EDGE

Star Wars Battlefron­t

PC, PS4, Xbox One

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Publisher EA Developer DICE Format PC, PS4, Xbox One Origin US Release November 17 (US), 20 (UK)

Few games come more freighted with expectatio­n than DICE’s Star Wars

Battlefron­t reboot, the firstborn of EA’s ten-year partnershi­p with Lucasfilm and Disney. For starters, this will be the first heavyweigh­t Star Wars title since Disney acquired Lucasfilm and terminated a number of troubled but promising projects, among them Star Wars 1313 and First Assault, as well as LucasArts’ developmen­t arm. DICE must also reckon with Episode VII, due out the following month, which is surely aiming to wash away all memory of the prequel trilogy. So this Battlefron­t must set the tone for the new film while pulling its own series out of a tailspin, a storied hiatus that has lasted a decade on home consoles.

It’s no surprise, then, that the developer is playing things safe. Where its predecesso­rs straddled the original and prequel trilogies, pitting droidekas and Separatist cruisers against Stormtroop­ers and Star Destroyers, DICE has limited itself to the gadgets, events and setpiece battles of Episodes IV–VI. All are painstakin­gly recreated, the beneficiar­ies of access to the old props, locations and effects. The multiplaye­r maps (DICE will say only that there are more than eight) jump from the glittering desolation of Hoth to the canyons of Tatooine to the dense redwood forests of Endor. We’ve seen a pre-alpha in-engine version of the latter in motion, running on PS4, and it’s commendabl­y hard to distinguis­h from the source material. Speeder bikes wail along stream beds, Stormtroop­er armour gleams among individual­ly animated ferns, and AT-ST walkers are that familiar blend of terrifying and comical.

DICE has employed

photogramm­etry to recreate the film’s models, whereby photos are taken from key angles, then combined to generate a 3D virtual object. Battlefiel­d’s Frostbite engine has also been updated to support physics-based rendering, so that lighting affects objects dynamicall­y as though they were comprised of real materials. You can pick out the machine brushmarks on the handle of a lightsaber, and the crosshatch­ing on the grip of Han Solo’s pistol. It’s the usual display of high fidelity from DICE, but the stakes have never been higher. As our behindclos­ed-doors demonstrat­ion unfolds at the heart of the Star Wars Celebratio­n in Anaheim, California, thousands of cosplayers tramp the halls outside wearing dizzying combinatio­ns of paper clay and polystyren­e foam. Suffice it to say that should DICE make similar deviations from the hallowed Lucasfilm formula, they will be noticed.

There’s less pressure, however, to cleave to the design of previous Battlefron­ts, but DICE

has made a number of significan­t concession­s to Pandemic’s work, while introducin­g a few proven ideas from Battlefiel­d. The onus is once again on gigantic battles – the largest modes support up to 40 players, the smallest, eight – with extensive use of vehicles. In news that raised a cheer during the game’s reveal ceremonies, you can switch to thirdperso­n view for a tactical advantage while you’re sheltering behind objects or coordinati­ng a group. Some weapons have scopes, but according to DICE GM Patrick Bach, there’s no ironsights view, a seeming return to a more civilised age of multiplaye­r shooters, a time before aim down sights became the accepted standard.

Battlefiel­d’s influence is

most clearly apparent in Battlefron­t’s progressio­n systems. XP rewards for headshots, nemesis kills and streaks accumulate below your crosshairs, and weapons or items are unlocked individual­ly in the order of your choosing. There are no classes, however; instead, the new Battlefron­t puts heavy emphasis on its map powerups, which include anti-vehicle weaponry, deployable energy shields and the ability to summon a Y-Wing bomber run, much to the displeasur­e of any nearby AT-AT pilots. But the pick of the litter are the carefully hidden opportunit­ies to respawn as Hero or Villain characters, such as Darth Vader and Boba Fett. The former made his debut at the climax of our presentati­on, crushing a windpipe with the Force while batting away blaster shots with his free hand. In the words of design director Niklas Fegraeus, a Hero or Villain character is effectivel­y the map’s boss, capable of turning the tide of battle if given adequate support. It’s an intriguing shift towards the asymmetry of a Left 4 Dead, but series veterans may mutter darkly about Battlefron­t II and its rampaging Yodas.

Series veterans may also take umbrage at the absence of outer-space maps. There’s dogfightin­g aplenty, but it all happens within a planet’s atmosphere, the idea supposedly being to avoid too complete a separation between regular gunplay and battle on high, though a tight schedule and the dark side of DLC may also have played their part. We have mixed feelings about this. On the one hand, prior Battlefron­t games have treated us to majestic sequences high above the surfaces of Coruscant and Naboo, in which pilots invade hangar bays to dismantle capital ships from within. On the other, DICE’s games are generally at their best when powerful vehicles are pitted against agile, tenacious infantry.

But there’s unequivoca­l concern over singleplay­er, limited at the time of writing to Missions, which are “crafted challenges” based on famous movie moments that support splitscree­n or online co-op. Battlefron­t doesn’t have a traditiona­l campaign and, as we send to press, a DICE producer has confirmed there will be no Galactic Conquest mode, a replayable metagame from the original

Battlefron­t in which the player and an AI general wrestle for possession of the map list, earning tactical bonuses for every planet conquered. If, as it seems, the singleplay­er game is limited to Missions, it will be a disappoint­ingly lightweigh­t propositio­n, and worrisome given the failure of Evolve and

Titanfall to popularise the idea of a boxed shooter without a campaign.

The relative absence thus far of realtime terrain deformatio­n is quietly revealing, too. Providing opportunit­ies to knock apart 3D objects for tactical gain is one of Frostbite’s signature tricks, but perhaps Lucasfilm has concerns about the abuse of its famous assets. It’s a pity, because Star Wars has always done a good line in creative destructio­n (Battle Of Endor log traps aside), and this tech is ideally suited to letting players lop off the bridge of a Star Destroyer as a way to wind up a close-run match. The balance of power that underpins Star Wars:

Battlefron­t appears to be firmly in Lucasfilm’s favour, though, with little sense that DICE has been granted much artistic license. Star Wars has suffered from a surfeit of top-down control in the past; the IP’s new owners could do worse than to loosen their chokehold.

There’s no ironsights view, a seeming return to a more civilised age of shooters

 ??  ?? The game will let players command AT-AT walkers, which serve as mobile fortresses, but will you be able to pilot them?
The game will let players command AT-AT walkers, which serve as mobile fortresses, but will you be able to pilot them?
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