, spam a grenade, kill a few dead, if you can, die in confusion. If you do not appear as a Hero. In this case, all other players become feeds in your narrative when you are struggling to stay alive as long as you can, cutting additional objects, fighting off the leading actors of the other team. It's fun, but the main part of every match looks like a struggle to get there, not to fight for victory. As defenders, if you win too early (say, by destroying MTT in the first stage of Theed), you can not earn enough points to have this moment in the spotlight - it's strange that your goal - to finish the game before something funny happens .
I can not deliver the verdict yet, because I only really had a look at the extensive multiplayer Battlefront 2 mode, which also includes a combat mode, 4-on-four heroes versus villains mode, 16-game objective matches, and 20- player team deathmatch mode. While I can talk more about the system of progression and campaign, than about many and many methods of explosion of other players.
Playing games and reaching simple stages (for example, hammering your first five murders in any multiplayer mode) earns credits that you can use to buy bonuses and heroes of the hero. You can also buy production boxes with crystals, premium currency. Without spending cash, I earned on loans and robberies on a good video and began to create a decent collection of the main element of the Battlefront 2 setting, Star Cards.
Each class, car and character can equip up to three star cards, starting with one, until you compare a class that is sufficient to unlock the other two. Star maps can replace the ability of the reserve with a new one - for example, the Assault class can replace its grenade with the Acid Launcher - or impose on it an already available ability or stat, for example, reducing the recharge time of the ability. I do not like the system. It's difficult, for example, calling Call of Duty, but it's available, available for purchase and upgrade, as well as high-ranking players with apparent significant advantages over new players.
Choosing between increasing the total health of my AT-RTs or reducing the damage they take or increasing the speed at which they auto-repair is comically dull.
I can’t say exactly how much of a boost you get from Star Cards—as in, specifically how much faster ability recharge times are with the Resourceful card—but even if they’re only slight boosts, they create the possibility to interpret deaths as power imbalances. Ah, we played rock, paper, scissors, but they had a Super Lava Rock that sets paper on fire. I should’ve known, but couldn’t, because there’s no way to tell what Star Cards are in play until you’re dead.
And most of them aren’t fun. New abilities are cool, but choosing between increasing the total health of my AT-RTs or reducing the damage they take or increasing the speed at which they auto-repair is comically dull. All three of those cards accomplish the same thing, and none will change how I play.
At least I haven’t felt pressured to spend money. Most weapons are unlocked by scoring a certain number of kills, which is fine, and new Hero characters must be purchased with Credits—15,000 for Luke Skywalker, which feels like a bit much even after it was lowered from the absurd 60,000, but would also be a bit much if I were spending money on crates. When the multiplayer servers were briefly full of Origin Access players enjoying their 10-hour trial, I earned plenty of crates and Star Cards and Crafting Materials. Even playing the campaign earns you Credits.
But even if I do not buy it, the premium currency and the design of the entire progression system are interrelated. For example, if you could equip three Star Cards per class at the same time, new players could fully equip all their classes, spending money without playing. Removing this restriction would probably be an unpopular move, but in order to grind Star Card slots to equip direct hits with a hit, and damage from damage is also not fun. Without crystals the design can be changed. With them, probably, this can not be.
Most of all I'm disappointed with the unimaginable Star Maps contained in these boxes of loot. The Call of Duty series has many similar problems, including some stupid benefits (namely those that increase or decrease explosive damage), but at least they are usually trade-offs that improve a certain style of play. Do you want to escape faster or not get any harmful damage? This is the solution. But collecting higher health, as well as increasing the main damage from weapons and increasing the torpedo damage - it's just the best TIE fighter. I'm not sure that I will feel great, taking first-tier players with my improved soldiers and ships, regardless of whether I spend money or not.
It's like a comic book that was compiled before it was written.
Campaign Battlefront 2 includes the fastest levels that go through all the best moments of the Star Wars - pilots TIE fighters, exchanging blaster fire over the white corridors, increasing the pushing of stormtroopers. The story is disappointingly soft, but brief and interesting. So far, the campaign is my favorite thing about Battlefront 2.
You primarily play as the imperial hero Eden Versio, the leader of the team of special forces Inferno Squad, a ruthless villain who has a very malleable morality, so compliant that it is largely unbelievable. There is one concrete blow, designed to show that Versio made a moral choice, which, in my opinion, was a mistake at first because of how little she required. It's like a comic book that was compiled before it was written. On each other page there is a cue ball with an exquisite signature, which we need to get, so the speech is filled between several bubbles to explain why our characters participate in it.
This is the classic story of Star Wars about heroes and villains, about good and evil, without surprise or subversion, which is disappointing. After several missions, the characters do everything exactly what they say, what they are going to do, and everyone agrees with each other, and much is hushed up by the fact that it's difficult to understand why they act the way they do - we do not see much of our development, individually or as friends.
But behind the scenes of the big battles of the "Star Wars" is neat in its own way, and there are funny lines, cute characters and clever written cameos. Too few missions slows down to allow us to look into the character's mind, but there is one that stands out. You play as a specific Force user and you can destroy the Stormtroopers team with a light sword that is both fantastically funny and little understood as Empire people see the strength of the rebels and vice versa.
Hit boxes on the heads of enemies are not as simple as in Destiny 2, but they are pretty close.
Using the Force with a light sword is simple enough, and I dug, as it made me worry more about defeating an army with style rather than dying. As a galaxy hero, for the Stormtrooper there would not even be a scratch on me, and there's a fun game to try to play in your canon, mixing steep abilities the way I think, the character. Holding the right mouse button to automatically parry the same blaster fire that I was hiding in the previous mission, feels bad.
However, even in missions without space magic Battlefront 2 is not too complicated. Hit boxes on the heads of enemies are not as simple as in Destiny 2, but they are pretty close. And although I'm fragile enough to be on the edge, I appreciate that Battlefront 2 allows me to experiment, make mistakes and recover. I feel under control and responsible for my success, without resorting to an extremely cautious and tedious game.
For example, ships are difficult to maneuver, but close enough, and my main soft weapon blocks the enemy, so I need to develop combat skills, but I do not have to do this without a target computer. On the ground, I'm not chained to cover and not allowed to run where I want. Only a few types of enemies are spongy, and the rest often fly through the air with a single grenade or a shot to the head, which leads to the corresponding battles of the Star Wars. Fun, simple shooting.
And the battles are great. DICE has surpassed itself with foliage on Endor.
The final mission is great fun, a combination of flights and ground battles with smooth transitions between massive props.
Turning the difficulty down did not really matter, so I'm worried the players who are just in it can find more problems than they expected. A careful approach should do the job when dancing around in the open does not work, the only problem is that the control savings can be annoying, especially in space. Slightly too slow, destroying all the bombers, because you went to investigate before the invitation appeared? Flip the entire segment. Excellent work with bombers, but accidentally cut off some wreckage? Start over.
I also encountered couples. The most egregious was when I defended my grounded ship from endless waves of enemies for several minutes - I did not expect - before realizing that something must be wrong. I rebooted the checkpoint, and of course, the guesthouse had to let go a couple of minutes so I could escape. At least it happened in the second attempt.
The final mission is great fun, a combination of flights and ground battles with smooth transitions between massive props, including AT-AT and Star Destroyers. It also adds context to the events of The Force Awakens, and there's a crappy pleasure to learn about even more events that a real Star Wars hero might not know about.
Later this week we will have a final review. At the end of the campaign, I will play multiplayer and watch how fast I progress. Maybe the Galactic Assault just needs to grow on me a bit more - I have not seen all the maps yet - or maybe one of the other modes is a real star. Multiplayer games can go through a certain practice before they are clicked, so I'll keep the droids for a good time before writing down my last thoughts.
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Star Wars!!!
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