While you’d think something with as broad an appeal as Star Wars should land in any context, Star Wars Battlefront, like Jar Jar Binks, is evidence to the contrary. The absence of a singleplayer campaign irked many, while still more took issue with what they saw as a lack of content in multiplayer. In response, EA has pooled the talents of Criterion, DICE and Motive to build a sequel (p34) that attempts to offer something for everybody. A substantial and robust multiplayer component, a fully operational singleplayer campaign and a more flexible toybox should go some way to winning back those who were disappointed by DICE’s first attempt.
Capcom’s Marvel Vs Capcom series, meanwhile, has long faced a similar problem – albeit for distinctly different reasons. The assemblage of Marvel and Capcom’s best-loved characters should represent a hook with enormous mass-market appeal, yet the three-on-three fighter has long been feared for its bewildering complexity. In Marvel Vs Capcom: Infinite (p44), the studio has rejected the usual sequel mantra of ‘ more is more’ and instead made a concerted effort to make the game more accessible.
Both games are the work of studios which are going out of their way to appeal to as broad a market as possible without compromising the core of their games. Another approach, of course, is to be unyielding – see FromSoftware’s output – or, as is the case for two studios this month, to give players the tools to troll others.
Divinity: Original Sin II’s (p54) Game Master mode gives you everything you need to create your own stories as others work through your creation – or to punish them for giggles. Similarly, Raiders Of The Broken Planet (p52) gives one player the exclusive role of harrying a team of four defenders. While these two approaches are distinct, they share the same desire to offer something for everybody. Perhaps, despite what we’ve heard, it really is possible to appeal to all of the people, all of the time.